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Macser

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Everything posted by Macser

  1. Although BI didn't provide that kind of facility,Faguss did write something like that.It requires Fwatch to run.It's the 4th link down,"in-game script editor".
  2. Macser

    Set-Pos-In-Game2

    Loading here without any problems.
  3. I can't advise you on specific addons or mods.But if you want to change the volume of any vehicle engine,it's done in the CfgVehicles section.Just increase or decrease the first value after the path,to your liking.You can input values higher and lower than 1.What the limits are I don't know.But some of those values look fairly high. As the volume of different samples may vary,I can't tell you exactly what will work. It's trial and error. There is no "global" volume control for vehicle sounds. The titles of the entries have a clue to their functions. SoundEngine is obvious enough. SoundEnviron is the sound the vehicle makes while moving. It's usually used to simulate squeaky wheels,tyres on terrain or the sound of tank tracks. SoundGear is the sound played to simulate gear shifts. Other than editing those entries there's not much else you can do,as far as I know.
  4. Sound volume is dealt with in the config.There's a few types.In this case it's: soundEngine[]={"path to soundfile",1,1}; The first number after the path deals with volume.And the second deals with pitch.
  5. http://operationflashpoint.filefront.com/file/Last_Cold_War_Front_Mod;69820 That seems to be the one.Looks like a collection of addons.
  6. Macser

    Editing .rmt files

    Nice work Icarus/Vektor.Sounds like a very quick way of getting the job done. :) It's been possible since 2008.
  7. Macser

    bolt action?

    Yes.That's the correct syntax.Of course where you have _z,you could put anything. Like _upaxis,or_Bananas.As it's a variable. But it's always better to make it descriptive. :)
  8. Macser

    Aligning objects to the ground

    I'm not too well versed in map editing.But have you checked in O2's points menu? Selecting Keep height might help.I don't think it will sort out extreme changes in gradient though.
  9. I've watched models being constructed in sketchup.And I must admit,it does seem quite intuitive. The trade-off for this though is a lack of concern for the layout of the underlying mesh.As Pufu mentioned,this is fine in a purely visual sense.But if you need to edit it again,later on,it can be a real pain. If you are already using Blender for exporting,then consider investing a bit more time in it. Tools already exist to create models for current generation games.Unwrapping,texture painting, poly reduction,convex hull creation,sculpting,baking and rigging.And of course addons and scripts already exist for P3d export. I would encourage anyone to make their own models from scratch.The benefits outweigh time spent. You have less to worry about in terms of IP.And you're learning something new.Although everybody has their own skill level,I've yet to meet someone who couldn't create something interesting. It just needs some patience and practice. :)
  10. Macser

    Rescale a man model?

    Animations can override the scaling of a model. Although Fab's RtmToolBox was originally created to accomodate OFP/CWA,it can rescale animations. It can also be used in Arma 2.The rescale portion was experimental at the time of release.But it has already been put to use by more than one person in OFP projects. I haven't used it much in that capacity.But it may be worth a look. The downside is that it will involve lots of manual work.I don't know how many anims a character in A2 would use.But I assume it numbers in the hundreds. A set of animations would have to be edited for each unique character. http://forums.bistudio.com/showthread.php?141318-Rtm-setup&highlight=arma+ofpanim That's a thread by Thromp regarding his use of OFPanim for Arma 2. Not that it specifically relates to scaling.But I thought it might be useful.
  11. The amount of the mesh visible,would have a miniscule effect.And not a negative one at that. I've seen some discussion in the A3 section about animations.Might be some info there. As far as I'm aware the rtm format hasn't changed since OFP/CWA.So some of the existing methods could still work.Teacup's rtm toolkit for Maya.And Sandro De Parma's maxscripts. Which are based on Teacups's work.I don't think they'd be compatible with newer versions of the software though.Have a look anyway. Beyond those,I'm afraid OFPanim and O2PE is all that's left.Ok for doing static animations,for vehicles and such.But anything dynamic could result in severe hair loss and a broken monitor. :)
  12. I only have limited experience with the drop command.So I can't say for certain that vertices in the memory section can't be used for reference.I would say no. The center of the P3d is the way it's usually done,with an offset to get to the required location. Like generating a missile tied to the fired EH,when there are no proxies for that missile type on the model. Upon firing,the missile is created at the P3d's center,then instantly moved to the proper launch point by script. That's how I tackle the generation of particles at a location too. Offsetting it from the model center.
  13. Hello lukesky. :) Welcome to the boards. A bit more information would be helpful. What software are you using to edit the model?
  14. Seeing as I had to re register,I can't post a link. But check the A3 community made utilities section.Look for Alwarren's Arma Toolbox for Blender - Arma 2/3 exporter script Although it's not perfect,that works very well.And I think Alwarren mentioned it was either inspired by, or was based on Leopotam's work. I haven't tried it in A3.But it certainly works in Ofp/Cwa and A2.With the exception of mass being applied to multiple components,it will do everything else.
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