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27 ExcellentAbout hololand
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Lance Corporal
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terrain Vortorsk Terrain
hololand replied to crazy mike's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You're welcome. -
Heyo, I hope this is the right topic area. I am working on a little project and it would help me tremendously if you could add your vote to this and share with your friends. I will post you up when my project is complete :) Where Should Arma Be Relased? http://www.strawpoll.me/11657718/r When Should Arma 4 Be Released? http://www.strawpoll.me/11649420/r
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I think that Project Argo is a fantastic opportunity for you to test and work on the enfusion engine with real player feedback. Have you any plans to utilize the enfusion engine for Project Argo?
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Well its a good thing mine wasn't taken then.
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This is my mod folder \barrier >data - barrier.rvmat - barrier_AO.paa - barrier_CO.paa - barrier_NOHQ.paa -barrier.p3d -config.cpp This is my .Rvmat //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 5.24 //Produced on Sun Jun 05 22:44:32 2016 : Created on Sun Jun 05 22:44:32 2016 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class grenade : data\barrier.rvmat{ class StageTI { texture = "#(argb,8,8,3)color(0.5,0,0,0,TI)"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0.1,0.1,0.1,1}; emmisive[] = {0,0,0,1}; specular[] = {0.4,0.4,0.4,1}; specularPower = 100; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "barrier\data\barrier_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "barrier\data\barrier_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "barrier\data\barrier_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(4.74,0.36)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; uvSource = "none"; }; //}; This is the bug
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A2/A2:OA beta CorePatch 01.03.2016
hololand replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Can we please stop breaking mods? It is literally killing what remains of the community. -
Substance Painter to create the RVMAT textures?
hololand replied to renehasp@gmail.com's topic in ARMA 3 - MODELLING - (O2)
Could you perhaps explain how you set that preset up? -
Substance Painter to create the RVMAT textures?
hololand replied to renehasp@gmail.com's topic in ARMA 3 - MODELLING - (O2)
Well at the time this was the only link the came up. And the BI tutorials are absolutely useless. -
Solved : Was an issue with the textures in the .p3d, They were calling some random wierd ones. Also a simple coding error with the "" when calling the model. Here is the finished result for anyone interested :), (I scaled it up so you can see it better) http://steamcommunity.com/id/hololand/screenshot/259336014262609180
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I need two simple models ported to A3, I am willing to pay for the job. Just the mesh with texture should be peaceable in the editor... thats all. Contact steam : hololand http://steamcommunity.com/profiles/76561198016919170/
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I am at the point where I will literally pay somebody to either show me how to do this or to just do it.
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Still no luck. I have moved to a bit better folder management. Mod folder Desktop\hol_grenade > data > config.cpp > hol_grenade.p3d Inside data is the same as in the original post. My config is now class CfgPatches { class hol_grenade { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class cfgVehicles { class Static; class hol_grenade : Static { scope = 2; model = "\hol_grenade\hol_grenade.p3d""; displayName = "HololandNade"; vehicleClass = "junk"; }; };
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I changed this, with still no luck. Would you like me to upload the mod folder? see if you can find the problem?
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If this is in the wrong place can a mod move it. I am making a simple model to mod into Arma however I just cannot get any sufficient working help on how to do this. Everyone tells me something different. My mod folder (pre-compiled looks like this). My config is as follows. class CfgPatches { class hol_grenade { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class cfgVehicles { class Static; class hol_grenade : Static { scope = 2; model = "\hol_grenade\addons\hol_grenade"; displayName = "HololandNade"; vehicleClass = "junk"; }; }; After compiling if i peek with pboviewer the mod looks like this. My problem Is that whilst i get the option to spawn the object in the editor..... It is either non-existent or invisible. My best guess would be that the textures or model are simply not loading. But why? (It's worth noting I do not see the .rvmat in the compiled version? not sure if this is normal).