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Macser

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Everything posted by Macser

  1. You're correct. They don't have bones for the camera memory point. Try experimenting with the rigs. Add in a bone named camera at the correct location relative to the example character. You can save the edited rig separately. The rtm component of the toolbox only requires an armature and inputted keyframes. My armatures and Al's toolbox have no "technical" connections. You could use a modified rigify armature if you like, or go with a completely custom version. As long as the target model and rtm have matching bone information you're good to go. An rtm edit may not get the results you want. Or could make things worse. It sounds like a config or model issue. As far as A3 goes, that would be outside my area of knowledge. :)
  2. That's not a WW4 glitch. The original base models were heavily edited and optimised HYK/ GRAA characters. Which in turn were based on the resistance civilian mesh. The "skeleton" is the same for all BI default units. Without exception. Even the older default US/Soviet ones. :) The modder never had any official template precisely showing the locations of each joint though. You had to work off the existing meshes. Given the "awkward" ( I'm being polite there) pose of the models that wasn't easy. And made creating new characters very fiddly. It wouldn't have bothered Sanc at the time, as he had a fair bit to do in other areas. And I don't remember sleeve-less units being on the menu. The wrist problem wouldn't have been a priority in any case. Same with the shoulders. Before anyone asks. Although Sanc is an experienced Blender user, the tools weren't there to get smooth, blended weighting into P3d form. Not back then. By the time they became available the project would've been too far ahead in production. The wrist issue: It might be possible to alleviate the wrist collapse with some weight painting and the addition of one or two edge loops in the forearms. But no guarantees. If it worked, you'd likely be limited to FK animation from there on. Not as cool as it sounds. Unlike A2/A3, you can't add new bones into the upper torso and still have the procedural animations work. In fact I don't know if you can do that in the newer titles either. Model.cfg does allow custom hierarchies though. The later titles in the Arma series use a secondary set of bones in the upper and fore arms called twist bones. These rotate roughly at the center of the limbs to give an intermediate turn. This helps maintain volume.
  3. Macser

    Magnum Force - revolver pack

    You're right. Too easy. Mad max II. :) It looks like you created addons to go with your revolvers.
  4. Macser

    Magnum Force - revolver pack

    You talkin te me?Well I'm the only one here........At the moment. :D (If it wasn't me it would've been someone else)
  5. Macser

    OFP Addon request thread

    I think R0adki11 is correct. The only addons I know of were the ones I linked to on OFPr.info earlier. :) There's a quick search on the news section: http://ofp.gamepark.cz/index.php?oblast=news&search=star+wars You'll find links to addons in amongst the screenshots and videos.
  6. I think some of the pages lingered on after the switch to Gamefront. But right now I can't call up any of the Filefront addresses either. Looks like they were mopped up. I didn't think Gamefront kept anything for OFP. They did. It just needs a little digging to locate. http://www.gamefront.com/files/listing/pub2/operation-flashpoint-resistance (In case anyone's wondering) :)
  7. Macser

    OFP photography - Questions & comments

    @The_Noob Nice looking pics. So what's this ArmaDA all about? :)
  8. Macser

    class EventHadler in Config

    https://community.bistudio.com/wiki/this http://www.ofpec.com/editors-depot/index.php?action=details&id=35&game=OFP%7CAll There's some good info on "this" [_this select 0] That's a way of grabbing an element inside an array. The Fired EH has these elements in it's array, for example: Passed array: [unit, weapon, muzzle, mode, ammo] unit: Object - Object the event handler is assigned to weapon: String - Fired weapon muzzle: String - Muzzle which was used mode: String - Current mode of the fired weapon ammo: String - Ammo used "_this" would be the EH itself, and select 0 would be the first element in the array. Which in this case would be the unit the EH is attached to. Select 1 would give you the weapon. Select 2 the muzzle type and so on.
  9. Macser

    OFP Addon request thread

    I don't recall anything other than Llauma's pack. Were there any face textures released with the A1/A2 sample files?
  10. Macser

    OFP Addon request thread

    OFPr Info is as good a place as any to start. Unfortunately for us Star Wars fans, I don't think there was ever a full mod released. :)
  11. Are you talking about inverse and forward kinematics?As in animation?
  12. Macser

    OFP videography

    A quick spin around the northern end of Nogova. On a bike, sort of. Video link<<<<<<<<<<<<<<<<<<< (No embedding support for Dailymotion) Addons: My own, in progress, 74-z speeder bike and biker scout.
  13. To clarify the Dailymotion query. It looks like I'm asking for something that hadn't been available on the previous board. But Dailymotion video was indeed supported. A list of compatible sites would be appreciated. :)
  14. Are dailymotion videos supported by the new engine? I can't get them working. I tried the "media" tags, but no luck.
  15. You can also save the poses/animations as actions via the dopesheet. That way you can keep a collection within one blend file. Besides keeping everything in one place, it allows for quick switching between animations, for previewing. When you want to export, load the frames of the currently active action into the toolbox and go.
  16. I just tried out the demo. Excellent. Really impressed with what you've done. Even though it's a small package, it really has a special quality. I think that has a lot to do with the overall look and feel. Whether it's the front end, or the interaction with items, or the environment, it has a cohesiveness to it. The MFD and various dialogs add even more polish. Although there's been really fantastic mods and addons over the years, this is something that's really got my attention. I'd consider it more of a total conversion than a mod. Even the intros have atmosphere. It really feels like the original title. Well done sir. :)
  17. Yeah. That seems to be it. Material 3 is the only one with a reference in the toolbox material settings. Once you link the other 2 the materials should be present in the P3d. I can see them in O2.
  18. Macser

    How to open .rtm files?

    "Skeletons" as a lot of people refer to them, are just 3 dimensional reference meshes. All the data about joint locations and transforms are actually in the animations. All you need is the character mesh that was designed for the animations in question. If you were intent on using O2/Obj builder to animate, you'd need to modify the mesh slightly. By that I mean replace any double sided selections with a solid equivalent. Such as proxies. Otherwise you may find the "no coordinates points" error popping up.
  19. Macser

    Blender - External Paint Autorefresh Addon

    So have you spent much time using it? Is it easy enough to set up? I do have the addon on one of my drives. But I just never got around to installing it. I've gotten used to painting directly onto the model. Although there are certain situations where an image editor comes in handy.
  20. Macser

    OFP Addon request thread

    That's a scope error. It means there's a class definition that needs to be properly closed with a bracket and semi- colon. But there's no way of telling from that, which addon has the problem.
  21. Macser

    DUNE mod V1.0

    I haven't tried this out yet Spad,but I'll be getting around to it. Glad to see you got it to the release stage. There's never enough Sci-fi as far as I'm concerned. :)
  22. That's a great model. I think at this point Blender has gotten to a stage where the artist can spend more time creating than working around the program's eccentricities. So basically the only obstacle to creation is a user's own ability. In that sense, I think it's on a par with the industry standards. @Al I didn't mind having to use O2 to zero out the anims. That would mean I keep the originals intact within Blender. But recently O2 has been mangling the files. So I've had to resort to manually "zero'ing" any movement before export from Blender. As I mentioned, it works. It's just laborious and counter- intuitive. If you could sort that, it would be the proverbial icing on an already delicious cake. :) As far as I'm concerned, the toolbox is the best "Arma" utility I've ever used. I don't know why people don't mention it more often. Especially when you consider that it works across the entire series.
  23. Hello Ranwer. I'm assuming, by AT, you mean the ArmaRig_ATbx blend file? :) Have you disabled the "child of" constraint? It's not a perfect solution. But at the time I was experimenting with something switchable for the weapon parenting. You could remove the constraints entirely and parent directly to the appropriate bone for the current animation file. Or maybe just parent the weapon bone to the torso by default. And key-frame from there. -------------------------------------------------------------------------------------------------------------------------------------- By the way Al. I bothered you quite a while ago about unwanted movement in more dynamic animations. Statics are fine when exported direct to game. But anything with translation has the movement added to the step value. The only way to cure it was to pass it through O2/Object Builder. I didn't fully understand what was happening at the time. But it was actually very simple. When a file gets imported into O2 from Blender, it has no step values. The translations are in the keyframes. But when it's exported from O2 the translations are stripped out and converted to a step value. So when the file is reopened in O2 there's only the rotations left. The character will move "on the spot". In game, this is what you need. As the engine will use the step value for translation. At the moment, if you try to export a walk cycle directly, you get the movement in the animation added to the step value. So it plays to the last frame then loops. While at the same time, it's moving forward. So what would cure it is having the translations zero'ed out at export and converted to step values. It's possible to do it manually in Blender. But it's pretty messy.
  24. Macser

    [WIP] Halo Covenant

    Nice work. :) If I had some small advice it would be to watch the edge flow. Sub-surf isn't fond of tris. You can use them, if it's really necessary. But generally it gives rise to flattened out areas with defined edges. Instead of smooth continuous surfaces. Using quads and making them flow around the mesh makes things a bit easier to control as well as giving a more desirable result. Cylinders with ngon and triangle fan caps are particularly prone to problems. Here's an easy way of dealing with cylinder caps while using sub-surf: And yes. Al's Arma toolbox will export edges marked as sharp. You don't need to use the edge split modifier. Just make sure the normals(Object data section on the properties panel)are set to auto smooth and the angle is 180.Leave double-sided unchecked.
  25. I've used scripts to put a man class "object" into cargo. So I could animate it via rtm. Specifically a landing gear. But it was never visible from either position of the cockpit. Or from the cargo area, when the ramp was closed. So perhaps it's car specific?
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