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Posts posted by Tier1Voodoo
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Is there any mods that has wrist watch model? I've seen some pics but I can't seem to find out what mod is it from. Any help?
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I think I'll add it as a part of the uniform
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I'm trying to make a new character model in game, but how to do it? Say I've done the modelling in 3DS Max or Blender. How to port them in-game. Also, is there anyway to add wristwatch model on the existing character? I think it's far more better to add a wristwatch
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Great work mate. What about standard HK416 with VFG?
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Could you explain me more about "HLSD AR15" mate? I'm kinda new in AR15 stuffs. If not retex your Jack Carbine in Black and Cerakote Brown and add TiN color in the BCG. Adding a grip like Magpul RVG or Magpul AFG is also great. Anyway, thanks for your consideration
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How about making a SAI AR15, mate? Just like in the Transformers: Age of Extinction. Nice in Black or Cerakote Brown (FDE). Here's some pics
SAI AR15 2.0, currently showing in SHOT Show
Pretty much the same with Warsport LVOA (mostly, a lot of variants. Seen using KAC keymod RIS, Magpul CTR stock, B5 SOPMOD stock, Magpul ACS stock, mostly with Magpul RVG or Magpul AFG) the only difference is the receiver. The BCG is made of Titanium Nitride (TiN, yellow-gold color), custom charging handle. The SAI AR15 2.0 is kinda different, not much known about it now. More info can be seen in Salient Arms International's Facebook or Instagram.
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New model but it doesn't seem to accept camo (one texture only). Any way to fix this in the o2, mate?
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The 3d model, mate. Looks like I've seen the options somewhere in blender, but I don't know what is it and how it works. I'm a total noob in this kind of stuff, mate. How to unwrap it?
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So, I've got a model of HK416. I decided to make the rail with textures. But, how to texture it? How can I organize which textures as the rail? This while time I only use solid color. If this one uses plain textures, of course the rail won't show up. Help anyone?
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I think don't give the 416 a flip down iron sight, mate. It kinda ruin the 416. And give it the same stock as the 417. M4's LMT 6 positions stock is kinda old-school. Just saying, though. If you don't want to change it that's fine, mate.
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No luck, mate. Been there before. Still f-ed up. Thanks for the input anyway
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Nothing seems to work mate. Btw, what's "weaponpoolavailable" command?
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I can't open the p3d because it has been binarized
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Camo selections present? Explain me more mate, I'm a little bit noob down here lol. Bottom line, the error is the helmet won't let me have two versions (camo) of it. As I said above, the helmet will only take the file named "helmet.paa" as the texture (camo). So if I use the config as I attached above, there will be two helmet versions with the same camo. I spent hours yesterday tried to make this work but nothing worked. Is it possible that the helmet has "locked" its file path for the texture in the p3d? If yes, how to "unlock" it? For now, I'll try adding "_co" on the file name. Help me, mate
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G'day mate. So, I've tried to add some helmets in the game. I've got the model from a friend and the p3d has been binarized. I retextured it into 2 versions, AOR1 and AOR2. I named the AOR1 as "helmet.paa" (original name) and the AOR2 as "helmet1.paa".
Then, I re-adjust the config. I added lines for 2 helmets in the config. I added hiddenselections etc. When I tested them, both of them came up, but with the same textures (AOR1/"helmet.paa"). I've tried to split them into two pbos but also failed. It looks like the helmet only accepts file named "helmet.paa" within the same folder name (pbo name) as the original no matter what I've done.
My goal is having two versions of the helmet, not just one.
Help anyone?
enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Operator_Helmet { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Operator_Helmet : ItemCore { scope = 2; displayName = "Operator Helmet AOR1"; picture = "aor1.paa"; model = "\Opscor helmet\OperatorHelmet.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Opscor helmet\helmet.paa"}; class ItemInfo : HeadgearItem { mass = 40; uniformModel = "\Opscor helmet\OperatorHelmet"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Operator_Helmet_AOR2 : ItemCore { scope = 2; displayName = "Operator Helmet AOR2"; picture = "aor2.paa"; model = "\Opscor helmet\OperatorHelmet.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Opscor helmet\helmet1.paa"}; class ItemInfo : HeadgearItem { mass = 40; uniformModel = "\Opscor helmet\OperatorHelmet"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; };
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The original games spec ops helmets are Fast Ballistic. However I don't know about the Maritime version.I second this. It's worth noting that the Salient Arms AR15 is largely an LVOA. [ http://media-cache-ec0.pinimg.com/736x/70/99/37/709937c806c14946a0ef2d539c98b3a6.jpg ]
As for my own requests, I have two;
A Glock 34 (Preferably a Salient version as mentioned above), otherwise a regular one will do.
And finally, a Crye Precision AirFrame helmet. [ http://www.cryeprecision.com/P-HLMM0106LG0/Airframe%E2%84%A2-Helmet ]
Preferably with some tacticool shit bolted to it.
SAI G34 is better though. I tried to make the textures for Massi's G17 to look like SAI G17 (I won't release it until I get Massi's permission) and actually it works. It's just a very simple retexture (I'm 15, lol). Also, I don't really know what's LVOA means. Mind if you explain it to me, mate? Crye Precisions AirFrame also nice, especially when added Multicam cover. Btw, the in-game default Spec-Ops helmet (ECH Light) is not Ops-Core FAST Ballistic. It's Ops-Core FAST Carbon. The original ECH is a MICH 2000 added with ARC-Rail.
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G'day, I would like to request Saliant Arms International weapons as featured in Transformers: Age of Extinction. The weapons:
-Saliant Arms Glock 17/19/34 Tier 1
-Saliant Arms AR15
I can't provide any pictures at the moment. Probably a little bit later. Thanks
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Nice gears, looking forward for it. Just saying, why don't you release things that's done first, mate? And use the p3d compiler that still compatible with ARMA 3 v1.0. A lot of addons I downloaded failed to work because the compiler version is higher than the game. My internet is kinda slow so updating it until the recent one takes a lot of time. Keep it up mate!
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How to "downgrade" it? I've got some addons that show this error and I don't want to update the game because of slow internet connection. Any solutions?
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Anyone knows how to make Magpul PMAG and CTR? (partial weapons part like stock or magazine)
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I've PMed Sabre, but He hasn't answered it. In the meantime I use Sabre's M4 Block II, FHQ's M4, and RH M4
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I'm trying to port Sabre's M4 from ArmA 2 to Arma 3, but I don't know how (personal use only). I've tried to swap Massi's M4 model but the textures didn't show up. It's just like holding shadows. When I'd copied the original Sabre's @SOTG, the model showed up, the holo had textures, but the weapon was solid black. Anyone please help me
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I see. Thanks for the reply
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How if making the G33 paired with Eotech EXPS-3 (in-game holo) instead of pairing it with Eotech 553? Suggestion only, though
Tier 1 Gear Pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Nice stuffs here. Could you please make an option to use the watch on the left hand and gps on the right? That'd be great, cheers