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fat_lurch

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Posts posted by fat_lurch


  1. Update 2020-08-30:

     

    Added - Support for vehicles with multiple turrets (e.g. V-44, USAF AC-130U)
    Added - Weapon Status report for UAVs
    Added - VMS (Vehicle Management System) Reset for UAVs


    Changed - Prompts now use systemChat instead of hint commands
    Changed - Change Altitude command visible for UAVs only now
    Changed - General code cleanup & pruning

    • Like 1

  2. This addon modifies supported vehicles to use ammocan objects that can be loaded into a vehicle inventory. Players are able to manipulate these ammocans directly so extra ammocans can be added to the vehicle in the field.

     

    Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2162698437

    YouTube Demonstration: 

     

    This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners.

    This is a Beta release. More features are planned and more vehicles and their vehicle turrets will be supported. Please note that static turrets are not currently supported, due to their lack of inventory.

     

    Please note: I can incorporate any vehicle into my mod without REQUIRING that addon as a dependency - I just use classnames.

     

    With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming!

     

    ***For best results, use with the Vehicle Loadout mod, to save vehicle profiles with additional ammo! https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937

     

    Supported Vehicles:

    • All BLUFOR Vanilla BI Ground Vehicles and Boats with turrets
    • All BLUFOR RHS Ground Vehicles with Turrets (M2 and Mk19)


    Features:

    • Support for SP, MP and Dedicated
    • Ability to Load/Unload Turret Ammunition to/from ground vehicles
    • Tested & compatible with ALiVE and Zeus spawned vehicles
    • Support for (eventual) addon vehicles without mod dependency
    • Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback)
    • Custom ammocan models

     

    Setup:
    Supported Vehicles are automatically ready to receive additional ammunition without additional setup.
    "Vanilla" ammo in vehicles is autmoatically converted into ammocans and placed into the vehicle's inventory
    Simply select a compatable Ammocan from a virtual arsenal or container and drop it into the inventory of the vehicle that you want to load.

     

    Ammocan Resupply Procedure:
    From anywhere you can access the inventory of a compatable vehicle > From your inventory, deposit the desired number of Ammocans into the vehicle inventory > Close inventory. Weapons *should* automatically reload
    The ammocans will show up in virtual aresenals with a prefix of "ammocan".

     

    Reloading Procedure:
    Supported Vehicle Turrets will have one box of ammunition loaded at a time. All additional boxes of ammunitionn are removed from the turret and added to the vehicle inventory as ammocans on initialization.
    When the loaded box of ammo reaches 1 round remaining, AmmoCan will load a box from your vehicle inventory into the turret, and reloading of the turet will happen as normal. While you can carry additional ammo on your personal inventory, AmmoCan will only load a new box from the vehicle inventory.


    Tips:
    This mod does not address the current lack of manual reloads for vehicle turrets. However, you can greatly increase the operational capacity of your vehicle turrets, so you can feel less bad about emptying the box to top off.

     

    Limitations:

    • Right now all ammo is stored into a .50 cal style (M2A1) ammocan. I'll be creating appropriate models for other ammocan types in the future.
    • Currently, only US vehicles are supported. I'll be adding support for non-US vehicle in the future.
    • At spawn, supported vehicles will initiate a reload
    • Vehicles with multiple ammo types per weapon (e.g. RHS Mk19s by default) may have random ammo type loaded into the turret. The best workaround at this time is to carry only one ammo type for a given turret.
    • The AI can take advantage of additional ammo cans inside their vehicles; however will be unable to add more ammo on their own. You can use the Zeus interface or manually add more ammo for them as needed.
    • Currently, due to their lack of inventory, static turrets are not supported, and cannot be reloaded with AmmoCans

     

    Planned Updates:

    • No reload at spawn
    • No random ammo type loads
    • Support for appropriate additional addon vehicles
    • Support for static turret varients of vehicle weapons

     

    Usage Restrictions:
    The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html

    I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature.

    Anyone may add the raw PBOs for this mod into their own addons, etc.

     

    How to help add additional ammo/vehicle support:
    I need documentation, images, examples, etc. of other ammocan types. Alternatively, if anoyone wants to help model other ammocan types, I'd love the help.

     

    Acknowledgments and Thanks:
    Roqarr
     

    • Like 7
    • Thanks 1

  3. This addon adds the capability to manage the inventory of vehicles using profiled loadouts when the vehicle is near a BI or ACE arsenal, similar to the BI or ACE Arsenal Loadouts

     

    This system is intended to allow anyone to develop and save a custom vehicle loadout without having to write scripts and record item classnames. Simply configure a vehicle inventory as you like, save the loadout as a profile and load it into any vehicle near an ACE or BI virtual arsenal.

    This is designed to work in SP, MP and Dedicated with human and AI vehicles.

    This is a Beta release. 

     

    Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937

    YouTube Demo: 

     

    ***For best results, use with the AmmoCan mod, to save vehicle profiles with additional ammo!

     

     

     

    Supported Vehicles:

    • All mobile Vehicles are Supported by Default (Static Turrets are not supported at this time)


    Features:

    • Support for SP, MP and Dedicated
    • Ability to clear existing inventory from a vehicle
    • Ability to save and load inventory profiles for later use, or for quickly preparing for the mission at hand
    • Tested & compatible with ALiVE and Zeus spawned vehicles
    • Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback)

     

    Setup:
    The vehicle must be near a BI or ACE arsenal and not moving - at that point the vehicle will have a scroll action to allow saving and loading.

    • Non-armored vehicles must be within 30 meters
    • Armored vehicles must be within 50 meters
    • Aircraft must be within 200 meters
    • Ships must be within 300 meters

    Vehicles are automatically ready to have profiles saved and loaded.
    Simply fill a vehicle inventory to the desired specifications, and save the loadout. It can be loaded again into a vehicle for later use.
    Loadouts are not vehicle specific, however it is recommended to make separate loadouts for vehicles with different carrying capacities, as to avoid truncating your inventory.

     

    Vehicle Loadout Procedure:
    From anywhere you can access the inventory of a compatible vehicle, which has been parked nearby an BI or Ace Arsenal > From your inventory, deposit desired items into the vehicle > While near an BI or Ace arsenal, save the loadout via scroll interaction > Load the profile as needed.

     

    Tips:
    Like the BI and Ace Arsenals, this mod does not 'add' items to the vehicle inventory, rather it sets the inventory to a given profile. When loading vehicles, be sure to load a profile as needed before adding any additional items.
    The saves are associated with your ARMA 3 profile - if you change profiles, you won't see your saves.

     

    Limitations:

    • The system does not track which addons you are using. If you make a save for items that aren't available they will be skipped (I think...feedback welcome)
    • Overwriting save profiles is not yet implemented
    • Vehicle Loadouts are not Vehicle Unique, so inventories that are too large for the vehicle you're trying to load won't work.
    • Does not preserve ACE Cargo spaces. Any item in ACE Cargo will still need to be managed by hand.

     

    Planned Updates:

    • ACE Cargo compatibility
    • Ability to overwrite existing save profiles
    • Additional inventory realism features
    • Static turret support

     

    Usage Restrictions:
    The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html

    I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature.

    Anyone may add the raw PBOs for this mod into their own addons, etc.

     

    Acknowledgments and Thanks:
    Roqarr
     

    • Like 5
    • Thanks 1

  4. On 6/23/2020 at 11:14 AM, brad191 said:

    I'm really enjoying this mod, particularly in conjunction with the thermal improvement mod. I was wondering if it's possible to add an IR marking laser,  similar to the weapon mounted laser, to the targeting pod. I think it would help with directing folks on the ground. 

     

    Thanks! 

    Thanks for the feedback brad191.

     

    I've attempted a few different ways of attaching a laser to the turret but I haven't had any luck yet. I've gone as far as literally attaching a rifle to the turret and trying to turn its laser on in desperation. I think A3TI can illuminate an area, but I don't know if the laser beam itself is visible.

    • Like 1

  5. Hello all,

     

    I've added a hiddenSelection to an ammocan model I've put together so that I can add markings to the can.

     

    Something I wasn't expecting: the hiddenSelection texture I apply has to be laid out in the same UV space as the original texture for the can. I had been hoping to use a smaller, transparent texture that I was hoping would fill the entire area of the hiddenSelection. This would be like the patch image in a squad.xml image filling the entire patch area on a vehicle or uniform.

     

    Is there a way to set this up in the context of my model?

     

    Image for reference: I was hoping the yellow text could be a smaller texture with transparency that would fill the entire "side" of the ammocan where I have the hiddenSelection setup.

     

    https://imgur.com/a/xZEd81E

     

    Thanks in advance!


  6. @WPK-ArmedVeteran

    If there are any spelling errors in the rvmat themselves they'll fail "quietly" - nothing shows up in the logs.

     

    Just a thought.

     

    Also, something that helped me: in object Builder there is a tree'd view on the left side that details which materials, etc. are needed. If any of them show up with a yellow dot then they're not found 


  7. 11 hours ago, PuFu said:

    well, both mikero and addon builder requires you to have the data on P: drive, and have unpacked A3 data (for things like external paths, such as environments etc)

    example this path:

    
    texture="Ammocan\textures\M2A1_nohq.paa";

    should be on P drive as such

    
    P:\Ammocan\textures\M2A1_nohq.paa

     

     

    @PuFu: Using Mikero tools solved the issue! Thank you again for your time and patience! Do you have any kind of digital tip jar?

     

    I'm also enjoying how verbose Mikero's pboProject is: it caught a few instances of duplicate entries in my config.cpp for the logical definitions of my ammocan system.


  8. Just now, PuFu said:

    well, both mikero and addon builder requires you to have the data on P: drive, and have unpacked A3 data (for things like external paths, such as environments etc)

    example this path:

    
    texture="Ammocan\textures\M2A1_nohq.paa";

    should be on P drive as such

    
    P:\Ammocan\textures\M2A1_nohq.paa

     

    I'll pattern after that. Thanks!


  9. 2 minutes ago, PuFu said:

    can you try mikero's (free) tools instead?

    addon builder is something i have never used since it (at least used to) be shit. 

    also, i assume you have your P drive setup correctly,same for the unpacked A3 data, yeah?

    I'll definately give Mikero's tool a try!

     

    I do have the unpacked ARMA data.

     

    I hadn't been using P: drive but I did move my resources over to it in the hope it would alleviate the issue I've been having.

     

    Thanks again!


  10. A little bit more detail - if I start OB from the ARMA 3 Tools Menu (Not by double clicking my .p3d) I can see all of the .rvmat applied correctly. When I build using addon builder and open in ARMA, I don't see the effects of the .rvmat.

     

    I have the following extensions to copy over in Addon Builder: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;* .ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp

     

    I've tried with binarized and non-binarized textures and both yield the undesired result.


  11. Thanks again for your time @PuFu ! It's really appreciated!

     

    Thanks for the info on _dt & _mc textures.

    2 hours ago, PuFu said:

    on convert, the PNGs need to have proper suffixes - https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules so that the converter knows how to and what to convert these to, no matter of what the SP outputs to (you can name these anyways directly from SP on export).

    I think I have that setup correctly in SP. Here is what my output template looks like: https://imgur.com/a/2k78Vcq

     

    2 hours ago, PuFu said:

    Also, i assume the rvmat is assigned to the ammocan in OB builder, just bellow where you assign the _co file, because as it is, it seems the rvmat is simply not working at all.

    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)

     

    2 hours ago, PuFu said:

    regarding that SMDI - it looks pretty flat somewhat, you will find that the specular and gloss needs to be in G and B channels respectively. R being full white (255/255/255).

    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.

     

    2 hours ago, PuFu said:

    At a minimum for any sort of object in A3, you need a res lod, a geo lod and a SVlod properly configured.

    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!


  12. 4 hours ago, PuFu said:

    if you made the asset in spec gloss, the result should be pretty similar - as in diffuse / spec / gloss workflow.

     

    have a look over - https://community.bistudio.com/wiki/Super_shader

    stage2 is wrong, you are also missing stage 7

     

    also, how did you convert these files from whatever output you had in SP(ideally tga) to .paa? did you let buldozer do it for you? did you have the proper suffixes when you converted (be it via texview buldozer etc)?

     

    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


  13. 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
            
     


  14. 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};
    	};
    };

     

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