olli_
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Everything posted by olli_
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is there a way to define fresnel using a texture instead of just having a single value for the whole material? im trying to make an object which has a few chromed parts, but theyre quite small and integrated in to the general topology so i cant just split the selection and use a second rvmat
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is there a way i can preview my HUD other than starting up the game, placing my plane in the editor, and driving it? this process takes like multiple minutes and editing the hud seems really difficult so im anticipating a lot of trial and error
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aircraft wheels have no traction
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
ok so a few more things ive figured out, the game seems to think my airplane is in the air even when its on the ground. the wheels dont roll when i move (theyre setup correctly ive tested in buldozer, and they used to roll before i renamed my wheel geometry proxy as componentXX) and I can retract the landing gear even while on the ground, so the plane just lowers down on to its belly. I can also re-extend them, which makes the plane stand up back on to its legs (it looks pretty funny). Basically the plane spawns in the "on the ground" mode, which means i can get out and cant retract landing gear, but once i move even slightly, the plane enters "flight mode". still got no idea what is causing this :/ edit: just to clarify, there are 3 wheels, each has its own geometry LOD mesh (cylindrical, plenty of sides, like 18 i think) and each is named wheel_1, wheel_2, wheel_3 and also Component19, Component20, Component21 edit2: i removed the Component19-21 selections for the wheel Geom and this does fix steering, and the plane is correctly simulated as "on the ground" but now the wheels have no collision and just sink in to the ground... im able to replicate all the functionality i need, just not all at the same time -
can this finally be released? if not, are there any viable alternatives for 3ds max? i tried the one in ArmAToolBox but that one just shows completely black in both 3ds max 2014 and 2010
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hey i'd like to know if its possible to adjust cfgvehicles values like thrustcoef[] or envelope[] using useractions. so for example if i have a useraction "openBombBayDoors" which opens big hatches on the bottom of my plane, would i be able to make the plane less agile and less fast, and more detectable by radar when the doors are open?
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the reason i asked is because i think it would be easier to align the bombs properly on to the mounts if i didnt have to load up the game and set up my plane in the editor every time i adjust the position. and thanks, what youre saying makes a lot more sense than ive been able to make out. Ill definitely check out that tutorial too ---------- Post added at 18:03 ---------- Previous post was at 16:54 ---------- alrighty, i still have no idea how any of this works but ive managed to get what i want with trial and error so heres my weapons and magazines in CfgVehicles weapons[] = { gatling_20mm, Missile_AA_04_Plane_CAS_01_F, Bomb_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_20mm_shells, 2Rnd_Missile_AA_04_F, 4Rnd_Bomb_04_F, 120Rnd_CMFlare_Chaff_Magazine }; the AA missiles spawn on proxyID 1 and 2, and the bombs spawn on proxyID 9-12. proxyIDs 3-8 seem to spawn either GBU12's or Mk82's which arent droppable.
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how on earth do they work... ive tried to place proxies that link to bomb such as \A3\Weapons_F\Ammo\Bomb_01_F and \A3\Weapons_F\Ammo\Missile_AT_02_F but the bombs that spawn at each corresponding proxy isnt always the one that its supposed to link to. changing the proxy ID shuffles the bombs a bit but it all seems completely random to me. and i cant find any documentation on proxy ID's at all. also does anyone know how to get the proxies to load from A3's pbo files so i could see the bombs in buldozer? i know proxied stuff is supposed to be visible in buldozer but i cant get it to work with the original game files since theyre all binarized in pbo's
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aircraft wheels have no traction
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
anybody here? -
k i fixed it solution: run object builder as administrator
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alright so buldozer worked for me earlier, but i accidentally messed up one of the sample files and had to verify game cache to get it back. this broke bulldozer open the viewer from object builder i get the "external viewer: attach failed. no viewer found" error, but the viewer does come up anyway, just without my model. the viewer doesnt seem to do anything, except when i press S, then i get these weird spheres: http://i.imgur.com/VIp59Ku.png (108 kB) i have the buldozer path set up correctly in the OB options (if i dont, i get a different error and the viewer DOESNT come up)
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hi im having a problem with my wheels. The rear wheels seem to sink in to the ground as seen in this picture: http://cloud-4.steampowered.com/ugc/44227514889557878/DB11D981FF612B64C5FCE611E1A7D989259AB32E/ as you can see the front wheel works fine, but the rear wheels just go through the ground. I have the landContact LOD set up as in the sample plane (3 points, naming gear_1_stabil_1 (front), gear_2_stabil (left), gear_3_stabil (right)) but only the front one seems to work (if i remove gear_1_stabil_1, the front wheel also clips through the ground the same as the rear two) any ideas?
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importing new mesh in to a new LOD wipes existing mesh and LODs
olli_ posted a topic in ARMA 3 - MODELLING - (O2)
so yeah im trying to import new LODs from FBX in to my existing .p3d, but whenever i import the new mesh it removes all the existing mesh in that LOD and all the other LODs. quite confused :( -
i have this in the config.cpp driveOnComponent[] = {"wheel_1", "wheel_2", "wheel_3"}; and those are the names of the wheels in the Geometry LOD edit: alright apparently the geom LODs need to be named Component_xx as WELL as wheel_1 wheel_2 etc.. the wheels dont sink in to the ground anymore but the plane doesnt steer on the ground anymore.. from one problem to another
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i adjusted some mass settings in the geometry LOD trying to even out the weight better and now all 3 wheels go through the ground. they start sinking very slowly when the plane spawns, and if i hop in and put some thrust on it sinks a lot faster. the plane is pretty big and the real weight is around 35000lb, which i was originally using for the overall mass but ive since tried around 15000lb but it still sinks
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here's how i would do it: http://i.imgur.com/hFN6miO.png you can add the text in with an extruded text spline edit: and just bake that down to normals
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importing new mesh in to a new LOD wipes existing mesh and LODs
olli_ replied to olli_'s topic in ARMA 3 - MODELLING - (O2)
the obj import doesnt allow rescaling on import though.. and i need that -
ive been trying to figure this out for a while now and the sample plane that came with arma tools has reached the end of its usefulness.. it doesnt even work properly and crashes the game when i try to put it in the editor so i dunno why im even bothering to use it as a guide anyway. ive tried opening the game's pbo files and opening the p3d files in object builder but for some reason they dont open and the OB just crashes. also theres no config.cpp or model.cfg since theyre both binarized in the pbo's and i desperately need something to look at to figure out how its supposed to work. some problems im facing currently: my rear landing gear just clip through the ground so i have to take off with the back of the plane dragging the ground. front wheel works for the most part but when landing it also clips like a meter in to the ground if i come in too fast. rear landing gear rotate illogically. they spawn in the up position, and when i press landing gear up, the rear sets go down and the front wheel goes up lol. also i think i should be using animations for the landing gear since the way the hatches move and how the gear move isnt just simple rotation but i dunno how i could set up animations since the sample doesnt have any. also what i really would love to look at is digital displays in cockpits and how theyre set up (the sample just had mechanical gauges which are simple enough) as well as helmet mounted displays (the cpp sample says they will be "documented seperately" but i cant find where that is) and thirdly it would be nice if someone had a sample of a suspension system with a hinge like this one (ive modeled the gears in uncompressed position, i dunno which way its supposed to be) also is there a list of what the source things are in the model.cfg? like for example class gear_1_Steering: Rotation { type="rotation"; source="noseWheelTurn"; selection="gear_1_Steering"; axis="gear_1_damper_axis"; memory=1; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0=0.34906599; angle1=-0.34906599; }; the source is "noseWheelTurn" which i assume is some hardcoded event that triggers the front wheel rotation? there must be some way to figure out what they all are? tl;dr if anyone has an uncompiled plane with cpp, cfg and p3d files it would REALLY help if i could take a look to see how everything works.
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does anyone have an uncompiled plane that i could take a look at?
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
oh gosh source files for ivory aircraft would be such a help. I found the google drive links on armaholic but they all throw a 503 no permission error. guess i'll be PMing him about that. -
does anyone have an uncompiled plane that i could take a look at?
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
thanks, it would still be super useful to be able to see the cpp as well, to piece together how it all works (as far as i can tell the cpp is rather important?, or is all the animation handled in the cfg?). i dont really that much c++ experience so i cant really fill in the blanks by myself -
does anyone have an uncompiled plane that i could take a look at?
olli_ replied to olli_'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
thanks thats already a big help. it confirms my suspicions that the cfg file is used to make parts move. im a little confused though, lets say i wanted to make the landing gears go up when i give the command ingame. that would mean that first the landing gear bay doors open, then the gears fold in, and then the bay doors close. But as far as i can see theres only the "gear" event which would trigger all of that to happen at once, and it wouldnt work at all. i would somehow have to queue the actions to happen successively -
does anyone have an uncompiled plane that i could take a look at?
olli_ posted a topic in ARMA 3 - QUESTIONS & ANSWERS
crap wrong forum -
importing new mesh in to a new LOD wipes existing mesh and LODs
olli_ replied to olli_'s topic in ARMA 3 - MODELLING - (O2)
lol damn... these tools are really sadistic :P thanks for the help though, doesnt sound like too much of a hassle -
thanks guys! this is a great help. Ive set the system and display units to centimeters, and in the FBX importer i just have to set the import scale to 0.01 and it comes out in the correct scale! Im trying to create memory points now, but im having a problem exporting a new FBX in to a model with existing LODs. It seems to be clearing all the existing vertices/mesh/LODs when i import and thats quite troubling.. I made a new thread about it in this forum since its offtopic in this one
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So ive been learning vehicle creation in arma 3 and today i finally got my vehicle mesh in to the game as a placeable vehicle! (yay!) so next step is to make memory positions for wheels, all the flappy bits and cockpit stuff, But im not very good with the Object Builder.. So, how do i create memory positions? Is there a way to import them from 3ds max? im more comfortable using that to align the positions correctly. Ive got my model laid out in max with all the moving parts as seperate objects with pivot points aligned correctly for rotation etc.. i could also rig it to bones if that helps? also, is there a way to automatically group my imported model in to mesh groups or whatever theyre called in arma. I exported a model with my wheels, flaps ailerons etc as seperate objects but the model viewer seemed to just smash it all together in to one big thing and i had to seperate it in to groups manually (was pretty tedious)
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yeah i know the kind of points that i need, i just dont know exactly how to actually make them.. the vehicle is an airplane. as far as i can see the points seem to look like vertices, and for objects that rotate along a certain axis (like ailerons) they have 2 points and a suffix _axis, i THINK this translates to a bone in most modeling software? also a bit of an off-topic question, what scale does the object builder use? I exported my plane in the correct scale using .fbx from 3ds max (im using metric cm units) but in object builder the model was tiny.. (heres a funny picture of it)