DerBiwi
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Posts posted by DerBiwi
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I would say WWII, because I'm waiting alot of time for an good A3 WWII Mod and the weapon pack would decrease the wait time for me...
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ohh. :p
Forget it...
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The Addonbuilder said, "Build failed, Result Code = 1", when I want to pack my Project folder!
2014-07-14 14:58:39,316 [ERROR] 4: AddonBuilder.Tasks.ProcessBuildTask.StartProcess - [standardError]=Include file P:\biw_lrx\attachments\basicdefines_A3.hpp not found. Error reading binary file 'P:\biw_lrx\attachments\config.cpp' 2014-07-14 14:58:39,317 [ERROR] 4: AddonBuilder.Tasks.CfgConvertTask.ExecuteImpl - CfgConvert returned error. Canceling... [result]=1 2014-07-14 14:58:39,317 [DEBUG] 4: AddonBuilder.Tasks.BuildTask`1.Execute - Task end 2014-07-14 14:58:39,318 [iNFO] 4: AddonBuilder.Builder.Run - Build failed 2014-07-14 14:58:39,322 [DEBUG] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - Build finished. [ResultCode]=1 2014-07-14 15:01:31,290 [DEBUG] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - 2014-07-14 15:01:31,291 [iNFO] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - 2014-07-14 15:01:31,293 [iNFO] 1: AddonBuilder.MainWindow._worker_RunWorkerCompleted - Ready
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Are there any valid links for pboproject, for A3, or can I use the A2 version of the pboproject?
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Because the whole thing could be completely wasted effordrealized it yesterday. The whole Animation is covered :)
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BAd to Hear :(
Where can I create one?
Maybe I can create a ticket to change this...
@Devs, fix it please, if you see this post...
Would be really awesome if you could realize this.
@SaltatorMortis.
No, there are no 2 diferent UGLs.
Its one "barrel" , divided by the cover. If the first grenade is launched, the second GRenade will be transported into the "mainbarrel" from where it will be shooten. If the "magazine is empty, the Grenadier have to put the first grenade into the last part. Then the mechanic push the first grenade into the mainbarrel, then the Soldier can put the second grenade into it.
I've already workeda bit on project art for an GrenadeLauncher, with the same System, but with an Magazine under it... ;).
This would be more Aesy, because of one primary muzzle.
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Hey Folks, Im currently working on a Weapon with included Grenade Launcher. The GL got a two chamber system (one Grenade in the barrel, the other behind it.)
Now, I want to realize this Animation:
The very special thing is, that the animation just have to start, when:
1. Before shooting, both GRenades are in the "MAgazine".
2. The Magazine is NOT empty.
I thought abaout a script solution with eventhandlers and count elements, but I dont know, how to realize this Script and include into the config and/or the Model.cfg, so some help would be very nice :)
The other thing, I wanted to ask is, whether I only need an .rtm, shown in the video (of course later exported from Matrices) or I need more than this.
Answers and all help is welcome.
Greets,
Biwi
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Im not an expert with RVMATs, but I can tell you, that you maybe have to made a "full" simple .rvmat (Normal- Specular- and Detailmap. Just choose temporary files to fill it.
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Its a little bit of diferent to help you without knowing the .rvmat.
Please send us the inside of the file.
But if you watchting on Buldozer, dont select the whole model. Got the same issue, when I started modeling...
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Nice Work with the animations man:cool:
Maybe reinstall OB. When reinstalled, the Box should appear. I got it for some Reason...
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Hey Folks,
I'm currently experimenting with an Assault Rifle, which got an Flashlight already included into its mainbody.
So, I'm interested in, how I can activate it (with "L", like an normal Side Accessory).
This is, what I copied and overtook from the Config of the SCAR with laser of the A2 Samplemodels:
class FlashLight { color[] = {0.9, 0.9, 0.7, 0.9}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "flash_dir"; direction = "flash"; angle = 30; scale[] = {1, 1, 0.5}; brightness = 0.1; };
So, my simple question is: have I to make something special to make it activatable by the player?
Greets,
Biwi
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Hey guys. For some days, I cannot find out, why I have the same issue than last time again.
It looked so:
http://steamcommunity.com/id/DerBiwi/screenshot/38596151986286242
So I believe, its a binarizing error.
This is my Animation as .rtm:
http://www.file-upload.net/download-9226149/BISkeleton_lrx.rar.html
And my model.cfg:
class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class A3_headgear_example: ArmaMan{}; class A3_headgear_NVGslot: ArmaMan{}; class A3_character_example: ArmaMan{}; class A3_vest_example: ArmaMan{}; };
I dont know, What I can do to solve this problem.
Please help me...
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Thank your for the answer. Now it works. But I cannot find any .log file,where all my Config.cpp errors are enlisted. Where can I find them?
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Hey Folks,
since the new bootcamp update, I wanted to update my Weapons, which arent finished yet :)
Now, When I want to pack my Addon in AB, I get this message: http://www11.pic-upload.de/05.07.14/2lqegl9txuw.png
Then, The building is finsihed, it said, the build was successfull, but when I take a look on my Desktop, There is no .pbo file and no error textfile.
And i Cannot figure out the Error, when I dont get a errorfile.
Do somebody have a solution for this?
Greets,
Biwi
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hey guys, do somebody know, how I can upload an addon on Steam Workshop?
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As long as I understood, you want to make little accessory into the buildings right?
If you want to use the same thing (generators, containers etc.) you should make them as an proxy.
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The only thing I know is, that in the ArmA I Sample Models are some type of Palms. But without Textures.
How long it will durate?! After my own experience (I have not much) its durate so long, until you are happy with it.
But what you have to do, if you want to make your own Trees:
-Make the stomp and the mainbody
-define the leafes (the most complicated part, take a look into the A1 and A2 Sample Models)
But there are also some other addons, which are for A2, but they will also work with A3MP or AiA.
However, I hope this information could help you a little bit at your way to become a 3D-Gardener :)
Regards,
Biwi
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Have you made the skripts as .sqs? than you should convert them into .sqf. This is better for Performance Doln.
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Hey Doln, I have one question:
How did you made the active Camouflage?
Greets from a big fan of your work :)
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Thx for the answer Surpher.
Do I have to do the same to the Vest and the Helmet?
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Have you defined your Texture in the Faces properties?
As what have you saved your TExture? .png .tga or .paa?
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Hey guys.
I've created a retexture of the stadard BLUFOR-Uniform and Vests, but when I want to start the Mission in Editor, I got this error message:
http://cloud-4.steampowered.com/ugc/486698653722459280/50CE66E6A018FE8E28BD436083E16115A8F54B1E/
I've defined the Uniform so:
class U_greek_uniform: Uniform_Base { scope = 2; /// scope needs to be 2 to have a visible class allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped displayName = "Uniform (Multi-Fleck)"; /// how would the stuff be displayed in inventory and on ground picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground hiddenSelectionsTextures[] = {"biw_units_campaign\data\units\greek_clothing.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others) containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready mass = 80; /// combined weight and volume }; };
And so I included it into the unit:
class greek_soldier :greek_base { author = "Biwi"; scope = 2; displayName = "Rifleman"; uniformClass = "U_greek_uniform"; //the uniform item side = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_greek_infantry"; };
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Hey Guys, are there any retexture ressources for the AFF-Vehicles?
Would need them ASAP.
Greets,
Biwi.
P.S.: In Search I doesnt find anything.
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Good Idea.
Windowed magazines
in ARMA 3 - MODELLING - (O2)
Posted
Here is a part of my Model.cfg, which contains the animation for the windowed Magazine:
I'm working currently on a weapon pack, which use windowed Magazines. When you have questions, ask me ;)