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Everything posted by bek

  1. Hi. I'm attempting to import some stuff into arma, currently an EOTech holosight. I've got my model (after much nonsense) into the ObjectBuilder. I've got Buldozer working (!). I've got a basic RVMAT for the model: I've basically been looking at these pages. However I need more information — why is it so terribly difficult to find samples!? My biggest concern is how I can get the glass (and then the reticle) working. Where can I find some glass rvmats? I should be able to figure this out if I got get, say the ACO or RCO's rvmat. I've tried this and a cobbled together super shader RVmat to try and get transparency working but no luck yet. Ideally I want the entire frame to be transparent with a texture affecting the specular power (or specular if that's not possible). Then for the reticle I want the same, but the texture should affect transparency (acting as a mask) and emissive (or diffuse/colour output). So, how does BI do their red dots? I'm also not super clear on when to use _SM vs. _SMDI for the spec/gloss. Oh and more importantly; can I implement an environment reflection on the model driven by specular power? (So, shiny metals have the env. reflection while matte plastics have it to a much lesser extent). Any help or pointers on where to find detailed information would be great. Is there any reason I can't just get arma 3 RVmats, so I could figure this out?
  2. Okay that's helped, and I was able to get the optic in-game by modifying a mod I was familiar with and letting it fit on one of their weapons. But I have some questions: 1) The test weapon geometry is clearly from a lower lod; It doesn't have the weapon's rails. So how am I meant to align my model with the in-game weapon rails? 2) How are you meant to allow an optic to attach to all of arma3's default weapons? Surely you don't have to redefine EVERY weapon in a3 with your optic in the compatibleItems[] line.... right? I would've thought it would have a blacklist (rather than whitelist, or perhaps have both) based on some grouping, like weaver rail group, dovetail group, or weaver-large, weaver-small and so on. 3) I was able to figure out the eye and ModelOptic viewpoints by looking at some simple examples, but I imagine getting a weapon in the game is much more difficult, getting trigger, bullet points, hand positions etc set up... how does that work? And how does a model config work? The stuff on the wiki was mostly to do with vehicles or characters. Large and vague question I know, but any pointers would be welcome.
  3. 0.25 eh. I'll keep that in mind. I made a small change to the p3d optic; I discovered the proportions were relevant so I scaled the inner square up somewhat so that the inner top/bottom borders of the scope touch the top/bottom of my 16:9 1920x1080 screen (for some of my textures anyway). Not sure if it's affected by res but whatever. The reason for this change was to get more screenspace for the inner optic. Another thing relevant to optics: I had a friend suggest that, since the +/- functions swap out textures, I could use this on certain optics to cycle through different reticles, like so: What I'm wondering though is if there's a way to do this via the Nightvision key (n) as being able to toggle "illumination" on/off would be better than switching using +/-. I mean, if the list of optics has no limit I could probably list the same two textures 20 times or so in order to have a toggle-like behavior, but that seems silly. So would anyone have an idea of how to do so using the visionMode[] = {"Normal", "NVG"}; line? Could you create for a custom visionMode that's just a different reticle?
  4. Thanks for the detailed reply. Doing in-game iteration was my first thought as that's what I did for calibrating stadiametric rangefinders on optics, but it gets old quickly, which is why I was hoping some maths would help. However I'm still confused by the results I'm getting. As far as I can the the modelOptic p3d has no affect, yet I'm seeing different results between optics. One q, where did that 0.375 come from? Just some arma default? I see it is the OpticsZoomMin value for the red dot on some optic configs (not default arma stuff though). Player fov doesn't affect these things.. it couldn't right? Some examples, if I jump in the editor and screenshot that 1m cube in first person (and measure its width in ps) then compare that to RCO zoomed in, I get a difference of ~5.8x. RCO is meant to be 4x, right? Any idea what its config opticZoom value is? There's one optic in the mod I'm looking at (breaking point) that has an opticZoom value of 0.11, which seems like a crazy high value but it only behaves like a ~4x zoom. Another optic has 0.0589, a lower value, but it zooms in more. I just don't get it, it's totally throwing me off.
  5. Interesting. Can anyone shed any light on how the opticZoom value works, and how it is affected by 1) the scope plane p3d's size/proportion/scale and 2) scope fov? Understanding that seems fundamental to being able to say, figure out how many pixels in your texture = 1 mil in order to correctly (and easily) set up mil dot optics. I saved this text from some post I found somewhere (I can't find the link at the moment, it may have been in reference to a2) What I'm not understanding (apart from core concept of radians) is how you'd calibrate mils correctly, as this apparently ties into the plane p3d's size and scope FOV. Can anyone clarify?
  6. Alright, I got it. TO MAKE THINGS EASIER FOR ANYONE LOOKING TO MAKE A CUSTOM 2D OPTIC / RETICLE / RETICULE / SCOPE for arma 3 (dem google keywords) I have packaged a template 2d optic, w/ p3d file that actually works (I know right?) and a simple .psd guide. So you don't have to download a2 bs, sort through said bs, find out what works, fix problems with that bs, do more bs, bs bs bs, test bs, etc. Mega: https://mega.co.nz/#!lMVgxRLD!podwp88KitRNwWjFujzb_uZSRGOOA6IPpaO37vdAvbc Dropbox: https://dl.dropboxusercontent.com/u/15050523/Arma3-2dOpticTemplateP3D.zip So you want to use the above to make a reticle for A3: Open the p3d in ObjectBuilder. Select all faces (ctrl+a). Press E to open the surface properties. Change whatever filepath is in the texture field and replace with the path to your 2d reticle .PAA. Save that p3d. In your optic/weapon config, point the modelOptic property to the p3d file you've saved out. Also, my uv's are correctly flipped/oriented so you don't need to flip your scope horizontally or any nonsense like that; I noticed some mods (bp) have to do that. Which is just silly. Anyway I hope someone finds this useful; it only took me 2 days to do something that should've been done in 20 minutes max.
  7. Huh. Why wouldn't there be a a3 template or sample for that I wonder... though, I guess if I'm still trying to apply basic logic at this point I'm setting myself up for disappointment. Anyway, I just had a modicum of success after looking through various a1/a2 optic planes on obj.builder; the current winner is: A2SM_Data_APL\Weapons\CA\Weapons_ACR\LRTV\LRTV_optics.p3d ALTHOUGH it seems slightly incorrect in ratio. I'm thinking I'll export this, if possible, to modo and check out its uv's, and maybe see if I can make sense of what scale the uv's should be. Actually I suppose if I'm planning on 2048^2 I'd want to set that texel density up in modo for that plane's size, but I've no idea if/how that translates to the plane's position infront of the camera...
  8. Hi EricJ, By this do you mean where the center of my reticle appears (on the 3d model) should be at the origin (0,0,0) in x,y,z of the ObjectBuilder scene? Also, how can I import say, arma3's MXC into that same scene to check that the scale of my reticle is correct? Otherwise it would likely be ridiculously large, or clip into the railings etc. As far as I can tell you cannot load arma 3's p3d's into Objectbuilder, so....
  9. Thanks Fennek and EricJ. I've finally made some progress with these tools (Using Eliteness to open arma 3 RVmats and figure out how stuff works). http://i.imgur.com/IfO9exI.png (466 kB) Obviously some transparency issues but I'm sure I'll figure it out. I think before I get too stuck into the materials I'd like to set this up in game, so I get an idea of the whole process. If anyone has any tutorials for that (setting up attachment points, packaging to a pbo, all that stuff) please throw them at me.
  10. Although now after the update I get three errors: No entry .CfgWorlds Shaders not valid (mismatch of exe and data?) External Viewer: Attach Failed. No viewer found. I've figured since the game update altered the game pbo's and exe's they'd need to be updated (basically going through this tutorial again: http://ohplz.ca/tuts/00/index.html ) Redid the PBO's, update the arma3.exe (renamed to buldozer.exe in my working dir) yet still no luck.
  11. That did indeed fix the problem; Thankyou Roadkill.
  12. bek

    Development Blog & Reveals

    Arma 3 tools just updated; where would one find the changelog / details?
  13. I'm having this exact same issue. ===================================================================== == D:\Documents\A3Working\buldozer.exe == D:\Documents\A3Working\buldozer.exe -buldozer -noland -window Exe timestamp: 2013/12/25 12:52:42 Current time: 2014/01/18 17:40:16 Type: Public Branch: Stable Version: 1.08.113494 Allocator: Windows ===================================================================== No product.bin found, using defaults for a core engine. Splash window: Unable to load config file: dta\splashwindow.bin Initializing Steam Manager unable to load subscribed content list. list will be updated from steam unable to load published content list. list will be updated from steam unable to load cached items meta info. save and update functionality will be broken Steam Manager initialized. ==== Loaded addons ==== E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\bin.pbo - unknown E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\core.pbo - 0 E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 60330 ======================= DX11 - Initializing DX11 engine. DX11 - Detecting best GPU adapter. DX11 - Detected best GPU adapter 0 : "AMD Radeon HD 7800 Series", benchmark result = 68.984, level coef = 1, total result = 68.984 DX11 - Using DXGI adapter 0. - adapter description : AMD Radeon HD 7800 Series - adapter vendor ID : 4098 - adapter device ID : 26648 - adapter subsys ID : 3793164107 - adapter revision : 0 - dedicated video memory : 2128662528 - dedicated system memory : 0 - shared system memory : 2166239232 Error: CoInitilizeEx (XAudio2-1st trial) return 80010106 PhysX3 SDK Init started ... PhysX3 SDK Init ended. Warning Message: Cannot load texture a3\data_f\halfa.paa. ======================================================= ------------------------------------------------------- Exception code: C06D007E at 76134B32 graphics: D3D11 resolution: 1024x768x32 Addons: Mods: A3 Distribution: 0 Version 1.08.113494 Fault time: 2014/01/18 17:40:19 Fault address: 76134B32 01:00013B32 C:\Windows\SYSTEM32\KERNELBASE.dll file: world: Prev. code bytes: 20 83 64 24 10 00 8D 04 24 50 FF 15 80 83 1B 76 Fault code bytes: 8B 4C 24 54 33 CC E8 07 72 FF FF 8B E5 5D C2 10 Registers: EAX:01E1FB40 EBX:00000000 ECX:00000001 EDX:00000000 ESI:014EAF50 EDI:0167C6C0 CS:EIP:0023:76134B32 SS:ESP:002B:01E1FB40 EBP:01E1FB98 DS:002B ES:002B FS:0053 GS:002B Flags:00200212 ======================================================= note: Minidump has been generated into the file C:\Users\Ben\AppData\Local\Arma 3\buldozer_2014-01-18_17-40-16.mdmp