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van Gastel

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Everything posted by van Gastel

  1. I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
  2. van Gastel

    Blood application on models

    Nice thank you, the problem I'm having is that I have no idea if it's possible to add a certain hex colour value to a uniform to recolour it. As I noticed that setObjectTextureGlobal does make it just into the plain colour.
  3. van Gastel

    Blood application on models

    Any way to impact the Rvmat with commands?
  4. Greetings, I noticed that I can't join ANY server (official/user made) after the last update that happened. I can't seem to ping either to the server, is there any chance that something changed in the game files? I also heard that a guy on steam had his account reset by an admin and that that worked, so that would be nice if this is psosible
  5. Issue resolved- Restarted router/ repaired mods using the launcher. Also tested if it connected without mods which was the case so it had to be either internet/mods related as the server runs quite a lot of mods so I went ahead and reset my router then it worked fine, just some signature files that had to be deleted and I was good to go.
  6. Thank you for the quick reply! Will test it out.
  7. Quick question: Does this addon support the following addons? - ACE; - RHS (USAF,AFRF,GREF); - CUP (terrains, maps); - Sugar Lake; - Gorgona. Thank you kindly.
  8. I've noticed after I swapped out my older version of my PBO file of the mod im working on with a newer one and forgot to make a back up of the old one so as retarded I am I'm stuck now with a mod that doesn't show the models ingame, although I'm pretty sure nothing has changed so far to the model files and config.. Anyone know a possible fix? config.cpp => https://codeshare.io/aVjw3a model.cfg => https://codeshare.io/2E64p5 Any mistakes in there? As stated: - textures didn't change, - Models didn't change, - Locations of textures and models didn't change. It just simply, broke?.. Sincerely, W. van Gastel
  9. Issue is fixed thanks to some help on the Discord channel! Solution is that my config was faulty and used wrong names for certain parts. Rest was fine, thank god for people who teach me this stuff so I can pass it on! :D Thanks to everyone who contributed to the thread!
  10. Greetings everyone! As you read in the title, the issue I'm having is that my texture doesn't get applied to the custom model that I made unless I force my newly made character to have a specific texture. This is a problem as the model needs to be capable of having multiple textures and I think it's kind of silly to make a new character for every texture. Underneath I'll post some pictures/code that should give you a clear look on what I did and probably done wrong: Faulty config.cpp: http://pastebin.com/NtLUGfrw Config.cpp with fixed texture: http://pastebin.com/1AzLcWMz O2: Ingame result:
  11. Alright, so how do I set up that I can have multiple "uniforms" in the form of for example colours? Like 3 Uniforms using the same model but having Red, Green and Blue colours for the example.
  12. 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 { 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", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class Soldier4: ArmaMan{}; Good configured model.cfg as all the animations work fine. Main issue is the texture and that's the only problem at the time being.
  13. class cfgWeapons { class UniformItem; class Uniform_Base; class 29th_uniform_Pvt: Uniform_Base { scope = 2; displayName = "29th uniform Private"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\29th_uniforms\Soldier4.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\29th_uniforms\data\Pvt_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "29th_Soldier"; containerClass = Supply40; mass = 40; }; }; As shown in this piece of code above, which is provided from my pastebin links, you can see I did use a hiddenSelections[] and if you look at the right side on my O2 screenshots, you can see that the named selections on the right side and "camo" is in there so i highly doubt that that is my problem.. Unless this is a common issue ofcourse.
  14. So, after I just wanted to try port a model from A2 into A3, I started with researching some stuff as in how to do it and such. After successfully making it appear in the arsenal and such, the model and texture don't load up as seen below. I tried various things and was just wondering if there is a mistake in the code. All files that are referred too are in their spot, so this can't be an issue. Was thinking about something that has to do with the model itself? As there is some more in there such as the patches and helmet, everything works except the uniform. Ingame view CODE #define private 0 #define protected 1 #define public 2 class CfgPatches { class 29thID_Helmets { units[] = {"29th Helmet","Dress_uniform"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhsusf_main", "rhsusf_c_weapons", "A3_Characters_F"}; }; }; class cfgWeapons { class ItemCore; // External class reference class HeadgearItem; // External class reference class 29th_Helmet : ItemCore { scope = public; weaponPoolAvailable = 1; displayName = "29th ID - Yin Yang"; picture = "\29th_helmets\ui\29th_helmet.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\29th_helmets\data\29HelmetYinYang.paa"}; class ItemInfo : HeadgearItem { mass = 40; allowedSlots[] = {801, 901, 701, 605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; modelSides[] = {3, 1}; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; class UniformItem; // External class reference class Dress_uniform: ItemCore { scope = public; weaponPoolAvailable = 1; displayName = "29th dress"; picture = "\29th_helmets\ui\uniform_ocp.paa"; uniformModel = "\29th_helmets\bh_soldier.p3d"; hiddenSelections[] = {"Camo1", "Camo2", "Camo3", "koppel", "m58", "m92", "riemen", "sidecap"}; hiddenSelectionsTextures[] = {"\29th_helmets\data\bh_soldier_fm_co.paa","\29th_helmets\data\hatpin_san.paa","\29th_helmets\data\bw_blue_co.paa"}; class Wounds { tex[] = {}; mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat" }; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "dress_uniform"; containerClass = Supply40; mass = 40; }; }; }; class cfgVehicles { class Headgear_Base_F; // External class reference class Headgear_H_Helmet_new : Headgear_Base_F { scope = public; scopeCurator = 2; displayName = "29th Helmet"; author = "29th Engineers"; vehicleClass = "ItemsHeadgear"; class TransportItems { class H_Helmet_new { name = "H_Helmet_new"; count = 1; }; }; }; };
  15. Code problem is fixed at the time being as I can import the RHS model now, so I can start moving on with my own model. the main point to referencing to the RHS model is so I know this model does work in ArmA and so, I would know if the code works if the model would pop up with original textures. This was merely for confirmation if the code was faulty or not. In the latest days, I made myself a new model. Now I have the issue of not knowing how to add a so called "skeleton" and such... Couldn't find any decent tutorials or anything like that. Yet again, sorry for the late reply. Was busy making my basic model.
  16. Current look on the config. Fixed some issues, still got the 2 helmets working from before, made a seperate PBO file now. No progress on making the model itself appear. And if I were to actually use the model from RHS, I'd like to let them know it's for presonal/private use only. Nothing money related so shouldn't be a problem as they'll always get the credit for the model. #define private 0 #define protected 1 #define public 2 class CfgPatches { class 29thID_Uniforms { units[] = {"29th_uniform"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgWeapons { class UniformItem; class Uniform_Base; class 29th_uniform: Uniform_Base { scope = 2; displayName = "29th uniform"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\29th_uniforms\standard_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\29th_uniforms\data\standard_soldier_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; }; class cfgVehicles { class Item_Base_F; class Item_U_B_soldier_new: Item_Base_F { scope = 2; scopeCurator = 2; displayName = "29th Uniform"; author = "29th engineers"; vehicleClass = ItemsUniforms; class TransportItems { class U_B_soldier_new { name = U_B_soldier_new; count = 1; }; }; }; };
  17. Sorry for the slow reply, but I have no single idea how to create that new unit class you told me about.. Would you mind explaining it a bit more, as I'm kinda stuck...
  18. EDIT Found out that the issue is in my config as when I copy a model coming from the famous RHS: USF pack and try it out by editing the modelname in the config and the model appeared transparant aswell...
  19. Apologies accepted, mistakes happen but back to the point. I honestly think it just makes it able to create a "new" headgear class if the helmet is dropped on the ground. It does have to do something with the gear being on the ground, but no specific input on that from my side as I just put it in there as it's in the basic info thingy. As seen in the picture below, that's the info I found here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide This aside, do you have any clue on how I might be able to fix this issue of the model and textures not appearing in-game?
  20. van Gastel

    ARMA 3 Addon Request Thread

    I'd like to request a US army class A uniform, or any type of formal uniform with the following layout:
  21. Ok, it is wrong on "so many levels" explain why it works then for all the others. And if I may ask how to organise my config to the right lay-out, that would be nice as I'm totally new to this stuff and doing just trial and error at the moment.