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fat_lurch

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Everything posted by fat_lurch

  1. fat_lurch

    Texture problems

    Thanks again for your time @PuFu ! It's really appreciated! Thanks for the info on _dt & _mc textures. I think I have that setup correctly in SP. Here is what my output template looks like: https://imgur.com/a/2k78Vcq Yes, I assign the rvmat to detail LODs 1-5 using the ARMA 3 Toolbox for Blender. When I open the object in OB, I see the rvmat. Here's the face properties from the 1st detail LOD: https://imgur.com/a/uxLtYvc Here's the .p3d itself: http://tsog-milsim.com/M2A1.p3d (I'm going to share all of this stuff anyway once I'm done) I double checked my mapping in SP - it looks like it matches what you describe here. Right now I have the can intentionally pretty flat without much shine. I need to revisit the texturing in SP once I start getting better with it to address this. I think I'm good for this: I have resolution LODs 1-5 (each subsequent layer halves the poly count using decimate in Blender). I also have a ShadowVolume, Geometry and LandContact LOD. Thanks again for your help and patience!
  2. fat_lurch

    Texture problems

    Thanks for the reply @PuFu ! I'll work on the .rvmat - I hadn't generated detail or macro textures. Edit: I've updated to follow the template on the Super Shader page and I'm still not having any luck. I had used PBR Rough Metal in Substance Painter (Mainly because I'm ignorant of the program and don't appreciate the difference). I converted the textures from .png using ImageToPAA in ARMA 3 Tools. Here's what my folder structure and file naming look like: https://imgur.com/a/D9uxNLt Here's .png version of the resulting textures: https://imgur.com/a/x4DIvax Copies of the .paa versions are here: http://tsog-milsim.com/M2A1.zip A general note: I've updated the folder paths to the textures are in the "data" folder instead of textures so as to follow convention. Someone on Reddit had suggest this could be causal for the issue I'm having, but it isn't. Thankfully I was able to resolve the shadow issue: I had the resolution set to 1000 instead of 0 in Oxygen. Here's a reference image in case anyone else ever comes across this issue: https://imgur.com/a/Z8lTy7S
  3. fat_lurch

    Texture problems

    And here's what my folder hierarchy looks like: H:. | .gitattributes | config.cpp | LICENSE | M2A1.p3d | Marking_Template.xcf | README.md | tree.txt | +---data | 20200413_214726.jpg | ammocan.paa | crap_ammocan.paa | Crap_ammocan.png | crap_ammocan_256.paa | Crap_ammocan_256.png | grid.paa | grid.png | _Ammocan_Model_Reference.png | +---functions | convertTurretAmmo.sqf | findAmmocanType.sqf | getTurretAmmo.sqf | getTurretIndex.sqf | getTurretWeapons.sqf | getWeaponAmmo.sqf | initAmmocan - BU_2020_04_19_1843.sqf | initAmmocan.sqf | nonEmptyMagsTurret.sqf | removeEmptyMagsTurret.sqf | removeMagazine.sqf | toLowerArray.sqf | \---textures M2A1.rvmat M2A1_as.paa M2A1_co.paa M2A1_nohq.paa M2A1_smdi.paa Marking_100x_M2.paa
  4. fat_lurch

    Texture problems

    Here's what I have for my .rvmat at the moment: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={1,1,1,1}; specularPower=30; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="Ammocan\textures\M2A1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(ai,64,64,1)fresnelGlass()"; 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(0.0,0.0,0.0,0.0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="Ammocan\textures\M2A1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="Ammocan\textures\M2A1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(0.4,0.2)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; };
  5. fat_lurch

    Export problem on blender

    Are you using a version of ARMA3Toolbox that matches the version of Blender you're using? I had a similar issue recently and it's because I was using Blender 2.79 with the latest version of ARMA3Toolbox.
  6. Hello all, I'm looking for modelling and texturing help from folks who currently posses the required skill sets. I've got the core mechanics for an ammo can reloading system working in testing. The concept is you load an appropriate ammocan into a vehicle as an inventory item and the turrets can use them to reload. I feel like this is a fairly simple feature that's been lacking in ARMA. The way I've approached the problem, I can make this system support any Vanilla or Addon ammo/magazine type for any turret weapon. I'll be spending time coming up with a myriad of appropriate ammo can configurations. To that end, where my skills are definitely lacking is modelling and texturing (I have tried, and I simply suck at it). I'm hoping I can get someone's help to create models and textures for various ammo cans. My intent is for the ammocans to be able to be visible and exist when set on the ground, a shelf, etc. (I *think* that means there's a collision model/LOD?) I'm also thinking having a hiddenTexture would allow various marking to be added to the same basic style of can. Is anyone interested in helping out on this? Thanks for your time!
  7. A quick status update: I've got the system working and tested for .50 BMG, .338 Norma Magnum and 7.62.51 NATO for all Vanilla BLUFOR vehicles (ground + gun boat) and all RHSUSF Army ground vehicles with human players and AI in SP and on Dedicated (MP should work too, just haven't tested). The ammo cans themselves show up as objects in rifle ammo in BIS and ACE arsenals. At startup, all turret ammo is converted into ammo cans and added to the vehicle inventory (if there's room, otherwise it's left in the turret. This happens with the RHS Stryker because there's not enough storage). Once a belt is consumed in the turret, another belt is loaded from the inventory and an ammocan is consumed. Right now the first compatible type found is loaded. I've attempted to simplify addon compatibility by making each ammocan accept equivalent ammo from various addons. An example: I have a 100 round can of 50 .BMG (12.7x99) red tracer. It can be used to reload either the vanilla red tracer and magazine of that type, or the RHS equivalent red tracer. The good news is this is all defined as an array so support for additional addons doesn't require said addons. I plan to support popular addons with this and will be releasing a framework on how to define an ammocan for more niche stuff (e.g. your super cool 69x420 Pussy Slayer Magnum Purple Tracer). If a vehicle expends ALL of it's ammo (including what's in inventory) the turret will be reloaded if an ammocan is placed into the inventory at a later time. AI will automatically reload the turret in this case, and it looks like a lot of the time players will too. There are a few guns that don't automatically reload, but the user does get a scroll reload action. I'm not sure why the various weapons behave differently. Tips? Suggestions? I found there is a standard M2A1 style ammocan in the vanilla build which I'm using for now for testing. I'm in the process of seeing if I can come up with decent models and textures for the various kinds of ammocans. I'd still love some help with this. Thanks
  8. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-04-07: Added - The compatibility patch now prevents the CH-47 from being damaged by floating on water (the aircraft would be destroyed after floating for about 3 min, 40 sec).
  9. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-04-06: Added - Compatibility patch for the RHS CH-47: Steam Workshop Link This resolves an issue where opening and closing the RHS CH-47 ramp would detach/reattach the boats inside the helo (this is part of their paradrop cargo system). With the boat detached from the helicopter, an explosion is pending, because ARMA. I plan on adding a configuration change to the RHS CH-47 so it can float for more than 2-3 minutes without taking engine damage and drowning the crew.
  10. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-03-30: Fixed - Error preventing boats from loading from Eden setup Added - Support for FFAA CH-47 Removed - Holdover diag_log debug code
  11. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-03-29: Changed - All helos have Helcoast enabled by default (this allows Zeus spawned Helos to load boats, etc.) Changed - Added longer delay after last jumper before telling the helo to gain altitude
  12. fat_lurch

    UAV Refit

    Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2023986443 This mod gives the UAV operator the ability to command the UAV to Return To Base (RTB) for a refit where it will be repaired, rearmed and refueled. To command the RTB, open the UAV terminal, connect to the UAV and hit the RTB for Refit button. This only supports a single UAV at a time for now. Concept: This works by the UAV flying to a configurable position (0,0 by default) and then "exiting" the Area of Operations (AO). The aircraft despawns and then reappears after being refit a configurable time later (30 minutes by default). This is intended to simulate the UAV flying back to a base or FARP outside the AO. This will allow UAVs to be useful on maps without airfields, or in areas where the airfield is contested. To configure the spot where the aircraft leaves the AO and how long the refit takes, copy the code below into the init.sqf of your mission and modify them as appropriate. UAVRefitTime = 30; //Time in minutes it takes for the UAV to be refit and return to the area of operations UAVRefitPos = [0,0,3000]; //Position where the UAV departs and re-enters the AO Multiplayer: This addon works in Single player and on dedicated server (I assume MP also). The addon needs to run on both clients and the server (the server is responsible for bringing the UAV back, that way if someone orders a refit and they log off, the plane still comes back) Credit & Thanks Huge thanks to icdb / cineafx for the use of his UI. I designed this addon to be operable with his awesome and under-rater UAV Keybinds addon: https://steamcommunity.com/sharedfiles/filedetails/?id=1631723641 Thanks to Roqarr & HateAndCaffeine for concepts and support. GitHib: https://github.com/FatLurch/UAV_Refit Thanks!
  13. fat_lurch

    Helocasting & Kangaroo Casting

    I can definitely look into adding support for that. Would you mind posting a link to the addon? Regarding waypoints: I had developed the waypoint system about a year or so ago and it was working well in local testing. I need to dust it off and test it fairly rigorously then I can push it out for this addon. I have a solution planned for the helicopter surviving water landings. I'm leery of just making the helo indestructible because of the invulnerability to external fire. I had written a custom damage handler so that the helo wouldnt take damage, but the crew & passengers were still drowning. My plan is to overwrite the rate at which the helo takes on water in the config. This would wind up being a compatibility patch specific to RHS. Thanks!
  14. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-02-22: Added - Support for Legion Studios' LAAT per request
  15. fat_lurch

    ARMA 3 Addon Request Thread

    I only noticed the ARX-160 bit just now: Massi's weapon pack has the ARX-180: https://steamcommunity.com/sharedfiles/filedetails/?id=500929500
  16. fat_lurch

    ARMA 3 Addon Request Thread

    https://steamcommunity.com/sharedfiles/filedetails/?id=875779698 It looks like NIArms has already incorporated the ACR.
  17. fat_lurch

    Helocasting & Kangaroo Casting

    Thanks for the feedback Ben! I'll try to get these issues resolved - I'll be a little delayed because I'm waiting on a replacement motherboard. A question: were you running helocast on the dedicated server as well?
  18. fat_lurch

    Helocasting & Kangaroo Casting

    Update 2020-01-12: Added – Dual Boat Helocast Support Changed – Helocipter will fly at 10km/h now instead of 8 Changed – Moved Helocast commands to bottom of the list to get them farther from Engine Off, Eject, etc. Fixed – recoverCRRC: restore aircraft to last known altitude instead of 50 meters Fixed – recoverCRRC: use rampDoor function in lieu of old code Fixed – Prevent AI from turning in mid air during jump I've also noticed an issue where the boat automatically is detached from the RHS CH-47 series when a user uses the manual Open Ramp action. I'll be releasing a patch to address this and the fact the RHS CH-47s "leak" water too quickly and are become disabled after floating for more than ~3 minutes.
  19. fat_lurch

    Helocasting & Kangaroo Casting

    So development has been slower than I was hoping but I'm finally making a little bit of progress on the double helocast feature. Users will be able to configure a "jump plan" which determines which groups just with each boat. Users will also be able to perform a "single" helocast and then setup another later at a different location.
  20. fat_lurch

    Helocasting & Kangaroo Casting

    Thank you very much! I'm making the best use of vacation away from work, haha.
  21. fat_lurch

    Helocasting & Kangaroo Casting

    I have some new functions that will handle this better on next release. The logic will be either all non flight crew (based on which seat everyone is in) or all non flight crew that are in your squad. By having the two functions it should be possible to helocast two different squads with two different boats at two separate drop locations with one helo. The limitation in this instance is that if someone hops on an M134, as an example, they're considered flight crew and they won't be part of the helocast. If they go back into a cargo seat just before the jump, they'll be non flight crew again and will be helocast with the rest. The function will also handle firing from vehicles positions ala the ramp on Konyo's MH-47 Ramp version.
  22. fat_lurch

    Helocasting & Kangaroo Casting

    For Konyo's MH-47 I defined a custom point by the ramp. I have a variable called jumpOffset that I associate with each aircraft type during initialization. I use the eject point by default and evaluate if an offset is needed during testing. That offset is relative to the eject point. In the case of Konyo's MH-47, it's a fairly large offset.
  23. fat_lurch

    Helocasting & Kangaroo Casting

    That's the issue. That's one of the current limitations of the system. I'm working on a better implementation. For now, so long as your pilot is in a separate squad from you then it should all work.
  24. fat_lurch

    Helocasting & Kangaroo Casting

    I had an idea on how to do this: when someone selects Prep Helocast, a dialog pops up that allows users to select parameters of the helocast: How many boats (0-2) Which jumpers (all non-flight crew or just the user's squad) I'm also thinking of adding a water checker override - this would allow helocasting on rivers. The engine doesn't treat rivers as being over water. I'm trying to figure out a way to hide prep helocast when its not useful. I haven't figured out what to do just yet.
  25. fat_lurch

    Helocasting & Kangaroo Casting

    One more thought: were you in the same squad as the pilot? That would cause an issue.
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