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Everything posted by six_ten
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Just finished the LODs for the 4 pdr Brocard cannon a la Suedoise ("Swedish") and its limber. Until someone comes up with a horse you drive the limber like a car. Just found a video showing an articulated MTVR and trailer -- has anyone posted a how-to for the Physx setup for that kind of system? https://www.youtube.com/watch?v=Enj_aIkDgnQ It was elegant, exactly what this needs -- the simplest system as you can see the pintle on the limber holds the hole at the trail of the gun carriage. It will be a big improvement to be able to move the guns around. Here's a closeup showing the socket in the trail and the pintle on the limber. Now to find a way to connect them. "Where a goat can go a man can go, and where a man can go he can drag a gun." -- Major General William Phillips, 1731 – 13 May 1781
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ARMA 3 Addon Request Thread
six_ten replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Anyone with some skills interested in making a quick and simple addon to allow mod makers to add a simple hatchet and spear (swing, thrust) to their projects? I see some individuals have solved it on their own, but there's nothing public so everyone has to reinvent the wheel. Can we make a base for anyone to use and expand upon? -
Cool quote. I like the idea of releasing some parts of the mod early as I have been fighting bots, and every once in a while get an awesome game moment that would be fun to experience with a team. (might also help improve the game, as others can see the things I can't get to work right and maybe suggest solutions. I am working solo. Thanks, I'll have some screens of the new Brocard a la Suedoise 4 pound field cannon for you later this morning. (working on the LODs now, I just finished the model and base textures). Unreal's engine, support, and licencing are good. I started modding on that engine years ago (in fact started an early version of this mod in Unreal about ten years ago) and really like it -- also with them I could sell a full game for something like 5% of sales per month, very generous.) However, there are things about ARMA that I also really like and for now will try to add melee and horses etc here if I can get some assistance in figuring it out. I really like the idea of adding Indians. They were very important to both sides as well as having their own fascinating history during the war. In some ways they shaped the course of history as much or more than the other great powers and in game could really be a fun role. I want a trade system in part to drive the battle gameplay and provide opportunities for piracy (one of my favorite activities in Dayz).
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Binocular model issue with hands - First person view
six_ten replied to Ranwer135's topic in ARMA 3 - MODELLING - (O2)
I have all the access I want -- I built them :) I use a script to load each cannon and its crew onto the deck, so when I am in first person they look like they're outside. Third person looks fine, and the guns and crew on other ships looks okay too. -
Binocular model issue with hands - First person view
six_ten replied to Ranwer135's topic in ARMA 3 - MODELLING - (O2)
I have exactly this same problem but I think it is due to adding static weapons to a vehicle using memory points. no idea how to solve that. -
Thanks -- I'll try that. And now the giant question -- how do I code a hatchet? I've tried everything I could think of but couldn't get it to work.
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xxx.CA on my model makes ocean invisible when looking through it
six_ten replied to six_ten's topic in ARMA 3 - MODELLING - (O2)
In O2 I see "Sort Alpha." Is that it? -
xxx.CA on my model makes ocean invisible when looking through it
six_ten replied to six_ten's topic in ARMA 3 - MODELLING - (O2)
Testing -- it seems fully transparent parts of the texture do not remove the water, just those that are partially transparent. -
Actually tree-cutting is even higher on my list of priorities than weapons... How did you do it?
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I'd like some ideas (and code if its available) for the following: I have a wooden ship. I also have a cannon. When a cannonball hits the side of the ship I want the ball itself to pass through and damage players, but I also want to create an explosion of splinters that can do damage too at the inside of the point of impact. I think this effect also happens in modern tanks; has it been done?
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I'll second the request -- I need to make custom sails and banners -- I put a lot of effort into trying to replicate the flag sim from A2 and just couldn't get it to move. Could you release an MLOD of the A3 windsock and give us some pointers on custom models please?
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How do I get in contact with them?
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Exactly.
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I'll try to recall what I've done so far (it has been a while so I'll add to this as I remember). I built a model flag, a copy of the one in A2 -- same number of verts, same size, etc. Couldn't get it to animate. It just stood stiff.
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I spent quite a lot of effort tearing into the A2 flags and trying to replicate one, but without luck. I am continuing to dig into it. Has anyone got an idea? Can we get some dev help with this? I need sails and banners.
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Thank you. Anyone else working on melee?
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Perfect -- can I use your code and try to modify for A3? (If so, where can I get it?) At this point I'd be happy with a working hatchet and bayonet.
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Sure it can be done -- just do it. Don't model a sword -- get it working with a simple cylinder. I want melee for my mod, and I'll be modeling my own weapons and tools anyway, I just need the code and animations. How does DayZ do the hatchet? That would be a great start to have.
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Addon builder error - 1073741819
six_ten replied to sergey_vally's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I have the same error code 1073741819 -- last night I repacked a terrain with no problem, today I cannot repack an addon. I've tried PboProject and AddonBuilder. PboProject doesn't give an indication of what the error is, I just get a popup saying that ARMA3 has stopped working (even when neither it nor Steam were running to begin with). -
Working sailboat - is it possible?
six_ten replied to Delta Hawk's topic in ARMA 3 - MODELLING - (O2)
There is not. I've spent hours upon hours trying to reproduce this with my sail models to no success yet. It uses vertex animation. It would be helpful if BIS would put out a short simple primer on how to use this. Last I checked the windsock files were encrypted. The flags are available to look into, but I need more examples to figure out how to do it with my sails. This I have working. They also can be destroyed when shot away. Not at all impossible, it works. What is difficult (but not impossible, I just haven't figured out how to do it) is -- getting the amount of undamaged sail, -- multiplying that by the wind speed and strength relative to the sloop, -- transmitting that to move the vessel, -- and being able to steer by it. I had my sloop moving with wind power (crudely) but put it back to use engine power til I can steer, anchor and tow it with small boats. I need scripts that do thatbut I don't know how to write them. -
For some reason the stars in the night sky on my custom map are enormous. I copied the lighting and most of the rest of the config from Stratis and cannot see what I've missed. Can anyone help me get the nice looking night sky in the real Stratis? There was an identical issue posted on the ARMA feedback site, but the mod there marked it as solved since he couldn't reproduce it. Well, it isn't solved yet. It occurs in my map too.
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Proxies and Animations for buildings not loading on custom map
six_ten replied to Mattaustt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Do your building names start with Land_ ? If not try that. -
Open the sample house in Samples_F. That will give you a good start on what to include. I used it as a template for my first few buildings and found it really helpful. One quick note, for shadow lods, import your simple geom, press E and remove any textures or shaders, then triangulate it through the upper menu, then press U.
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Too many objects in grid 255,255
six_ten replied to aspire0ne's topic in ARMA 3 - TERRAIN - (BUILDER)
I've gotten that error when road paths were outside the terrain area. Check that first. -
I haven't used the sling features but am looking for a way to create an anchor for a ship or boat. So far I'm looking at making a named selection Anchor_hide, and near it a user action Drop_Anchor or Weigh_Anchor. I'd like to hear any ideas for implementing this. The wind affects boats, so what I'd like to do is when Drop_Anchor is selected, hide the shipboard model anchor, create one below the ship at the seafloor, and a rope that connects them. In the real world, the rope is not a straight vertical line, rather the wind and current moves the ship to the limit of the rope . I'd like to reproduce this in game.