wantafanta
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Everything posted by wantafanta
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ruPal Advanced Artillery (ACE3+RHS)
wantafanta replied to ruPal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hmm when i tried this with my units modpack including RHS, RDS and ace 3 it seems to remove all the artillery pieces this mod adds range tables for. like i cant find them in zeus or the editor.. -
problems with importing OBJ from 3ds max 2016
wantafanta posted a topic in ARMA 3 - MODELLING - (O2)
so after discovering that i have shading issues on my model when using the FBX import, i tried to use the OBJ import but for some reason when i import it every object except one is added to the named selections and they seem to contain verticies from other objects in them (like my barrel selection has verts from my frame selection, and similar issues with all other named selection's). im not sure if this is a 3ds max 2016 issue or if its an issue on object builders side but im curious if anyone else working with the 2016 version of max has had any similar issues. i had heard there was some issues with the exporter before SP1 but i thought it was fixed but yeah im just not too excited about downloading an older copy of the same software just for working with arma models -
error message upon import of tiff file (TB DEV BRANCH)
wantafanta posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
so i normally use BMP for my sat imagery but this time i just quickly exported the sat imagery from global mapper and the default option was tiff so i went with it. first thing i noticed was the long load time but i assume that has to do with the compression on the image. then when the process completes i get the following error message: Error: Projector::CProjector::LoadSourceData - Colored and not colored bands combination are not supported. any clue what this means? i assume it has something to do with the RGB color bands but what specifically is wrong with the image? it still works it would appear in TB but i haven't gotten to the point where i test it in game. -
title says it all, i tried my best with just using the pistol cfgmodel from the a2 samples pack but ive had a bit of issues doing this so id like to be able to see a working arma 3 model.cfg for sidearms
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problems with importing OBJ from 3ds max 2016
wantafanta replied to wantafanta's topic in ARMA 3 - MODELLING - (O2)
what version FBX do you export as? you can select between a bunch of different versions basically 2012-2016. im having this issue with it turning edges in my model from what i can see (the model is currently all triangles so im not sure why) -
Map Builder - Ingame 3D-Editor for terrain creation
wantafanta replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
is anyone free to join the skype group? -
Real World Terrain, L3DT to TerrainBuilder
wantafanta replied to chief_wiggum's topic in ARMA 3 - TERRAIN - (BUILDER)
easiest way is to crop it out in a perfect square either in a GIS app or in photoshop. lets say its 10m per pixel (so 10m cell resolution) you would create a 1024x1024 pixel box in photoshop with the selection tool and drag it over the area you want to keep. in global mapper you can just right click, create rectangular feature and then type in the dimensions (in meters) and drag it over the area you want to export, and save it as a .asc file (remember to import it into L3DT and export it again or disable the georeferencing before you export it. -
so ive tried looking for more info on how exactly texmerge works and all i found was a bit of info on pantool, i tried it and changed the paths for the p3d and such in the ptm file afterwards and checked off the allow texture merging and i still get an error from the merge textures command in object builder. im not exactly sure how to proceed since there is not any info on the BI Wiki for this tool.
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motionbuilder rig help? (FBX2RTM FileBank)
wantafanta posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
so i cant seem to find much info on the rig included with FBX2RTM for motionbuilder. in the vbs3 dev ref it says constraints are available in the navigator to attach the rifle to the character and i see those constraints but do i swap out the mesh the constraints are setup on or do i create new constraints to match the existing ones and use those on my mesh? so far ive figured out that exporting w/skin from object builder for animating in motionbuilder will give you dummy objects at the mesh origin for moving named selections like the weapon magazine, the bolt and etc. it would seem just a little bit more info on the process BIS uses themselves would be appreciated since the rig itself is amazing and includes all the stances you would ever need for your animation but there are no community resources to make use of it... -
wait wouldnt you use blockAiVisibility = 0; ? or do i have it backwards here? (0 = true in some programming languages)
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Arma Toolbox for Blender - Arma 2/3 exporter script
wantafanta replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
rats, i wonder if Bohemia can supply a version of the rig for blender... i doubt it but since they have one for VBS3 that id assume uses the same skeleton perhaps it might be worth posting in a seperate thread to try to get a dev to respond -
Vcom AI V2.0 - AI Overhaul
wantafanta replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey there just wanted to say i havent tested this yet but it looks absolutely fantastic! just wanted to ask if you had done any testing with ACE as well as if there are any known conflicting mods (it would be nice if we could get a list going on the main post for this thread of any mods that are known to conflict with this) im going to be trying this for myself and will most likely be trying to convince the rest of the unit i play with to add this to our server. -
Arma Toolbox for Blender - Arma 2/3 exporter script
wantafanta replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
inside the motionbuilder rig in the FBX2RTM folder they have all the default stances saved nicely, i wonder if you could somehow transfer those to blender (its humanIK so i doubt it) but im still a noobie with blender i only use it because the 3ds max toolbox is no longer supported by its creator and the documentation is gone. i know there is a VBS3 rig for blender i wonder if it uses the same skeleton and has the stance's for rifles/pistols/binocs/etc saved in it as well... either way, if your looking for a good base for your animation check the FBX2RTM filebank in motionbuilder (you can get it for free off the autodesk education site) -
Autodesk Motion Builder 2015 - Compatible?
wantafanta replied to Ranwer135's topic in ARMA 3 - MODELLING - (O2)
i know the basics in motionbuilder (just enough to get by) and the rig they have included is sweet, aside from the the fact that some of the constraints and such are named in something other than english... IMO what we need is one good tutorial on how to import your weapon/object into motionbuilder and setup the constraints properly like they are setup on the default objects... im not even sure if im supposed to just switch the mesh and then change the constraints to effect my new mesh or just create new constraints for my new object and its parent group. and there is not enough info on any of the documentation for FBX2RTM on both the VBS3 dev ref and the BI wiki. theres literally not a single tutorial for doing animations with motionbuilder for arma witch i find just strange since its the only program they included a rig for in the tools with all those poses already ready to go id assume the proper way to export my rifle from objectbuilder to motionbuilder would be to include skin with dummy effectors for the mag n such but the way that ends up looking in motionbuilder is kinda hard to see since they are all stacked on top of each other at the origin point of the model (0,0,0) and so im just wondering if this is what i want or if i should export the mesh parts seperately instead of using a skin -
is texmerge still included in the a3 tools? or do i need the arma 2 tools for it to work? i have a model that is made up of many small res maps (the grip of my rifle is a seperate map, 512x512 some components have larger some have smaller res textures but i would like to be able to merge all the maps(or atleast take it down from like 10 seperate diffuse, normal and specular textures to just a few sets)
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State of arma 3 tools - july 2015
wantafanta replied to Snake Man's topic in ARMA 3 - BI TOOLS - GENERAL
ive gotten 40960x40960 satellite imagery to import.. i split it into 4 20480x20480 tiles and saves em as a .bmp instead of a PNG. dont know if it will actually build yet since im working on a different project but ive almost had it with terrain builder. ill probably just stop working on my map until we see some improvements to the tools (to be honest, i get quite envious when looking at the VBS3 dev ref and seeing that they get an actually functioning version of visitor with working clutter thumbnail previews and all that jazz, not to mention the landbuilder modules) -
anyone figure out how to use the motionbuilder rig?
wantafanta posted a topic in ARMA 3 - MODELLING - (O2)
so loading up the posesbank fbx in motionbuilder you get a nice rig with all the standard base poses but im confused as to how i can swap out the mesh for the m16 or the pistol with my own mesh. do i need to skin my mesh before importing it? can i just replace the mesh inside the group and adjust the constraints? is that going to be enough to get this to work? -
D'OH! well i was actually working on my own version of this map... spent about 5 hours working on my sat map earlier today so i guess that was a huge waste of my time... i guess i learned my lesson about keeping plans to myself for too long since i had a feeling it would be a likely candidate for someone to pick since its a reasonable size and the DEM data available for it isnt that bad.. still looking forward to see what you come up with. (PS i think you mis-spelled the name of the island... theres two different names for it Tenedos or Bozcaada)
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Tools Development Branch Discussion
wantafanta replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
is texmerge still part of object builder? if so is there any documentation for it? -
Does it make sense to generate cells smaller than 30mx30m from ASTER GDEM v2?
wantafanta replied to hiddenzone's topic in ARMA 3 - TERRAIN - (BUILDER)
i would do whatever changes i wanted to do to the DEM after importing it into L3DT, then smooth or edit as neccesary. IMO dont mess with the interpolation settings in any GIS app unless you understand what your doing.... personally i have no clue how those apps work aside from the basics so i just stick to L3DT to change cell size or overall size of my heightmaps -
Tools Development Branch Discussion
wantafanta replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
IMO id like to see a working map config editor (the tool that has never worked in terrain builder, atleast for me), working clutter thumbnail, working emf export for starters :p then theres also rivers, the ability to adjust your roads inside TB and view the changes in buldozer, tool for adding or removing vertices with a single click (option in the tool to toggle between adding and removing). i just really dont like the fact that there are tools inside the program that do not and have never worked since the program was released and im not sure why the options are even in the menu if the tools were never completed or included fully -
looking at the arma 2 side arm models they have some memory points that confuse me when i see them, the "pistol" and the "slide" selections in the memory lod. can anyone tell me what these are for? are they needed for side arms or something?
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thanks for the help (again)
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from what i see on all the sample models i have to setup an axis for my magazine inside the memory LOD, im not sure how to go about doing this since you dont just move the mag on one axis to remove it so do i need to use 2 separate axis to get the reload animation looking properly?
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download the trial for global mapper 16, follow ZGMArma2's tutorial. its easy enough to understand that you can start to get the GIS concepts and that knowledge can be used in QGIS with very litttle effort. global mapper 16 is by far the best program for arma 3 terrain editing (well when combined with l3dt and TB :) ) sure QGIS isnt that hard to use, but your going to need to learn alot more of the basics about using a GIS program before you will be able to accomplish what you want to do