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mearcat

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About mearcat

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  1. mearcat

    3CB BAF Weapons

    Yes missed the units one off. thank you, that has fixed that problem for our bootcamp and a few missions. I had thought of this when testing but ran out of time. We will test the 2 different scenarios and report back, if possible with video. I have had info from another player that when running "Blastcore Phoenix" he gets a heat haze effect travelling rearward from the launcher exhaust, but without phoenix it appears as a spiral shaped distortion. We weren't sure if it was a fault or not, as we are so use to seeing the quick puff from the vanilla launchers. As for matching a multi-million pound effects department, you guys have produced these mods off your own backs. I think with the quality that these mods are at, the community would have a lot of drool to clean up if we threw a few million at you for development. I will try and get our recording guy to make some vids of the UGL thing. Thanks for the quick replies guy's
  2. mearcat

    3CB BAF Weapons

    Good evening gentlemen, Our team has recently adopted the 3CB set as a standard mods and we have come across a few issues: 1: already mentioned Surefire flash hider problem. 2: UGL L85 variants have no UGL firing sound with any of the rounds after it is first added to a character's kit. Only after it is dropped onto the floor and picked up again are the sounds heard. 3: ILAW & AT4 has a swirly vortex circle that travels rearward when fired, possibly a simulation of the exhaust cone. Looks like something from doctor who. 4: When adding your preset units into a editor mission map, if the kit is changed in Virtual Arsenal by the player when in game and the player dies and respawns, the original kit of the unit model is reassigned to the character. This occurs even with ace3 "kit saving on death" module added. Happens on vanilla ARMA & with the following mods: CBA A3 V2.0 RH M4 A3 RH ACC RH PDW A3 RH Pistol A3 ACE 3 3.2.1 TFAR 0.9.8 JSRS3 3CB BAF Equipment v3.0 3CB BAF Vehicles v3.0 3CB BAF Weapons v1.1 I will try and get some images/videos if required. Regards Mearcat.
  3. mearcat

    RH Acc pack

    Not too sure if this has been fixed but all the ACOG sights are still set this way with switching between the CQB and zoom views, the ranging sets itself to 100m for both view states. Also when in the scoped view, you can alter between 100 and 300m ranging. This has occurred since the Marksman DLC. (RH Acc pack V1.0.5.1)
  4. mearcat

    L85a2 v3

    Ahh wonderful Master K. Been waiting for me Beloved 85 to have a make over. This is not only limited to the STKR vests, it ocurs with the CTRG and most of the other standard kit. It also happens with most of the scopes. Some pics below in different stances/movements: Knelt in zoom Lower Knelt stance Lower Prone Stance Moving forward whilst crouched and viewing the Red dot CQB look forward to your next update
  5. mearcat

    Texturing a Newly Modeled Vehicle

    I am struggling with this as well for a rifle model. I have found that in 3dsmax you can export an image of the faces related to the model. What you need to do, bear with me I am only running off my sketchy self-tought knowledge, is select your model and apply a 'Unwrap UVW' in the modifier list. In the side window (normally to the right), there will be a button labelled 'Edit'. Press this button and a new window will pop up showing all the faces from the model flattened into 2D. It will look highly iledgeable, Next step select all the faces inside the sub window, and go to the top of the window to 'mapping'. There are 3 options., this is where my memory is sketchy, I think it is the 1st one, 'Flatten Mapping'. A little window will pop up change the (really just guessing here) Face Angle Threshold to 45.0 and spacing to 0.2. make sure all boxes are ticked except for 'By Material IDs' and press ok. This should sort the faces into a ledgeable 2d image. From this window, go to the bottom under selection modes and select 'face-sub modes'. this will allow you to select an individual face inside this window which should highlight the same face on your main model view showing you where it is. Final thing is to go to 'tools' and select the bottom option 'Render UVW Template'. This will give you a output of the elements outer edges and individual faces that you can output into an image file at a pixel setting of your choice (should be sq eg 2046x2046). from this you can import this image into your graphics program and draw anything inside of these templates and it should be placed on your model as long as you don't move the UVWrap coordinates. This is the limit of my limited knowledge so I hope it helps.
  6. mearcat

    RH wip Thread

    Thanks Robert, most helpful. From what you posted above I need to create 4 extra models conforming to 10K, 5K, 3K & 1K in poly count and perform the 'texture bake' process from the 17K master model to each one. I'll try and get started on this.
  7. mearcat

    RH wip Thread

    Master Hammer, I recently communicated with you in your M4/16 thread regarding the OICW. I have a few things I need to clear up first before I continue, You asked for a poly count on the model, well total for all parts of the model so far is 17,303. Could you let me know if this is too high? (Count is inclusive of the separate parts barrels safeties, body etc). I have yet to add the integrated scope to the model so I am expecting this to get a little higher. I have optimized and cleaned the model as far as possible without distorting it. You mentioned that you would want the model textured, what is the final format that you would require (file types)? Currently it is in .max format prepped to have a UVWrap. Finally how detailed (resolution) would you require the textures to be at? I am quite new to producing mods for A3 and have spent a lot of time traulling through the help files on the BIS wiki so any info on the above would be great. Regards
  8. mearcat

    RH M4/M16 pack

    Played with some dxf insert settings. Final poly count 11000 giving some decent curvature on the round surfaces. As for the UV mapping I will endeavour to learn how to do this to an acceptable level. As for the textures I'm at a loss, I can produce detailed models but not textures (engineer more than artist). If a more knowledgeable person could get in touch to help with this, that would be appreciated (by many that would want this I'm sure). Shot of 3ds model
  9. mearcat

    RH M4/M16 pack

    Damn, thats my one weakness with this stuff. Looks like I've got a learning curve ahead of me. Currently AutoCAD. Got the stuff at work to export to 3DSMax and possibly UV/Texture it there. We mainly use CAD for 2D plans but I found it's ability to do 3D aswell. Last model (the white one above) was around 17000 poly. This one hasn't been on the trimming diet yet so I think 35K ish. Yep, too high for A3 untill I can trim it down. ---------- Post added at 20:02 ---------- Previous post was at 19:31 ---------- Ok, managed to get it into max. Not as bad as I thought, 7099 Polys for all parts (the full model). I take it by poly you do mean polygons?
  10. mearcat

    RH M4/M16 pack

    Ok, I'll have a look at that when I get to the scope. It is supposed to have an integrated RMR/doctor sight on top but its not shown on the model as its a quick representation. The dials for instance are from a racing wheel project. Here as promised are the new models. rifle only And the we all would want As you can see, much more detail, obviously not finished the scope so its not part of the model yet. So if Master Robert approves, I'll forward the model
  11. mearcat

    RH M4/M16 pack

    I agree but I have mainly concentrated on the body of the rifle rather than the scope. That was a quick/rough throw together of a 3-9 zoom scope and a box to try and make something close to the nightstalker in A3, which appears to be a compact version of the OICW optics (combined - 3-9 zoom scope/laser rangefinder with integrated nightvision/thermal imaging). The 4 turrets on the side are the buttons to quickly switch between vision modes rather than operate windage/elevation azimuths. The NS has them as a slider, but I find chunky push buttons to be more practicable for a combat item. It is easy to miss a setting on a slider when in a stressful situation such as combat (designer appearing again). Here is the side profile: This is RH's M4 thread so I don't want to diverge too much from topic, so I'll get the pictures for the updated model ASAP.
  12. mearcat

    RH M4/M16 pack

    Robert, I have worked on one of these for the past 15 months. moveable items including bolts aswell http://i.gyazo.com/e4f05b9b36541ac6ac5e19e7ca6adf3f.png (202 kB) This is an older model, I have updated it to be a bit more detailed since this, I will try and get some images up tomorrow after work as the new model is on the works servers (yes I get bored at work during lunch). The model looks different to the original OICW project as that one got shelved, I tried to follow a design process as if it were developed through to a working weapon platform for the ARMA 3 timeline. I have 2 models, one as the KE rifle alone that can use all the standard attachments one with the attached launcher and dedicated scope I haven't been able to get the thing to show in A3 though as I'm not much of a coder. Took me 9 months to get the mod to load, got the weapon into the characters inventory, and he's holding the most invisible rifle you can get. I'll be happy to send the model if you want (new one).
  13. mearcat

    Config help

    Sorry for the slow reply been busy checking the model. Found that I had made it 'too' detailed, so had to find ways of reducing the poly count (was 27000+). Got it down to a more acceptable 17000 with smooth barrels. I don't have a programmer friendly editor, only standard notepad. I will have a look for this later but I have managed to binarize the config. Just running through the A3 error logs now to find where the problems are. The reason I suspected the textures (or lack of) is due to the errors showing up in this file. I have some other things to get through at present. As the config seems to be correct now I would like to thank all those that have given advice as it has been a good learning curve. I maybe posting elsewhere regarding other subjects to do with this mod so hope to receive knowledge from you again. Regards Mcat.
  14. mearcat

    Config help

    I tried this but every time I added it into the code, it gave the 'entry after EndOfFile' error when I tried to .BIN it. The way I entered it seams to of been accepted. Yep I did see them when I scrolled through the standard configs when trying to find how to add the UGL. These I think these are the shift in view points when you select the EGLM and aim the weapon, you are looking down the side of the rifle instead of across the top. With the one I'm working on, you will be aiming through the scope so these might not be needed. True, with the likes of the M32, you would aim it the same as any other rifle, along the top. But this isn't a dedicated grenade launcher, although part of it is. http://gyazo.com/68b025a1ea050ded1a8a8bfabaece17b That's why I need to specify the Grenade section of the weapon as part of the main weapon, because they are similar in setup to the standard TRG21EGLM in the config for instance. The difference is the grenades come out the top instead of the bottom, and this is specified by the code: muzzlePos = "usti granatometu"; muzzleEnd = "konec granatometu"; Which are proxies in the model. The config has binarized with no faults so I think there is something else wrong with the mod elsewhere, quite possibly the textures, which I can't get my head round with the UV mapping and everything. I have included all the files and folder structure necessary for a mod to work but the game doesn't register it as in the weapon list. As I said before this is totally new to me, I can produce highly detailed 3D models and designs as this is part of my daily job, and config code I have messed with in other games (R6 Vegas 2) but a full mod, never achieved it. This project is the closest I have got to a working add on, so I really want to get it working, which you guy's have helped with. Regards.
  15. mearcat

    Config help

    Heres the full config: class CfgPatches { class xm29{ units = (); weapons = ("xm29"); requiredversion = 0.1; requiredaddons = ("A3_Weapons_F"); }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; /*extern*/ class Mode_FullAuto; /*extern*/ class SlotInfo; /*extern*/ class CowsSlot; /*extern*/ class PointerSlot; class CfgWeapons{ /*extern*/ class Rifle; /*extern*/ class UGL_F; /*extern*/ class WeaponSlotsInfo; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; }; class XM25: UGL_F { displayName = "XM25"; descriptionShort = ""; useModelOptics = 0; useExternalOptic = 0; magazines = ("ATA_5Rnd_HE_25mm", "ATA_5Rnd_WhiteSmoke_25mm", "ATA_5Rnd_RedSmoke_25mm", "ATA_5Rnd_GreenSmoke_25mm", "ATA_5Rnd_YellowSmoke_25mm", "ATA_5Rnd_OrangeSmoke_25mm") modes = ("XM25_Single"); sound = ("sounds_f_Weapons\grenades\ugl_shot_1", 1, 1, 400); reloadMagazineSound = ("sounds_f_weapons\Khaybar\reload_khaibar.wss",1.0,1,50); drySound = ("sounds_f_weapons\Other\dry_1.wss",0.01,1,10); magazineReloadTime = 3; reloadTime = 0.5; irLaserPos="laser pos"; irLaserEnd="laser dir"; irDistance=5; value = 20; canLock = 0; autoReload = 0; autoAimEnabled = 0; dispersion = 0.007; aiDispersionCoefY = 6; maxLeadSpeed = 15; muzzlePos = "usti granatometu"; muzzleEnd = "konec granatometu"; cartridgePos = ""; cartridgeVel = ""; UiPicture = ""; picture = ""; scope = 2; mass = 40; class xm29: Rifle_Base_F { scope = 0; magazines = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"}; reloadAction = "GestureReloadMX"; handAnim = {"OFP2_ManSkeleton", "\xm29\Anim\xm29_Handanim.rtm"}; displayName = "XM25"; descriptionShort = "xm29"; muzzles = {"this", "XM25"}; class WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems = {"muzzle_snds_M"}; class CowsSlot: CowsSlot { }; class PointerSlot: PointerSlot { }; opticsZoomMin = 0.375000; opticsZoomMax = 1.100000; opticsZoomInit = 0.750000; discreteDistance = 100; opticsPPEffects = ""; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; model = "xm29\xm29"; bullet1 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15); bullet2 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15); bullet3 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15); bullet4 = ("A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15); bullet5 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15); bullet6 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15); bullet7 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15); bullet8 = ("A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15); bullet9 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15); bullet10 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15); bullet11 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15); bullet12 = ("A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15); soundBullet = ("bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000); modes = {"Single", "FullAuto", "single_medium_optics1", "single_medium_optics2", "fullauto_medium"}; class Single: Mode_SemiAuto{ begin1 = ("A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200); begin2 = ("A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200); begin3 = ("A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200); soundBegin = ("begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000); closure1 = ("A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10); closure2 = ("A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10); soundClosure = ("closure1", 0.500000, "closure2", 0.500000); weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_single_trg"; recoilProne = "recoil_single_prone_trg"; minRange = 2; minRangeProbab = 0.500000; midRange = 150; midRangeProbab = 0.700000; maxRange = 300; maxRangeProbab = 0.200000; }; class FullAuto: Mode_FullAuto{ begin1 = ("A3\sounds_f\weapons\Trg20\trg_single_1", 1.412538, 1, 1200); begin2 = ("A3\sounds_f\weapons\Trg20\trg_single_2", 1.412538, 1, 1200); begin3 = ("A3\sounds_f\weapons\Trg20\trg_single_3", 1.412538, 1, 1200); soundBegin = ("begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000); closure1 = ("A3\sounds_f\weapons\closure\closure_rifle_2", 1.412538, 1, 10); closure2 = ("A3\sounds_f\weapons\closure\closure_rifle_3", 1.412538, 1, 10); soundClosure = ("closure1", 0.500000, "closure2", 0.500000); weaponSoundEffect = "DefaultRifle"; reloadTime = 0.080000; dispersion = 0.000870; recoil = "recoil_auto_trg"; recoilProne = "recoil_auto_prone_trg"; minRange = 2; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.050000; aiRateOfFire = 0.000001; }; class fullauto_medium: FullAuto { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.500000; midRange = 75; midRangeProbab = 0.700000; maxRange = 100; maxRangeProbab = 0.050000; aiRateOfFire = 2.000000; }; class single_medium_optics1: Single { requiredOpticType = 1; showToPlayer = 0; minRange = 5; minRangeProbab = 0.200000; midRange = 350; midRangeProbab = 0.700000; maxRange = 500; maxRangeProbab = 0.300000; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_medium_optics2: single_medium_optics1 { requiredOpticType = 2; minRange = 100; minRangeProbab = 0.100000; midRange = 450; midRangeProbab = 0.700000; maxRange = 700; maxRangeProbab = 0.050000; aiRateOfFire = 7; aiRateOfFireDistance = 700; }; }; This appears to of binarized but the mod is still not loading into ARMA. I will have a look at the other components but the code above seams to be ok.
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