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773 ExcellentAbout Macser
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I stopped modding the game over a year ago. But I've done most of my work in blender for the past few years. Only using O2light to finalize lods for geometry and maybe a few other edits. But modeling, UVs, textures and painting were all done inside blender. If that's not something you're interested in, you could also try O2PE and direct3D rendering. It's not perfect, but you should be able to view the textures in the viewports. Providing you have the P: drive set up.
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- ww4
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First post has been updated. No additions. Just a refresh of the links.
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Sorry I didn't reply sooner. As for your question. I don't know any people actively working in animation for A3. Personally I haven't modded for the Arma series since last year. Even then it wasn't for A3. I figure your main concern is going to be the configs. Which is not something I'd be qualified to teach you anyway.
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Flashpoint Nostalgia Project part one : Everon 1995 - Released! (Version 1.4)
Macser replied to The Matmus's topic in USER MISSIONS
Sorry to hear that. I don't know your exact circumstances, and it's none of my business. But I've had similar experience. So good luck to you. And a Merry Christmas, if it's something you celebrate. 🍻 -
😄 At this point, OFP is retro style. I remember that mod you mention. I thought it might've been Mercer. But he probably would've mentioned it to you. I think Prof tournesol did something similar to see how unit numbers affected frame rate. He went pretty low on the detail as I recall. But it didn't increase performance much. I assume the AI itself is still a big drain, regardless of model complexity.
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From Blender to ArmA 3 - Complete process tutorial
Macser replied to El Tyranos's topic in ARMA 3 - MODELLING - (O2)
That's the latest version. 2.93. It dropped win 7 support. But the earlier versions should be ok. I think you'd be safe enough with something like version 2.8. -
That mod likely did what most do. Repath from default sounds to a set of their own. Of course there is the CfgVoice class in the config too. Which has elements referenced in CfgFaces. Speaker=Whatever. But I haven't explored it personally. So I can't say how much that would actually allow you to do. There is also a Voice.PBO in the DTA directory. This is the source for the sounds referenced in the Cfgvoice class. So perhaps it might be possible to create a new "character". I don't know.
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The first page has been updated with some new information. Links have been refreshed and one addition has been made.
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The first page has been updated with a couple of links.
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Sorry I haven't replied sooner. I haven't experienced any problems while moving the fingers. Could you cite an example of what you mean?
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Ok. Well that's the best place to start. Weapons are a great introduction to addons, as they're relatively simple to get working. I'd suggest going with that first.
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I know "mod" and "addon" can be interchangeable words in other communities. But generally "addon" refers to smaller projects. Like weapons, vehicles or characters. "mod" usually refers to something larger that affects gameplay, or the overall look of the menus. As well as adding new content. If you know how to make a self-contained addon, you have the basic knowledge to make a mod. How far have you gotten with brsseb's tutorials? Did you successfully complete them?
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It's not exactly ideal. And would mean messing about with some of the other bones in the chain. If you select the hand bone and hit Shift-S "cursor to selected", that should give you a good location. Then select the ik target, for the hand, and hit Shift-S again. This time choose "Selection to cursor". After that reactivate the ik constraint if it was inactive.
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That tutorial is for a much older version of Blender. 🙂 What do you mean by advanced exactly?
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Most of the links on threads of that era, and older, would be gone. Not surprising. The links to the beta addons, on Ofpinfo seem to be ok though.