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Macser

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Posts posted by Macser


  1. Hello. I'm surprised to see even one person wanting to try this out after all this time. 😄 You could use the official BI tools. Even the newer ones would work. You'd be exporting to the older P3D. P3Ds being Bohemia's model format. You can also use Blender in combination with the Arma toolbox addon. It's meant for use with Arma 2/3. But I've used it for years for OFP. Have a look around the O2 modeling section here for some pointers. If you get lost you can always post back in this thread. But don't be surprised if it takes a while to get a response. I was one of the diehards, and even I haven't modded the game in over a year now.

     

    It's as difficult as anything you haven't tried before. The best way to start is to do something simple. Like a character reskin. Or maybe a weapon. Weapons are probably one of the simplest to work with.


  2. On 10/15/2022 at 9:17 PM, feats-of-strength said:

    I lost my original 2001 version of OFP (required for Buldozer), or more rightly my PC doesn't have a CD drive anymore so modelling new objects with o2 is out

     

    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.

     

    wqpVWvL.png

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  3. 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.


  4. 😄 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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  5. 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.

     


  6. 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?


  7. 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.

     

     


  8. I'm not sure. What method are you using to export? BVH? Or the arma toolbox?

     

    Secondly, I don't recognise that rig. Maybe it's the modified one Ruff posted above?

     

    @ruff It'll work where ever a bone in the rtm matches a bone in the armature. But not the ik targets (red triangles in this case). You could try snapping the ik target to the hand bone after import.

     


  9. If you mean the script on github, I'm familiar with it. It works fine, but it can't deal with Inverse kinematics. Which is presumably why the constraints are disabled by default on import.

    If you don't, you get quite a mess. Because the Ik targets have no key frames within the rtms to drive them. So nothing is "broken". It's behaving as expected.

     

    It's not a simple process to build the rig to accommodate rtm import and retain IK functionality. Although it's possible.

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