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zeealex

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Posts posted by zeealex


  1. hey r0adki11, I've set up a thread here detailing what I have done so far to try and get some understanding of the issue, I did verify it and it came up with one file failed to verify and the file was reacquired, the models still dont work and I eventually reinstalled the entirety of my toolset, no joy so far


  2. okay so i'm getting a very strange error foowing the BI tools update done yesterday.

    I import my model into Object builder, configure it up, save it and the config then pack it with PBO project.

    PBOproject gives the error:

    "faulty/unknown wrp or p3d format" and fails to pack.

    I pack with Addon builder and it 'successfully builds' but I use that term loosely, filepaths havent been built properly and the geometry doesnt show when selecting it in virtual arsenal.

    I tested it the error out on a uniform model that definitely worked prior to the update to see if it was a genuinely corrupt model, or if it was a problem with the tools. I had exactly the same problem.

    I tested it out in Oxygen2 to check if it was Object builder, but it seems more likely to be an error in the l binarization process, as oxygen 2 throws the same error up. and when packing a larger folder of contents the binarization component of the build freezes completely.

    I have done the following...

    defragmented hard disk,

    validated tools,

    reinstalled tools,

    changed the filepath,

    performed a disk cleanup,

    reinstalled pboproject

    packed a BIS sample model (same result)

    searched for solutions (no real solution found)

    any ideas or input as to what may be the underlying cause? I would like to get back to modding ASAP.

    I can hand over one model which throws the error up (its a simple box configured as a vest, for content sensitivity issues it cant be anything more exciting)

    I apoligize if i've double posted.


  3. beards as part of the model, noted, there is a way of making the head still use the same UV and the beard as a seperate material, so it shouldnt be limited in any way.

    any particular beard shapes in mind?

    @pufu, aaaaw thank you buddy XD

    @electricleash, what if I told you they use the exact same eyes? I retrofitted the BIS eye models to this head, they do look different though, I'll take in mind what you said though, and i'll see if I can make any alterations to the specular map to make them seem less painted.

    in other news, development has stalled indefinitely, the BI tools are no longer functioning correctly and the packer is recognising every p3d I save as a corrupted file. and addonbuilder doesnt seem to store file paths correctly, so resultant from that, I cant pack anything.


  4. the current two heads work perfectly with headgear

    107410_2015_05_04_00004_by_zeealex-d8s5fe6.png

    107410_2015_05_04_00002_by_zeealex-d8s5fda.png

    these two heads are actually slightly smaller than the BIS default ones so they work with practically anything I throw at them.

    and of course, upon release, you're welcome to try them out yourself and report any errors.

    I will look at the possibility of beards, it all depends on how these heads work, and weather they should be attached as proxies or made part of the model


  5. thank you guys! :) very good to hear that your thoughts are positive :)

    Yes, maybe you can make it where there isn't just one of each non-caucasian head.

    of course, it might take sightly longer to make them, but they will be available too :) the asiatic heads bug me a bit.

    as for size, i'll check that out for you, it should be roughly 10megs at present but i'll let you know the exact size later :)


  6. Hey Guys, I thought I'd split this off from FEMAL3 so it can remain a dedicated suggestions/problems/release thread and it's not too confusing.

    Basically, as a sort of break from FEMAL3 development, I decided to work on varying the Arma 3 male heads a bit more than they are, currently the NATO faction has only one head model and not every soldier on the planet has the same facial shape.

    The Masculine head pack will add much more variation to the selectable head models, currently two new variations have been made and imported, they closely resemble each other, however one has a different shape of nose and a slightly slimmer jaw.

    features:

    • Uses exactly the same identity types as default units
      this means that they will be picked at random by the engine when loading troops (even in the single player campaign)
    • Complete with new facial textures and corresponding normal maps
      these will aim to complement the new facial shapes and make the soldiers look more like they've been in a fight.
    • rigged to talk
    • Diverse selections will be available, from slim to fat
      be aware that larger heads may not work well with some facewear
    • fully compatible with all A3 textures
    • I also aim to diversify the NATO and CSAT factions, with asian and persian faces available on NATO and caucasian and african heads on CSAT

    with some extra additions on the developer's side, they can be made completely compatible with Camofaces and ASCZ heads as well.

    original BIS head(excuse the eyepatch):

    107410_2015_01_12_00001_by_zeealex-d8rxm5d.png

    107410_2015_01_12_00003_by_zeealex-d8rxmd1.png

    Current Progress Screenshots:

    107410_2015_05_02_00001_by_zeealex-d8rxjcg.png

    107410_2015_05_02_00004_by_zeealex-d8rxkau.png

    107410_2015_05_02_00002_by_zeealex-d8rxjhq.png

    107410_2015_04_30_00014_by_zeealex-d8rxjst.png

    107410_2015_04_30_00011_by_zeealex-d8rxk1w.png

    I hope you enjoy their look :) I doubt it will take me long to release the current two variations, I just need to reconfigure some textures :)

    • Like 7

  7. yeah, sure I'll take a look for certain :) thanks

    so today I asked myself a very strange question... what if I decided FEMAL3 isnt JUST going to be a female mod by the time version 1 comes around, what if instead, it was a wide variety of head models of either gender?

    I didn't know the answer, so I'm pitching it to you guys... what do you think about it?

    yeah why not?

    seperate pack maybe?

    not interested?

    bis_arma3_head_model_edit_by_zeealex-d8qsi6h.jpg

    fatman_by_zeealex-d8qslwr.jpg


  8. Hi !

    That's a really great work you've done on this mod.

    Thanks for the work you've done on it to finally give us this opportunity to let the female soldiers get in this really nice simulator !

    hey! thank you for the kind words, I'm glad you appreciate the time gone into this :)

    Hi Zeealex, I had another fiddle with this mod at the weekend and made a few changes which could be seen as improvements, including a bit of mod compatibility

    1, I added some groups, belonging to the standard game factions, this has the effect of making them appear as NPCs in mods which use faction groups such as MCC sandbox or ALIVE, probably others too...

    2, I changed the naming convention to the same as BIS (B_soldier, o_soldier, etc....) this has the effect of giving them a chance to show up as NPCs if you have TPW skirmish active

    3, I changed the base classes of a couple of them to vary their equipment, this worked especially well with the FIA rebel, changing her base class to B_G_soldier_F and removing the hat with headphones from her inventory has the effect of randomizing her headgear, which fits well with the FIA units and their irregular gear.

    I'm sure it could all be config'd much more neatly and efficiently than I've done it, I can be a bit messy with this stuff, but let me know if you'd like a look at it.

    Sure I'd love to change up the configs a little bit, I managed to modularize it a couple of days ago and trim down some redundancies, so any extra configs and ideas are more than welcome especially if it adds groups and randomizes them a bit :D the only issue is, I don't really want it clashing with anything especially BIS content, if this can be avoided while being more compatible with other mods, I'll do it.


  9. nah, I should apologize really, it's my awkward humour at this time of day :P

    like I said, it's more likely the colour and lighting in that particular render. mental ray is adding shadow to shadows that are already implied on the texture, so it comes out with darker shadows and washed out highlights.

    ingame, because of the renderer it uses, the implied shadows need to be there, and the .rvmat takes over and gives it a more true to life colour and specularity value. whereas in game the v1.2 oakes head just looks weird with that texture :/ you'll notice as well in some areas, especially at a distance, v1.2 oakes's face almost seems flat due to the lack of shading

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