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Everything posted by DSabre
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unintended spoiler on my side : D The SPADs are still under construction. they need some cockpit details, a few more liveries and I have to do something to the engine/cooler
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what was it about, the requirement library : )?
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Just experienced a nice side effect: you can push a wreck away when the original plane had the script enabled : )
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And here is the Stampe SV.4 Version 0.6 requires my aircraft library ;) (link above)
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And here is the non steam addon, Version 0.5, first release
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Download v 0.65 added a few scripts that will be activated on the planes soon (engine failure, fire, push, oil) changed dispersion values for aircraft weapons new Parabellum model by Eaglke
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[WIP] Blood Trench 1914-1918(Looking for help)
DSabre replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Really great work Eaglke! Thanks again for letting me use this on my aircraft ports! -
Download v 0.6 just received an important update, postponing this update till tomorrow : )) added a few scripts that will be activated on the planes soon (engine failure, fire, push, oil) changed dispersion values for aircraft weapons (the 0.6 is on steamworkshop but i will post the new 0.61 here soon)
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Atari ST, good times - I can very well remember countless hours of falcon, battlehawks 1942, and their finest hour : )
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Next update will hopefully feature some fiery effects. I find them quite scary actually. And some fun effects like getting your goggles covered with engine oil and random engine failure. (developing the scripts together with Hnchmc).
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better late than never, next version will get it's damage rvmat too now that i figured it out finally. I want to add some more liveries too. if you have some favourite texture you want to see on the camel now is the time to make suggestions.
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Thanks to hnchmc we now have a very neat push script. It's already in use on the JN-4. Here it will come in the next update which will happen whenever i get around to make control sticks and cockpit details. So, if some unfortunate little plane happens to get it's nose stuck in the ground you can simply push it over and turn it around:
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New Version 0.9 rvmat update, damage rvmats, push script by hnchmc
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yea i forgot to delete that hook : D Currently the plane is using airplaneX simulation. This is not compatible with landing on objects like carriers. I might make a dedicated carrier version sometime depending how much work it is to make the plane/ the hook work with the carrier(s?). If that fails: With the current massive drag on fully extended flaps acting as speed break you probably woulnd't even need a hook and a change to the old airplane simulation mode might be enough Since the Nimitz has such good documentation: so probably in next update, whenever that is : )
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The Unsung Vietnam Mod 3.0 WIP THREAD
DSabre replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
skyraider... supersabre : O......*faints -
Albatros Flugzeugwerke Version 0.6 - reworked D.V model - added rvmats - added damage.rvmats - added various liveries
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the placeholder textures and cockpit are looking good. I wouldn't bother much about making functional mfds till everything else is in place. You can have a look at my sources for gauges, for some that move at least. Displaying the right value is another story : )
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hi six, did it work? Curious if it really was the inheritance tree : )
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I managed to add some fabric effect to the wings surface. and some wood texture reflections on the fuselage even the bumblebees are getting all excited This rvmat/bumpmap/shading stuff is beginning to work for me : )
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version 0.5 added cap as extra item added mauser 96 added some other things
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Version 0.7 https://www.dropbox.com/s/5rwwebkqfkokz2y/%40sab_t28trojan%20v0.7.zip?dl=0 - animated canopy - new rvmat v0.1 - bmb class updated - sounds changed - flaps drag setting changed
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BluFor Albatros D.V Jasta 18 and Jasta 15, or is it 15 and 18? Independant Swiss Albatros, inspired by WS-Clave. I am slowly beginning to update the details. Bump mapping and materials are not my expertise : S
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This is a tiny guide or actually a template for setting up an aircraft. It was thrown together in a few minutes and is full of flaws, so use at your own risk. I am not answering any complaints or suggestions for this one. Here it is, you may use, adapt or otherwise mess around with it - just change the addon prefix and paths please. (a playable version of this can be found in my steamworkshop) Let's get started. First you have to set up your Arma Tools. There are guides around for that, so this is not covered here. Once this is done get my small example plane here. You can use this tiny sketch of an addon as a template for your plane. Now I am going to very briefly explain what parts are doing what, and what the files do. Open your ultralight.p3d in objectbuilder. I suggest using the four views view (F9). Somewhere you will have this window with the LODs. Click the link to check what they are for. To make it work on a basic level these LODs are enough. You could even do without ShadowVolume, FireGeometry and Wreck if they confuse you. The edit layer is a convenient way to store parts. Or more useful even to work on some parts you can cut out of your main model to work on them separatly without dealing with all the other parts. That makes selecting parts a lot easier. So that one is not really needed either. Then there is this window showing your named selections. Named selections are important for hidden selections, clan tags or animated parts among other uses like weapons, firing animations or pilots etc. You can make new selections by selecting parts in your model and right clicking here. It is a good practise to make names for parts, even if you do not animate them later (examples: engine parts, glass parts, cockpit parts, interior, metal, wood, etc) It will make selecting and working on things a lot easier. An important feature is the ability to redefine the named selection. You select a part of the model, say your elevator, then you rclick the named selection for elevator, in this example the czech word for it (vejskovka). Then you can use redefine to redefine the selection name. This is important if you exchange the model of the aircraft. For Arma to know what part should be animated as elevator, the named selection has to be assigned to the appropiate part. Actually you could just delete the contents of the LOD 1 and copy/paste your own plane in here now. Then reselect the wheels, the elevator, the ailerons and the rudder and redefine their named selections. You can give it any name you can think of either, if you want to use some other language. It is only necessary to use the same names in the model.cfg This brings us to the next part, the model.cfg: click for the model.cfg I can't really recall how i made this model.cfg. It is probably a copy and paste job from some tutorials and my Arma 2 ports (An-2, Camels etc). Anyway it works for me. even if it may not be perfect or the right way to do it. So the first interesting part here is this: "vejskovka","", "smerovka","", "wheel_1","", "wheel_2","", "wheel_3","", "stick_pilot","", "pedal","", "rotor","", "vrtule","", "vrtule blur","", "vrtule hide","vrtule", These are the animated parts. Note that there is a named selection, and then usually an empty "", after it. That is the parent selection/bone (?). Whatever the name is. The thing in the 2nd set of "" is the parent part. So normally there is none, in some cases you may have one as in gear parts or here with the vrtule or propeller. The "virtule hide" part, the part that gets hidden if the prop moves is the child of the complete part, or "vrtule" in this case. You can exchange the names for prop and prop hide if you want. Just have to make sure the names match your model. Having a parent means that your child part will be connected and move together in sync with the parent part. Important to know: This also works for memory points or landcontact points! So if you have an animated gear you can animate the landcontact part by making it a named selection and adding it to the list with a parent part matching your gear. You don't even have to make an entry further down below because it is now connected to your parent part : ) The next interesting part is this: "clan", // for the clan squad xml pic add a selection to the model and name it clan "clan_sign", // same here, add a plane to the model called clan_sign "vrtule staticka", "vrtule blur", "camo1", "camo2", these are selections that will have some kind of special texture. clan is the part that will get your squad.xml motto, clan_sign the squad.xmp paa picture. vrtule parts have to be listed here as well I think, there might be some other ways of doing this actually. camo1 and camo2 can be used for hidden selections, which you can apply in the config. Remember to assign some parts in your p3d lod 1 as camo1 if you want to use this feature. You can have as many as you want i think, so far i didn't use more than five and that worked. Now we get to the actual animation part: class Animations { class Elevator { type="rotation"; source="elevator"; selection="vejskovka"; axis="osa vejskovky"; minValue=-1; maxValue=1; angle0="rad 30"; angle1="rad -30"; }; ... This here tells Arma how to move your selection you made for your elevator. The classname can be anything i believe, it makes sense to use some sensible name though. Here you see that the selection called vejskovka will be animated by the source (scroll down to animation sources) "elevator" and move along the axis "osa vejskovky" with some angles and values. Play around to see what happens. The new information here is the axis "osa vejskovky". The axis is defined in our p3d. So back to oxygen/object builder and click the memory LOD. The memory LOD contains the axis and other points like where the driver has to stand to get the "get in" action among others. So here you can see there is a named selection "osa vejskovky" containing 2 points making up the elevator movement axis. To add points click somewhere and press insert. Add another, select both and you can give them a name as explained before. Voila you have a new axis you can use to animate some part. What is left? The Geometry LOD is worth a look. The example is really an example of how not to do it. It is a bad copy/paste job. I think i took it from the antonov or camel. Well basically you could make a new box, triangulate it (menu structure) (DONT!! triangulate your GEO LOD. Only for your shadow lod : ) ) and make it's edge sharp (key U). In the menu Structure you should also find new components under Topology if you add any. The wheels shape plays an important part too. If you get in trouble they might be worth a look. Well this is a super brief run through, now let's have a look at the config. clicky to see I won't go into much details here. Just check here. You may notice that I've made a special flightmodel.hpp. There is one thing I want to point out there: driveOnComponent[] = {"wheels"}; This tells arma what parts of the model will be touching the ground. define these in geometry LOD. Wheels are tricky. Errors might cause stuck planes, planes not reaching reasonable speeds, taking damage, etc. One important aspect I've noticed is that it seems to work better if the landcontact points are below the actual parts. If your wheels are not listed in this array or you didn't make a selection called "wheels" that includes all wheels like I did here, your plane will be stuck : ) Well that's it for now. have fun PS: Actually I din't want to, but now I improved some parts. Maybe I will even continue to update this every now and then.
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of course not fox, glad to help out : )
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love the mercedes - it is so much fun to drive . )