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R. Anderson

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  1. So to add that to a proxy do I select the Plane with the texture and make it a proxy? Im following this tutorial if that helps you see what I am doing. The model is working now Im getting a plain white square for blades rather than the blurred texture? the tutorial is at http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson4/lesson4_g.htm
  2. Thanks. I only have the main rotor static and tail rotor static animations. Do I have to build something into my model to show the blur or can I just use the same face selections I used for the main rotor static and create a new selection for it named main rotor blur? If I have to create extra faces for the blur bones how do I keep those from showing up in the model in game? Thanks again. ---------- Post added at 01:04 ---------- Previous post was at 00:23 ---------- Works like a charm, with the few changes I made from your code. Thanks a million. I have another problem now. The blades disappear after they start spinning? Any Ideas on how to fix that?
  3. Is there any chance that you are willing to share how you got the animations to work? I am having the same problem with my Model. Same set up to H Rotors. I started out with simple code based on this tutorial(cant post links yet as I am a new member) but I kept getting config.bin errors. It started with CFGSkelton problems and then CFG Models. So I used the model.cfg provided in the arma 3 tools sample to get my model to load with errors. It flys but no animations and Im not sure what Im doing wrong. I set my animations up based on the above tutorial and have checked and double checked.......It appears so simple but here I am 1 week later and I cant figure out how to get the animations to work. Here is the code I am using class CfgPatches { class Vol_FO_SP_F { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Air_F"}; }; }; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Helicopter; class SparrowBase: Helicopter { skeletonInherit = ""; skeletonBones[]= { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Helicopter: Default { sections[] = { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; class DusterFOSP: Helicopter { isDiscrete = 1; sectionsInherit = "Helicopter"; sections[] = { "velka osa","", "Mala osa","", "velka vrtule staticka","", "mala vrtule staticka","" }; skeletonName="SparrowBase"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "mala vrtule staticka"; }; class HideHblades: damageHide { selection = "velka vrtule staticka"; }; class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor// tail { type = "rotationY"; source = "rotorV"; selection = "mala vrtule staticka"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; }; class CfgVehicles { /* extern */ class Heli_Light_01_base_F; class Vol_FO_SP_F: Heli_Light_01_base_F { scope = 2; author = "DocAudio"; _generalMacro = "FO_SP"; displayname = "Duster Sparrow"; model = "\VolChopper\sparrow.p3d"; simulation = "Helicopter"; class Library { libTextDesc = "TODO"; }; }; }; I ve pieced this together from several sources including this thread....so I may have missed something? Any help is appreciated.
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