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Everything posted by UK_Apollo
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Selection X needs a section. The shadow volume may not work well.
UK_Apollo posted a topic in ARMA 3 - MODELLING - (O2)
I'm getting a very small number of these error messages occasionally popping up in Mikero's pboProject bin logs. The shadow volume is closed, triangulated, and sharp. No textures or materials. It seems to work fine in game with no rpt errors. 99% of the other named selections don't throw the error. So it's more out of curiosity than necessity - does anyone know what causes this message and how to fix it please? -
Add the following lines to your vehicle config.cpp to animate the drivers arms with your steering wheel bone "drivewheel": driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; //driverLeftLegAnimName = "pedal_clutch"; // animate left leg //driverRightLegAnimName = "pedal_accelerator"; // animate right leg
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I've just been chatting with Evrik discussing the initial bug reports. Unfortunately he has the 'flu so I'll post here on his behalf. The fixes for the Willy Jeep mirror and missing passenger bugs have turned out to be fairly simple. bolo861, you're correct that the M2 feed tray cover axis points are out of position on the MaxxPro. Thanks for the reports, you'll get a patch update when Evrik is feeling better.
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Have a look at this link, describing LOD's for Arma: https://community.bistudio.com/wiki/LOD Note for the Geometry LOD, it should be very simple, and has to fulfill the following criteria in order to work: --- Object must be named ComponentXX (where XX is a consecutive number between 01 and 99). --- Must have 'Mass' (Alt-M). --- Must be closed and convex. Always validate your Geometry LOD. In Object Builder, go to the Geometry LOD, select all objects (Ctrl A), then enter the Mass (kg) in the mass window. To auto name your objects, use menu Structure > Topology > Name Components. To check for non-convexities, use menu Structure > Convexity > Find non-convexities
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Tanks and Turrets Troubleshooting - need help!
UK_Apollo replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
What are gunBeg and gunEnd set to for the turret with the backwards view? (check with in game config viewer). These are often counter-intuitive and can be backwards, but I'm not entirely clear if they're relevant to your case. -
Tanks and Turrets Troubleshooting - need help!
UK_Apollo replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In model.cfg, under obsturret and obsgun, do you deliberately have angle0 as positive and angle1 as negative, rather than the other way around? angle0 = 6.2831855; //rad -360.0; angle1 = -6.2831855; //rad 360.0; -
No immediate plans for this. Currently the ORC can be loaded onto the boat rack and under-slung from a helicopter.
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They'll be in the vest usually. I see them ok in a quick test. Can you post a link (hastebin.com) to your rpt or pm me with it? What exact group or unit class names are you spawning?
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Put this code in the vehicle's INIT: this animateSource ['Panama_Radar_Fold', 1, true];
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Arma Toolbox for Blender - Arma 2/3 exporter script
UK_Apollo replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Blender 2.80 beta is out and looking very nice. All we need now is an update to our favourite toolbox... ;-) -
Thanks Flinty, opinions welcome and noted.
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It's just a re-texture of Snatch I'm afraid. That's the reason we didn't do a battleship grey version initially, as we weren't modelling a proper Tangi as you and da12th have correctly pointed out the differences. However, given the request and as the re-texture was only a few hours work, it seemed worth doing.
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SentryUK, Panther CLV: Objects > NATO > Cars > Panther CLV GPMG (Green/Sand) If you also run our 3CB BAF Units mod (version 4.6) you will see the Panther in multiple BAF factions crewed by appropriately clothed British soldiers: Objects > BAF-3CB, xxxxxx > Cars > Panther CLV GPMG (Green/Sand) The Panther CLV class names we have used are unique to 3CB and do not overwrite any other mod. Panama ROV: Objects > NATO > Drones > Land Rover Panama ROV (Green/Sand) For additional user guides and lots more information on these BAF vehicles: https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/
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Image is Work in Progress, subject to change, but it should be in our next update.
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If Evrik's photo is representative of what you'd like, that will be fine as a reference image. Thanks da12thMonkey, you're a gold mine of info as always, appreciated.
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I'd need an actual photo of the correct vehicle please. I don't really want to reference the wrong version or a model when texturing. Aside from that, it should be possible.
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I've played the Altis mission for about 20 minutes and no errors. Were you continuing to play from a saved game? If so, try from mission start and see if it's ok.
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I see your post was edited to answer my last question, thanks. If you're able to send me your mission file I can test it for you too in case there is something odd we've overlooked in our mod.
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You're welcome, we're happy to help. What happens if you run your mission without 3CB BAF Weapons? Does the RHS error message still come up?
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Thanks, that should help us troubleshoot your bug. Having looked through the rpt, my first thought is that it might be something in your Pilgrimage mission file that you are loading, and not related to our mod at all. Can you check that you don't have some RHS magazine class names in a character Eden INIT or load-out script? The error message appears to occur after loading Indfor soldiers. Perhaps try with a blank mission and place units, seeing if you can replicate the error.
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Can you paste your complete RPT log onto www.hastebin.com and put the link here please? If you're not familiar with it, you can probably find it in: C:\Users\yourName\AppData\Local\Arma 3\ and the file will be named something like: arma3_x64_2018-11-05_13-30-50.rpt where the numbers represent the date and time that you last ran the game.
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Custom Vehicle Door Animations
UK_Apollo replied to CLRPG taikoo's topic in ARMA 3 - MODELLING - (O2)
Check your UserAction condition statement. You want something like this: class AnimationSources { class Door_Open { source = "door"; animPeriod = 1; initPhase = 0; sound = "MetalDoorsSound"; soundPosition = "door_pos"; }; }; class UserActions { class DoorOpen { ... condition = "(this doorPhase 'Door_Open' < 0.5) AND (player in this) AND (alive this)"; statement = "this animateDoor ['Door_Open', 1];"; }; class DoorClose : DoorOpen { ... condition = "(this doorPhase 'Door_Open' > 0.5) AND (player in this) AND (alive this)"; statement = "this animateDoor ['Door_Open', 0];"; }; };- 1 reply
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Wrong vehicle Andy. You're referring to the Panther CLV, Hamakaze mentioned the Panama ROV. Perhaps making two vehicles with similar names in the same release was a mistake. ;-)
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In Object Builder, select the glass faces on the car and then Faces > Move Top. If it also happens on a vanilla vehicle, like a Hunter, please show a screenshot.
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help Ingame rotation problem (does not appear in O2)
UK_Apollo replied to Noks - Ohliger's topic in ARMA 3 - MODELLING - (O2)
You have "autocenter = 0" in the Geometry LOD properties? Have you double and triple checked the spelling of your axis memory points are the same as in the model.cfg?