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Everything posted by Locklear
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Thank you for reporting this issue and reminding us of it. I found out that open/close ramp actions had unfortunately slipped away from a package sent to translators. According to the information I have, this will be corrected in one of the future Main Branch updates before Marksmen DLC release. I apologize for the inconvenience.
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Re-Texturing NLAW and NV Goggles
Locklear replied to IndeedPete's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Nice, glad the NVGs work. Probably a side-effect of one of the changes from past months; a side-effect I was unaware of, therefore my previous comment. Concerning the NLAW and RPG, it will be a pleasure to assist you. However, I would like to ask you for a little patience, since my schedule is a bit tight at the moment. But I have a note about that in my to-do list. :) -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There is an FIA soldier with a T-shirt and AAF trousers, but it is available in the game. Besides that, I don't really have an idea of anything you might mean. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeah, the same problem as the one with the ghillie; it wasn't really created with retexturing in mind, thus the issues happen. I'll make it work, no big deal. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
If you don't succeed in finding what causes the problem, please post your code here, so I might take a look. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Let me explain those textures on stripes. The first part – #(argb,8,8,3) – basically defines the form of the texture, leave it as is. The second part, the four numbers, is a definition of the colour itself. The numbers are for red, green, and blue channel, and alpha, respectively. The values go from 0 to 1. This way you can mix any colour you want (for example, black would be 0,0,0,1; and it doesn't glow). The emissiveness is not created here, the glow is made with a material (*.rvmat file), which is defined in hiddenSelectionsMaterials property. -
Re-Texturing NLAW and NV Goggles
Locklear replied to IndeedPete's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Retexturing the ghillie suits shall be available in the next Dev-Branch build. Feel free to follow this thread: http://forums.bistudio.com/showthread.php?186081-Sniper-Ghillie-config-cpp, where I assist with the process. Concering NLAW, I will look on it – it shouldn't be a big deal to make that happen. However, retexturing NVGs is currently not possible, I am sorry. Feel free to submit a feature request on the feedback tracker and link it here; we'll see what could be done about it. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I made some research and found out it wasn't included intentionally; it will probably appear in the next one. Concerning the VR suit, so let it be written, so let it be done. There are three textures used (plus the stripes), so I made the following selections for them: camo1 – torso – a3\characters_f_bootcamp\common\data\vrsuit_01_co.tga camo2 – arms and legs – a3\characters_f_bootcamp\common\data\vrsuit_02_co.tga camo3 – armor plates – a3\characters_f_bootcamp\common\data\vrarmor_co.tga There is a fourth selection named camo_stripes, which is used in the config for those glowing stripes. I updated the hiddenSelections and hiddenSelectionsTextures properties, so the only thing you need to do is to define the hiddenSelectionsTextures properly. The hiddenSelections are defined in this order: camo_stripes, camo1, camo2, camo3. If you don't want to change the stripes, use the following textures for them: BLUFOR: "#(argb,8,8,3)color(0.0,0.6,1.0,1,ca)" OPFOR: "#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)" AAF: "#(argb,8,8,3)color(0.2,0.8,0.2,1,ca)" If you do want to change them, let me know so I could assist you, since there is an emissive material defined for them (so they would glow) and you might need a help with replacing it. Again, the change should appear in the next Dev-Branch update. Feel free to ask, should you have any questions. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It seems the new dev build is out, but I'm not sure right now if the change made it into this one. Could you test it please and let me know? The problem with the VR suit is probably the same, since there are no camo selections there (besides the glowing stripes). I might add them, though, if you need them. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Good news, everyone, I found what causes the issue. But bad news, everyone, it requires something to be done on our side, which is easy, but it will be prepared no sooner than in the next dev build = in the beginning of the new year. Thank you for your patience. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could you post a picture of the result of your code please? -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Please bump this in the beginning of January, since I won't have much time to look into this until then. -
Need to understand config
Locklear replied to Victim9l3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Basically yes, although you are wrong in some points. Base classes actually include everything needed, so they do have a displayName, uniform, weapons, magazines, etc. In the config viewer in the game, you can see what is defined in a particular class. In general, it might be useful to use the config viewer to find a soldier closest to what you want to make, check its config, and adjust whatever needed in your config. -
Hidden Selections in Vests
Locklear replied to soldierman's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Just a little note. If you "hide" part of the model thanks to setting it no texture, the part of the model is still present, even though it's not visible. In this case, I'd go with separate models; it's a much more "cleaner" solution, in my opinion. -
Need to understand config
Locklear replied to Victim9l3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You seem to understand the basics well, and by the basics I mean inheriting properties from an existing class into a new one. Which one to inherit from is a personal preference of a modder, I guess; you can check the config viewer first to know what properties you actually inherit to your new class. For vests, the only difference between Vest_NoCamo_Base and Vest_Camo_Base is the hiddenSelections property. Basically, Vest_NoCamo_Base vests have their texture in the model itself, and do not define them in the hiddenSelectionTextures property, which Vest_Camo_Base vests do. However, if you inherit your vest class from the Vest_NoCamo_Base one and define hiddenSelectionTextures property correctly, it shall work (if the model has selections set properly). Anyways, if changing a texture is the only thing you want to do, the best way is to take the class of the asset you are retexturing, inheriting it into a new class, and define only hiddenSelectionTextures and displayName properties. Also do not forget that a ground holder has to be configured as well in order to have the equipment available in editor. And getting it into Zeus requires a cfgVehicles macro, which you probably encountered in the mods you looked into. If you have any more specific questions, I'll try to help, as others probably will. To help the community more with this stuff in general, I actually work on some sort of a config guide covering characters and their equipment. However, I expect it to be published sometimes during Q1/Q2 2015. -
Huron Retexture/Config Problem
Locklear replied to Mattastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
We discuss this, but I have no details at the moment, sorry. -
Huron Retexture/Config Problem
Locklear replied to Mattastic's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Nice job, and a pretty chopper you have there. :) I'm happy you enjoy the Huron, and glad that RedPhoenix managed to help you before I found this threat, so you could get it working sooner. :) -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well, the code is working when I try it, so it's kinda tough to identify the problem. If you have more things in the addon you are trying it in, maybe it would be the best idea to place the retexture code elsewhere, so it wouldn't be affected by anything else. Once you get that working, you can finalize your textures, and focus on problems with the addon later. If nothing helps, please try to provide some additional information (what else is in your addon, etc.), so I have something to work with. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Greywolf907 contacted me via PM so I wrote him the config I suggest there. I will post it here as well so others might take a look. class cfgVehicles { class B_sniper_F; class LeSniper: B_sniper_F { displayName = "Le Sniper"; uniformClass = "U_LeSniper"; hiddenSelections[] = {"camo","camo3"}; hiddenSelectionsTextures[] = {"a3\characters_f\blufor\data\clothing1_co.paa","\T1_GHILLIE\data\GHILLIE_T1.paa"}; }; }; class cfgWeapons { class UniformItem; class U_B_GhillieSuit { class ItemInfo: UniformItem{}; }; class U_LeSniper: U_B_GhillieSuit { displayName = "Le Sniper's Ghillie"; class ItemInfo: ItemInfo { uniformClass = LeSniper; }; }; }; Considering the path to your texture is all right and the texture is packed, this code simply takes everything from the BLUFOR Sniper and just changes the ghillie texture. DisplayName is added so you can find the model easily in the editor. With uniform, the idea is the same: just inherit all the stuff from the original uniform and change only what you really need to change. In this case, it's displayName and uniformClass. -
Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In both soldier and uniform config, you have .tga (a texture) instead of model. In case of sniper character class, the model is "A3\Characters_F\BLUFOR\b_sniper.p3d", but just delete it from your config altogether, since it's enough to have it inherited from the parent class. Do the same with the model part of the uniform config (the model there is actually a model of the uniform's suitpack, which you probably don't care about at all at this point). For the retexture itself, follow Slatts' suggestion; if you want to change the ghillie part only, define just "camo3" in hiddenSelections and your texture in hiddenSelectionsTextures. -
Glad to help. :)
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Sniper Ghillie config.cpp
Locklear replied to greywolf907's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm kinda unsure what problems you have, but let's see if I can be a bit useful. The BLUFOR sniper class name is B_sniper_F, but it has no selections defined—the textures are in the model itself. But the selections are there, so you can define them in your config and change the textures there. One selection is named camo and its texture is a3\characters_f\blufor\data\clothing1_co.tga. The other (ghillie part) is named camo3 and its texture is a3\characters_f\common\data\ghillie_mcamo_co.tga. So you need to define the sniper class, selections, and textures in your config, like this (of course, replace the texture names with your ones, with correct path): class cfgVehicles { class B_sniper_F; class LeSniper: B_sniper_F { hiddenSelections[] = {"camo","camo3"}; hiddenSelectionsTextures[] = {"uniform_texture.paa","ghillie_texture.paa"}; }; }; The same applies to the AAF sniper (I_Sniper_F). However, OPFOR sniper (O_sniper_F) has three selections in the model: camo1 (clothing, a3\characters_f\opfor\data\clothing_co.tga), camo2 (tech part, a3\characters_f\opfor\data\tech_co.tga), and camo3 (ghillie, a3\characters_f\common\data\ghillie_desert_co.tga), so if you want to retexture that, you must adjust the config above accordingly. Please note that there might be a slight issue in LOD 1 of BLUFOR sniper model due to a slight imprecision in the way the selection is set in the model. But I fixed it; the corrected model shall appear in the next Dev-Branch Build. -
Hide the rocket pods of he Hellcat
Locklear replied to Phyma's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's up: EXE rev. 128494 (game). -
The selections in the proxy don't matter. The magic is to select the proxy in the main model and make a selection, which you use in an animation, from it. That's why you can animate the whole proxy only.
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Hide the rocket pods of he Hellcat
Locklear replied to Phyma's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I had to set up an animation in the model config and make some adjustments in the model itself to make this possible. I found some time for that and the magic should work in the next Dev-Branch build, where you can use animate ["RocketPods",1] to hide the pods. Have fun and please let me know should you need further assistance.