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Macser

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Everything posted by Macser

  1. A constrained Ik rig built in Blender.Aimed at A2/A3. Intended for use with Alwarren's Arma toolbox. Static and hand anims can be exported direct to PBO. Dynamic animations like walk/run cycles can be also be exported directly with some extra work. I'm not an expert on the internal workings of Blender. Nor would I consider myself a grade A rigger/animator. So bear that in mind if you find mistakes or bugs. DOWNLOAD --------------------------------------------------------------------------------- https://www.moddb.com/games/arma-3/downloads/armarig An experimental version of Armarig. Set up to allow the import of rtms, without complete loss of IK functionality. As stated it's experimental. So certainly not perfect. But where I can improve it, I will. DOWNLOAD --------------------------------------------------------------------------------- https://www.moddb.com/games/arma-3/downloads/armarig-im It does require you to use an import script, obviously. In this case one with a few extra options. From the author 4d4a5852. https://github.com/4d4a5852/rtm_import/releases/tag/v0.5 On import you'll have a couple of extra options in the import menu. Here's what I use: The rigs are compatible with Blender 2.9. They should work with earlier versions. But you may get warnings about lost data.
  2. You can just use Alwarren's Arma toolbox and then convert the resulting P3d to the OFP format using O2PE. Or possibly even object builder. Al's addon is more up to date. Vektorboson hasn't been on the scene in a long time now. So the addon I used in the tutorial is never likely to be updated.
  3. I haven't played around with the game in a very long time. Create a move waypoint first, right on top of your unit, or very close. Followed by a getin on the vehicle. But sync the trigger to the move WP, rather than the getin WP.
  4. Macser

    How to make custom units?

    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.
  5. Macser

    WW4 Extended: Arctic

    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.
  6. Macser

    Macser's Star Wars addons

    First post has been updated. No additions. Just a refresh of the links.
  7. Ok. As I may be offline for a while in the near future I'm going to upload this addon now. It's being provided as is. But if anyone thinks they can make improvements please do. No permission needed. Just have at it. 🙂 It has many flaws. I believe most of them can be gotten around though. And I'll continue working at it. Scripting will be needed to combat certain issues. Unfortunately that's not my strongest skill. Anyway. You'll find it on the East side in the editor. A small readme is included in the archive. You can report bugs if you like. But there's likely none that you can come up with that I haven't already seen. It's essentially still a work in progress. http://faguss.paradoxstudio.uk/addon/mcsr/MCSR_ImpWlkr_V1_1.7z https://ofp-faguss.com/addon/mcsr/MCSR_ImpWlkr_V1_1.7z Links updated. With thanks to Faguss and Seth Barcello. 🙂 Changes made in Version 1.10: A small fix to the weighting of the mesh. Initially this thread was for the At-At. But as I have a few addons with the same theme I decided to keep them all in one place. Hence the name change courtesy of R0adKi11.
  8. Macser

    ArmaRig for Blender

    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.
  9. 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. 🍻
  10. Macser

    Operation Autumn Forge

    😄 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.
  11. 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.
  12. Macser

    How do I define unique voices?

    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.
  13. Macser

    ArmaRig for Blender

    The first page has been updated with some new information. Links have been refreshed and one addition has been made.
  14. Macser

    ArmaRig for Blender

    The first page has been updated with a couple of links.
  15. Macser

    ArmaRig for Blender

    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?
  16. Macser

    How to make an addon

    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.
  17. Macser

    How to make an addon

    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?
  18. Macser

    ArmaRig for Blender

    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.
  19. Macser

    How to make an addon

    That tutorial is for a much older version of Blender. 🙂 What do you mean by advanced exactly?
  20. Macser

    The Code Blue Thread

    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.
  21. Macser

    Silent War: Polish-Belarusian Conflict

    I've been playin around with the addons in the editor. Very high quality work all round. Even for a "teaser" there's enough there for a mission builder to create some decent missions. Kudos to all involved. 😉
  22. Macser

    ArmaRig for Blender

    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.
  23. Macser

    Silent War: Polish-Belarusian Conflict

    👍Excellent. I've been looking forward to tryin this out.
  24. Macser

    ArmaRig for Blender

    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.
  25. Macser

    ArmaRig for Blender

    Well, you'd have to retarget some of the constraints too. Even if you'd duplicated objects. Which you can't by default. But selection can be switched on and off from the outliner. Look for the arrow icon beside the object in question. In the meantime, this is a temporary blend file. Be careful though. Another character will make things more awkward. http://www.filedropper.com/armarigv63dual
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