olli_
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Everything posted by olli_
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custom vehicle explodes in multiplayer when non-host enters
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ive traced the problem down to this variable in CfgVehicles: precisegetinout = 1; commenting that out and the plane doesnt explode when i enter anymore. Does anyone know what exactly it does? theres no mention of it in the docs but it appears to be present on most of the vanilla vehicles (including the wipeout) -
custom vehicle explodes in multiplayer when non-host enters
olli_ posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Got this really bizarre bug on my F-35... If you place it in multiplayer and a non-host player enters, it instantly explodes. host can get in fine. Ive tried disabling class hitpoints and all scripts but that didnt help. -
Alright so ive done something now. This isnt an F-35C Lightning II anymore. Its an FC-37 Thunder. Catchy eh? Ive also adjusted textures and configs to rename a bunch of stuff. Basically this is all to avoid any lawyers getting their nickers in a twist over me using some copyrighted combination of letters (better safe than sorry). The plane is still exactly the same. Ive only renamed some specific things that may or may not breach copyright. As i noted earlier ill be releasing full source once im done so you can go ahead and rename it back to whatever tickles your fancy if "FC-37 Thunder" isnt good enough for you. With that said, the new PBO is up: http://steamcommunity.com/sharedfiles/filedetails/?id=330990595 Its a new workshop entry (apparently there is some bug with the steamworks SDK and i had to recreate the submission) so you'll have to resub even if you subscribed to the old one (i removed it so you shouldnt have to resub... or then you do. I have no idea how the workshop works)
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Hopefully someone can answer this in time (i know its pretty late) Ive been doing trademark research recently, and have noticed that pretty much everything is trademarked. AMRAAM is a trademark, Sidewinder is a trademark, F-35 is a trademark, Lightning II is a trademark, heck, pretty much every addon submission i look at i can find something that is trademarked (USS-iowa PHALANX is trademarked, TFAR Falcon III is a trademark, Bundeswehr MP7 G36 Aimpoint all trademarks... and so on) everything is a trademark... Will this stuff get us disqualified? edit: looks like i totally fubared the title somehow. oh well.
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What do you mean by take up load space? currently there are 2 variants, one with the external weapon stations (totalling 11 stations) and one "stealth" version without the external weapons (so just 4 internal stations). 3 Different loadouts can be selected via a variable you enter when you place the vehicle, and the optional gunpod can also be placed via a variable. So basically there are 12 permutations in total.. It would have been nice to be able to select each stations weapon seperately but with the weapon selector MFD setup i have it would be too complicated. I already have around 3000 lines of code in model.cfg just to handle the current 3 loadout system, so having 4^11 loadouts would be more or less impossible unless BI introduce some better MFD/HMD/HUD implementation (which would be long overdue i think) I think with 3 loadouts and the optional cannon you can sufficiently perform all the various roles you would expect from a JSF. Its definitely a workaround but its the best alternative i could come up with. You can read a more detailed description of the loadout system on my workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=306002630 Dont bother trying to download that.. I botched the upload yesterday but ill be doing another one today which will hopefully work better. Ill post the new link when i have it. also thanks guys for all the kind words :)
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PUBLISHER not working properly?
olli_ replied to olli_'s topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
So if i create a new workshop submission, I should be able to update that with a new PBO in the future (since the submission is created with the new steamworks SDK?) ill pack up the logs and send them over asap edit: I tried reuploading the PBO under a new workshop submission and the 150mb PBO uploaded correctly (i havent tested it in game but at least the workshop page displays the filesize as 150mb) so it should be fine if i can continue to update that submission (creating a new submission for every version isnt good but if i dont have to do that then its alright) -
PUBLISHER not working properly?
olli_ posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Im trying to publish my project but im unable to upload the new PBO to the workshop. No matter what i do, the workshop submission (http://steamcommunity.com/sharedfiles/filedetails/?id=306002630) keeps using the 5.1mb placeholder file i uploaded a few months ago to create the workshop page. here's a screenshot from publisher showing the 150mb PBO and the success http://i.imgur.com/Z7wRILN.png (181 kB) -
Sure here's a search engine i used to find trademarks: http://trademarks.justia.com/ maybe itll be of use to someone else as well.
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plenty of copyright threads here but cant find an answer to this specifically. Whats the stance on using real world manufacturer logos, real world names for weapons/vehicles etc. for instance, i have an AIM-9X which is produced by Raytheon, and i have the Raytheon logo on the model as is on the real-world counterpart (right on the tail) all my bombs and such are also named according to their real counterpart, and im assuming stuff like aim-9x or "sidewinder" might be copyrighted? Im just asking because i notice a lot of the assets that come with the game have been rebranded even though theyre obviously based off real world stuff. I really want to use the real-world names and logos and such because they all add to the aesthetics and having to change them to some generic made up name would be a bummer.. hopefully i can get an answer to this before its too late to modify all my existing assets
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cant use some controls/hotkeys in buldozer
olli_ replied to olli_'s topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
ah great stuff, removing those two launch options fixed it. -
Hey how can i have a seperate shadowvolume for driver view of a vehicle? ive tried putting the mesh in ShadoVolume - View Cargo and ShadoVolume - View Pilot, as well as viewDriverShadow = true; viewCargoShadow = true; but nothing seems to work..
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"And you need a config setting that defines the LOD for the corresponding internal view." can you elaborate on this? I cant find anything in the documentation other than the bools i posted up top (which didnt work)
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oh and i forgot i also need the 3rd person shadow volume to go away while im in cockpit view. currently im testing a workaround involving proxies so ill post back if that works
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projectile animation on fire
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
im having some trouble getting the animations to run at all. Even in buldozer it wont let me run them. here's my model.cfg; I really dont have much experience with this at all but maybe someone with some knowhow can spot a mistake in there class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class OK_Projectile_skeleton: Default { skeletonBones[]= { "projectile_fly", "", "wingL", "projectile_fly", "wingR", "projectile_fly" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class OK_Projectile: Default { skeletonName="OK_Projectile_skeleton"; sections[]={}; class Animations { class wingL_main { type = "rotation"; source = "time"; selection = "wingL"; axis = "wingL_axis"; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; }; }; }; also i made a new folder and put both this model.cfg and the p3d there. Nothing else in that folder -
Is there a way to make a projectile play an animation when it is launched? I cant find any link between cfgAmmo and model.cfg
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projectile animation on fire
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hmm alright thanks ill try these -
projectile animation on fire
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hmmm if a script is not needed, where does the model.cfg get the animation source? I mean what do i put here source = "wheel"; and also if i were to do this via script, how would i make the script run when the projectile is spawned? and how would I run the animation in the script without declaring the "user" input in class AnimationSources. -
preserving variables over multiple runs of a script
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ooh yes that might be exactly what im looking for. Thanks. My problem was i was trying to save certain states to a single vehicle that could be accessed by the same script over multiple runs. whenever the script ended it would wipe all local variables, so that was no good, and using global variables would mean it would be global, so if i had 2 vehicles for example, it would be the same for both so that was no good either. This should fix that though :) -
preserving variables over multiple runs of a script
olli_ posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I want to store the amount of ammo i have so i can remove and replace the ammo at will. The problem is that the script doesnt run all the time, its called by an eventhandler every once in a while. Im having trouble figuring out how to preserve the ammo amount variable over multiple runs of the sqf. I thought about using a global variable but that would mean its global for ALL instances of my vehicle, and that wouldnt work. -
Ill probably be posting breakdowns after the deadline. Kinda busy right now, still lots to do. Theres nothing special in the rvmats, just a simple super shader with around 0.5-0.7 specular and 60-100 gloss. the exhaust is broken off in to its own rvmat so it has higher fresnel and base gloss in the rvmat edit: oh yeah and im also planning to release the full unbinarized project and possibly some source files when this thing is done
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getting black stripes on procedural textures
olli_ replied to olli_'s topic in ARMA 3 - MODELLING - (O2)
hmm yeah thats what it looks like really.. Was really hoping there was some hack to fix it since i need the planes to be close together for my mfd -
Im using 2 kinds of procedural textures in my Pilot LOD, one for a flat color and another for render to texutre #(argb,8,8,3)color(0.584314,0.180392,0.733333,1.0,CO) #(argb,512,512,1)r2t(rendertarget0,1.2) the flat color works fine in buldozer, and the r2t texure renders 100% black (as its supposed to i think) BUT in game both have weird black stripes on them. The stripes move when i look around. the r2t texture does render the camera correctly in game but its a bit hard to see behind the black stripes.
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im importing my model in to o2 as an fbx, and when i import, o2 removes a lot of the edges, some of which are UV seams so it completely screws up my UV. any idea how to turn off the de-triangulation? or fix this some other way
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fbx import untriangulates model and screws up UV
olli_ replied to olli_'s topic in ARMA 3 - MODELLING - (O2)
rvmat is like this: class Stage3 { texture="~texture~"; uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; all the stages have the same uvTransform and the other stages work fine so i cant see this being a problem. I got much worse results when i kept all the uv's between 0-1.. it really doesnt make any sense -
fbx import untriangulates model and screws up UV
olli_ replied to olli_'s topic in ARMA 3 - MODELLING - (O2)
Im using 2 UV sets. the first UV set is fine, but the second one is not. The .paa was converted properly since it works fine when using the 1st UV set and ive checked it in texture viewer where it looks fine. Im also pretty sure its not the rvmat thats causing this because everything points to the 2nd UV channel. The fbx exporter isnt really an issue anymore since i worked around it by using .3ds format. here's the texture sheet: Its 1024x1024, all the other textures are 4096x4096. This is the only texture that uses the 2nd UV http://i.imgur.com/tZHZApa.png here's what the texture looks like on the 2nd UV (what its supposed to look like) http://i.imgur.com/lST7XN2.png here's the 2nd UV in 3ds max http://i.imgur.com/WnTocgY.png here's the UV in OB (I've moved some UV elements 1 or 2 tiles in a direction because it warped less when i did that) http://i.imgur.com/Wd6Tolx.png here's a shot from buldozer where you can see the distortion im talking about http://i.imgur.com/7XcoM5O.png another shot showing more extreme warping: http://i.imgur.com/Xw6gvi9.jpg