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Everything posted by Macser
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Well there is some arguable evidence for the inverted wings. If you look at the sequence when Needa is going to his last meeting, ever, the wings would appear to be inverted. I say arguable, because it's so small in the shot it's not obvious. All these years I never actually noticed for some reason, that it was a bomber variant. It was just a grey blob to me. Here's the example being presented for the inverted wings. I suppose it does fit, combined with the storyboards. Although some concept work does have it with the usual setup. I'd say it's open to interpretation. But that's just me.
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I look forward to blasting the bits out of 'em Len. I didn't even know the tie shuttle existed until you mentioned it.
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It's highly unlikely any of the older mods you'll find for OFP will be updated. Most of the people who created them have either moved onto A3 or have moved away from modding altogether. The single best way to get something you're interested in, that doesn't already exist ,is to create it yourself.
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I can only speak for myself, but I think it's more realistic to keep either of our projects small. I think that's part of the reason Acacyn didn't make it to releasing all he wanted to. It's just practicality. Limited time and manpower. Nothing wrong with being ambitious. But our imaginations often get the better of our practical ability.
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50 quid unleaded please, and a packet of crinkle-cut cheese and onion crisps. Great work Len.
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Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeah. That's essentially the same thing I did above. The only difference is the use of the data transfer modifier. Which has other options besides that. I wasn't quite sure what you were asking about in the post above, where you mentioned getting it to "look" like the example vest. You mean scaling it down? -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's what I was showing you at the top of the page. That's how you get the weights onto your mesh with the minimum of fuss. If there's any particular point you're not sure of, mention it. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You definitely need the weights. Otherwise your item ends up getting distorted or buried in the ground. Unless you mean tidy them up. A rig is handy for that. Even a simple one. So you can test out how it deforms before you export it. The bones of the rig/armature just need the same names that appear in the named selections. If you want to try it, there's a rig I created a while ago that seems to get a bit of use. It's not perfect. It was meant to make life a bit easier for people trying out animation, that didn't have much experience with rigging. But it's also a handy way of checking your mesh deformation, as a side benefit. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's been a long time since I've had to install the addon. Must've needed to "initialise" in some way. That's one less problem at least. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Fair enough. But it would be less hassle to get the toolbox working properly. This is the thread for Al's arma toolbox. I'm not saying he'll have the answer. But there's no harm in asking. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Rar? You mean the 7z file? And you extracted the .zip? It should be compatible with Blender 2.76 and up. Seeing as you're getting no error messages, it's hard to diagnose. You could post in the toolbox thread and see if Al can offer some advice. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well, Al might be more qualified to answer that. How did you go about installing the addon, out of curiosity? -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Did you select the object and tag it, so it's available to the exporter? Make sure you read the manual that comes with Al's addon. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Not very detailed. But might get you started. One thing I didn't make clear, is that you can have your own mesh on a separate layer if you want. -
Edit: I first thought you meant in the forum sense. Could you describe what you mean by "trolling" within the context of game play?
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Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Exactly. From there you can use the data transfer modifier, to move the weighting to another mesh. Like items of clothing. The nice thing about environments like Max,Maya and Blender is that you can then test out your weighting before you export. Even a simple FK armature/rig works great for that. It cuts down on bouncing between programs and game. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
P3d , using Alwarren's toolbox. There's a selection of them in the character example zip. All the selections are there as vertex groups. Once you have those, transferring them quickly to other meshes, like clothing, is very quick. -
Well I can't comment on the technicalities of it. But it would make sense to have some consistency. And Cfgpatches is arguably more important. If a required class contained in an addon or mod is not loaded, it's not available to be called upon. I'd expect an error in that case.
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Have you tried the author entry in the CfgPatches section? As for referencing external, non local pbos. Yes you can, if you have the correct class names. Even if it's for another mod. As long as a referenced mod is loaded on game start, it should be available to your config. If you do reference another mod or addon, you should check with the original author anyway. Although it's technically possible, they could have an issue with it. I don't know. Most folks don't mind something like that though, as you're not actually modifying their content. But the point is it's possible to reference PBOs not only in your own mod folder, but others too. If I'm wrong, I'm sure it'll be corrected.
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I'll let someone else tackle the Unknown author question. Although posting the config might help people identify any potential problems. If you split up your content you can simply update a particular pbo when it's changed. So the users aren't forced to re-download a big package all over again for a small addition or edit. You could have a number of pbos referencing shared resources from a single source. So if I had a weapon pbo, for example, I could have two or three infantry pbos in separate locations using it. Instead of incorporating them into each one. If I make a change to two of the weapon models, I can simply update the weapon pbo. But the infantry wouldn't need to be touched. As long as the class names being referenced remain unchanged. Referencing class names from a source outside your local config is possible, and also handy.
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Operation Plastpoint: Toy War Crisis
Macser replied to Revan9190's topic in ADDONS & MODS: DISCUSSION
Most of the soldier classes are derivatives of the basic class. So they use the same model. The medic simply reveals the medic symbol. You can get the class names very easily with a quick search of a main config. Just search for SoldierWB and follow the trail. P3ds: Soldier, "mc vojakW2" Officer, "mc vojakwo2". Crew, "mc tankistaW2" Pilot, "mc pilotW2" Sniper, "mc sniperw2" Black op, "mc saboteur" (All black with balaclava) Black op day, "mc saboteurday" -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I posted about the wiki because it has some info on 3ds max. From reading the wiki, something like a vest doesn't appear to require the presence of a mesh in the geo. Just that the lod itself is in the model. If you decide to use Blender, you can transfer weights directly from an example character to clothing. Just use the data transfer modifier with the example character as a source. Although it might need a bit of tweaking here and there to sort out any major clipping. -
Vest Mod Gone Wrong
Macser replied to Stephen Allen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Have you tried the Wiki? It's as good a place as any to start. -
Star Wars mod, what is going on?
Macser replied to fn_Quiksilver's topic in ARMA 3 - QUESTIONS & ANSWERS
It doesn't matter why someone is protective of what they do. The problem, is the complete disregard in which that's held. I think the average modder would be happy with some common decency in return for putting the stuff out there. There are zero requirements when a modder does release stuff. Other than what they take upon themselves. As you so blatantly said, you are not owed a damn thing. It works both ways. How difficult would it be for them to remove a few files and move on? For them,and you to get ,as you put it, over yourselves? Aren't they simply being stubborn? And vilified by who exactly? The same people who hold you in such low regard in the first place? How would that be a loss? How would it be any different than what's happening to people now? You obviously have no idea what you're talking about if you think "not releasing anything" constitutes quitting modding. It really doesn't work like that. -
Star Wars mod, what is going on?
Macser replied to fn_Quiksilver's topic in ARMA 3 - QUESTIONS & ANSWERS
How about an alternate take on that? The thing to do, to get respect from the modding community you purport to be a member of, is to say , "I respect your right to determine how your own work is dealt with, rather than hassle you and ignore your polite requests. Regardless of your reasons". Modders don't work for anyone. They're not here to provide a service. I don't know where you and others have gotten that impression. It's not even close to being accurate.