Jump to content

crabnipples

Member
  • Content Count

    28
  • Joined

  • Last visited

  • Medals

Community Reputation

25 Excellent

About crabnipples

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hello reader, I was messing around with a script Stump made that attached ammoboxes and ammo to vehicles It looks really neat and i tought i could alter some to attach a few things to the Prowler. Turns out that when the objects are inside the bounding box of the model you can simply not Reach them. Now i had an idea to put these items inside the vehicle's inventory and once you've taken them out the external items will be hidden. So far what i've done is attached the external items to the vehicle with the attachTo command wich was fairly easy. Now i've tried fiddeling around to check the vehicles inventory but i'm getting an array wich has arrays in it and i fail to get the right vallue... Perhaps a guy with more experience can help me out.. I think i need some sort of counter that walks trough the returned array but i don't know how. I used this to return the desired value for the 1st weapon in the vehicle but i need to check all. weaponsItemsCargo Prowler1 Retruns [["launch_RPG32_F","","","","",[],""],[['arifle_MX_ACO_pointer_F','','acc_pointer_IR','optic_Aco',['30Rnd_65x39_caseless_mag',29]]] weaponsItemsCargo Prowler1 select 0 Returns ["launch_RPG32_F","","","","",[],""] (weaponsItemsCargo Prowler1 select 0) select 0 In this instance it returned "launch_RPG32_F" because it was the 1st in the vehicle. Eventually it needs to check the amount of remaining Launchers in the vehicle and hide the launchers attached to the vehicle. The vehicle has 4 launchers attached to it. Any toughts ?
  2. crabnipples

    (SMA) Specialist Military Arms

    Hello, Is it possible that you can add a TAN variant of the grippod? or the ability to retexture it?
  3. crabnipples

    RH Pistol pack

    Hello, @RobertHammer is it possible that you could release the Glock 17 ( all black ) variant stand alone? We would love to use it for our Dutch mod collection but we're trying to cut down on exces mods. Thanks in advance. kind regards, Crabz
  4. crabnipples

    NIArms Release Thread

    Hello, Is it possible to add the RIS rails to the 13.5 inch Minimi variant with para stock? The Netherlands uses that and would love to use it.
  5. 23-05-2016[/size] +Fixed ShadowVolume[/size] +Added custom sounds and soundtail[/size] +Added black variants and hiddenSelection "camo"[/size] Colt C7/C8 NLD is now fully functional and will be released soon
  6. https://www.youtube.com/watch?v=SpZFHuhhS20 23-05-2016 +Fixed sight of the AG36 grenade launcher. +The weapon is fully functional but still need to workout some dependency's +Added C8 shorter variant, (Default, UGL and nogrip)
  7. https://www.youtube.com/watch?v=wp1EzyLb08g&feature=youtu.be 22-05-2016 +Fixed the UGL animations. +Fixed magazine reload animations. +Added 40mm shell case and shell that fall out and get inserted. +Added nogrip variant that allows for a grippod to be placed functioning as a bipod. +Used the Grippod P1nga made for SMA. +Changed back to plain textures as the photorealistic don't look that good yet. +Added sights to AG36 40mm grenade launcher ?Still need model and configs to creat our own grippod. ?Sights of AG36 do not work yet.
  8. 19-05-2016 +Added C7 magazines +Added better textures
  9. 16-05-2016 +added new model.cfg to fix Muzzle flash and rear sight hiding +added custom .rvmat with SMDI and NOHQ +added custom AG36 (M320) model to the C7 to get C7NLD_UGL +Leon is working on C7 style thermal molded magazines ?Need more animationsources in model.cfg to make UGL work ?Need propper animations for UGL
  10. Hello reader, As the title says we're currently working on a Colt C7 NLD model for our dutch unit (Dutch lions community). Currently we're 2 man working on it in various steps because thats the only way we knew how to create the model. I'll briefly explain our steps and also the problems we're having. Sources we have: -Real life accurate photo's -Real life measurements -CATIA knowledge -3dsmax knowledge -poor Oxygen2 knowledge -some configuring knowledge Things done: -Made the model in a program called CATIA, this was easier to do because he has working experience in CATIA. -converted the model from CATIA to 3dsmax wich allowed conversion over to Oxygen 2 -Converted the model from 3dsmax to Oxygen2 -We've used the content from BI wich is called MyFirstM16 i beleive to kind of copy paste our model so it has all the right LOD's (adapted for our model) and it has the right memory points. -Handmade textures from real life photo's Problems we're having: -Textures seem to change color ingame. Fixed -Dificult to create a hiddenselections (all the faces are junked up toughetter as a result to the conversions perhaps?). UV mapping is fixed. -No clue how to assign rails and make optics go invisible when you put a scope on the gun. Made a propper model.cfg but still missing a few things -Muzzle flash is constant Made a propper model.cfg but still missing a few things -Rear iron sight won't hide when optic is mounted Made a propper model.cfg but still missing a few things -Need a .rvmat, and textures for materials. Working on it. 25% done -No clue how to make the gripbipod work (not nesseccary but would be cool) -Model.cfg is lacking the nesseccary things to make the UGL work. Can't find good sources for the animation types and sources. Help? Things we need: -Animations -Animations for UGL -Sounds -config.cpp -Model.cfg -Some help with the above ;) If there is anyone with the time and knowledge to help us out would be great. Kind regards, Crabz - Dutch Lions Community Few images to visualize the work: Refference real life photo's - http://i.imgur.com/4lrtM7m.jpg Models in difrent programs - http://i.imgur.com/vEcpoYA.jpg C7NLD in the hands of a unit - http://i.imgur.com/yZKzDql.jpg Changelog: +Changed ?problem 03-05-2016 +Texture colors fixed with appropriate color scheme. +UV mapping fixed but still no hiddenselections assigned. +Added a proxy for the TOP mounted scope that suprisingly worked. +Added animations +Added sounds +Made a config ?Muzzle flash is constant ?Rear iron sight won't hide when optic is mounted ?Need a .rvmat, and textures for materials 16-05-2016 +added new model.cfg to fix Muzzle flash and rear sight hiding +added custom .rvmat with SMDI and NOHQ +added custom AG36 (M320) model to the C7 to get C7NLD_UGL +Leon is working on C7 style thermal molded magazines ?Need more animationsources in model.cfg to make UGL work ?Need propper animations for UGL 19-05-2016 +Added C7 magazines +Added better textures 22-05-2016 +Fixed the UGL animations. +Fixed magazine reload animations. +Added 40mm shell case and shell that fall out and get inserted. +Added nogrip variant that allows for a grippod to be placed functioning as a bipod. +Used the Grippod P1nga made for SMA. +Changed back to plain textures as the photorealistic don't look that good yet. +Added sights to AG36 40mm grenade launcher ?Still need model and configs to creat our own grippod. ?Sights of AG36 do not work yet. https://www.youtube.com/watch?v=SpZFHuhhS20 23-05-2016 +Fixed sight of the AG36 grenade launcher. +The weapon is fully functional but still need to workout some dependency's +Added C8 shorter variant, (Default, UGL and nogrip) 02-06-2016 +Fixed ShadowVolume +Added custom sounds and soundtail +Added black variants and hiddenSelection "camo" Colt C7/C8 NLD is now fully functional and will be released soon
  11. crabnipples

    Bushmaster PMV A3 [WIP]

    It honestly wasn't alot of work so i'll be happy to send the texture files over to P1nga, Perhaps he can put it in the mods and release it. Or ill Release a "Retextured" mod if P1nga gives permissions. Besides that i'm patiently waiting for the version with the FN 58 MAG mounted on it. I've already seen some textures and config related stuff in the PBO so hopes are high!
  12. crabnipples

    Bushmaster PMV A3 [WIP]

    Hey P1nga, Long time ago i've asked you permission to retexture and use your abselutely beautiful bushmaster. It would be fair to actually show what i did with it and some in mission screenshots. We're all looking forward to what the future beholds. Keep up the good work and really appriciate all the effort put in to this. As for the "Retexture" all i've done is slightly adjusted the texture color to match the dutch colors and added things like the NLD markings and a few liscence plates. Kind regards, Crabz http://imgur.com/a/ptgyr
  13. Eventually managed to make my own Function incorperated in the mod. If people are intrested i'll be glad to share.
  14. crabnipples

    BLUFOR MBT-52 Kuma

    I've done some retexturing myself, Including the Kuma. What amazes me of your PSD files is how you've exported the Normal map and the Material map. Could you help me out with those so i can make better retextures my self?
  15. Currently i have it setup like this. but it appears to lag the server tremendously. Init.sqf if (hasInterface) then { [] spawn { while {true} do { _squadICQ = squadParams player select 1 select 4; [player, _squadICQ] call BIS_fnc_setUnitInsignia; sleep 15; }; };
×