animander
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Everything posted by animander
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Thanks again for all your help, I really appreciate it! going through my buildings now to implement your suggestions.
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I'm having an issue with my path LOD for my custom building, and I'm hoping someone here can help me. Basically, I'm using zeus to give ai waypoints, and they won't go into the building. If I place them inside myself, then I can get them to move into some other rooms, but not all of them, and they won't exit the building. I've double and triple checked that I've named each point correctly and in ascending order without missing any. I don't think the geometry LOD is getting in the way, because I can walk around inside the entire building fine with no difficulty, and the path moves through the centre of each doorway, so it shouldn't be too close. Is there anything else I'm missing for setting up the path correctly? Any help is very much appreciated. Screenshot of my path LOD here:
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Thanks for the kind words everyone! A couple little issues have been brought to my attention, so I'll have an update hopefully in a few days. Jonathan0434 - Not sure what's going on there, the ruined town is made of building ruins from Arma2 and a few from Arma3. I didn't change anything about them, so they should just have whatever default penetration values that Bohemia gave them.
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PM sent, thank you!
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Really? I don't understand what's going on then. Before, the AI refused to walk through most doorways. I widened the gaps for the doorways in the geometry lod, without making any changes at all to the path, and now they will walk through the doors. If they ignore geometry lod then I really don't get what's going on..
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So it turns out it was the geometry LOD after all. Even though it matched the dimensions of the resolution LODs and I as a player could move through the whole building with no problem, the ai still didn't like it. Once I pulled them back a bit from the edges of doorways, the Ai will now travel through them all normally. The new problem is that now because of this, players clip through the edges of doorway walls a little bit. Also the ai still won't got up stairways. Is there any information anywhere about how wide doorways need to be for an ai to go through it, because the way they were before, a player could still pass through just fine. I've opened up Arma2 models to look, and my doorways look the same width as theirs, yet for me the AI won't go through unless I make them wider. I feel like I'm missing something here....
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Yes they are.
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Thanks for your reply, but I have tried that, and the same thing still happens. It was already outside the object's boundaries, but I moved it even further and still nothing.
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Hi, having a weird problem, when I try to use pboProject to pack my addon, it tells me that I don't have the Arma 3 tools installed on my machine, but I do have them installed. I was using an older version of pboProject previously and it worked fine, but I updated to the newest version today and now this happens. Any idea why it can't find my arma3 tools install, and how to fix this?
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Hi, thanks for your reply. Yep, I tried that, even re-made it from scratch with the default pose, moving only the hands and weapon bone, and I'm still getting the same problem.
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I've been trying to make a custom handanim for an object I made(minesweeper) and I can't get it to work correctly, so I'm hoping someone here can help me. Basically, when I equip the object, instead of the hands/arms being placed like how I have them In the BIskeleton, the arms are rotated about 90 degrees up. My BIskeleton looks like this: But in game it looks like this: http://i3.photobucket.com/albums/y55/Arowe/arma32014-09-2219-22-43-56.png (576 kB) http://i3.photobucket.com/albums/y55/Arowe/arma32014-09-2219-23-25-58.png (391 kB) I followed the instructions here:http://tactical.nekromantix.com/wiki/doku.php?id=arma2:modeling:weapon-animation-tutorial and read through the thread here: http://forums.bistudio.com/showthread.php?87052-Hand-Animations to try and solve my issue, but nothing's helping so far. I'm binarizing the .pbo, including a model.cfg that looks like this: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class pabst_addon_minedetector : ArmaMan {}; }; I'm just about out of ideas... Any help would be very appreciated!
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Anyone else with any possible ideas? I tried re-making the hand positions from scratch and the same thing keeps happening. The left arm gets warped and twisted, and the right arm just stays in the same position from the default hand-anim, no matter where I move it in my custom one. Does it make some difference that the weapon I'm swapping is a pistol?
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I'm not packing the Pbo with addonbuilder, I'm using Mikero's pboproject. Does it have the same issue?
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I placed the weapon bone where the weapon would be, re-exported the .rtm and I'm still getting the same results as the image above. When I imported the .rtm to the A3 sample character it changed to the correct pose, but the weapon bone didn't move to where I placed it, it just stayed in it's previous position. Any further ideas?
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I'm not sure I understand exactly what you're saying. You're saying I need to position to weapon bone to where I want the hands to be? I've tried moving the weapon bone around to various positions and re-exporting the .rtm, and nothing has changed, the hands just continue to stay in that weird pose.
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Custom map causes Arma.exe crash on exit
animander replied to animander's topic in ARMA 3 - TERRAIN - (BUILDER)
Ok, I tried the suggestion of re-pathing all the arma2 objects to the a3 root folder. I followed the instructions in the little tutorial post written by bushlurker here http://forums.bistudio.com/showthread.php?176020-Missing-objects-on-map-by-using-different-Binarizers. I used Mikero's MoveFolder to re-path the mlods of arma2 objects to the A3 root folder, edited paths in configs, model.cfg, etc. Packed this as a new .pbo. Changed the paths in the template of my project to reflect these changes. Repacked the island and launched it with the new arma2 objects pbo... and the crashing as I described it in my first post, continues, so as I suspected, this was not the problem. Anyone else have any further ideas? -
Hello, running into a problem here with the import object option, which doesn't seem to be doing anything. I was trying to test it out by placing a bunch of objects down on a terrain, exporting them, then delete the objects and importing them again to see what happens. Well, what happens is that nothing appears. I exported as terrain builder format, then opened the file it created with notepad to make sure it worked(it did, the file was full of object names with number values). Then I re-imported them all, got a progress bar that filled up, and..nothing. When the progress bar was done there was nothing there. Anyone have any ideas on what I'm doing wrong? Thanks.
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Generating layer problem... can someone please help
animander replied to ronhillultra's topic in ARMA 3 - TERRAIN - (BUILDER)
This is your problem: seabed[]={{255,255,0}} needs to instead be JI_Seabed[]={{255,255,0}} Because that's how you've defined it previously a few lines above. As you have it, it's looking for a class seabed which doesn't exist. I'd recommend changing it all to lowercase though. If I recall correctly, there can be some case sensitivity issues. -
Custom map causes Arma.exe crash on exit
animander replied to animander's topic in ARMA 3 - TERRAIN - (BUILDER)
Shelestov - Thanks for your help. This is the sort of long painful process I'm hoping to avoid, but I guess if no one can give me a more solid idea on what the problem could be then I'll have to try it. M1lkm8n - Thanks for your reply, but I think you misunderstood something. All of the A2 objects show up perfectly fine on the map in-game with 0 errors. I have A3MP http://www.armaholic.com/page.php?id=23863 loaded and am pulling the objects from there, so I don't think this is an issue, unless there's something further here that I'm missing. Anyone else have any ideas or suggestions? -
That worked, thank you very much!
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So, currently I'm working on making a custom building destructible. I more or less have everything worked out, but there's one thing I'd like help with: is there a way to delay when the ruined model appears after the building is destroyed? As it is right now, the ruined model appears the instant that the building is damaged, while the animation of the building collapsing into the ground is still happening, so there's a brief moment where you basically see both models at once. Is there a way to delay the destroyed model so this doesn't happen? Thanks.
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That got it, thank you so much! I new it must be something simple.
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Hey guys, I would appreciate a little bit of help here, I'm trying to get a custom vest model to appear in game and I just cannot get it to appear at all, no matter what I try. The model was built to the dimensions of the example vest provided by Bohemia and converted to triangles, with correct LODS created. The best I can tell is that it's something with the config file. I've read through this entire thread, but clearly I must be missing something, so any help would be appreciated. Here is what my config.cpp looks like: class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class Uniform_Base; class UniformItem; class Vest_Camo_Base; class VestItem; class Test_Vest : Vest_Camo_Base { scope = 2; displayName = "Test Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\test\Webbingtest"; //hiddenSelections[] = {"camo"}; //hiddenSelectionsTextures[] = {"NLD_2009-2014\DutchWVest.paa"}; class ItemInfo : VestItem { uniformModel = "\test\Webbingtest"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; //hiddenSelections[] = {"camo"}; }; }; };