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Found 9 results

  1. i've been searching for a solution since weeks ! when i open antistasi ultimate on LAN server and disable uniform/headger randomisation and apply your rebel loadouts,it STILL facewear doesnt apply !! it even randomiuze facewear on rebels !!!! i've tried several commands found on this forum or others,they do not work my game version is 2.14 and here is collection of mod that i'm using (YOU CAN ASK ME ANYTHING I'LL TRY MY BEST TO ANSWER YOUR QUESTIONS SO YOU CAN SOLVE MY ISSUE) MIN_RF_MOD Anizay D3S Cars pack Hidden Identity Pack v2 [Reupload] Aaren's Blast Effects MSF Balaclava ( Metal Gear Solid ) Aegis Enhanced 3CB Factions 3CB: BAF Equipment 3CB: BAF Units 3CB: BAF Vehicles 3CB: BAF Weapons 3den Enhanced Advanced Combat Environment 3.16.1 Antistasi Ultimate ANZACSAS Enhanced Missile Smoke and Lighting Efx Mod 1.4 Arma 3 Aegis Arma 3 Aegis - Police Arma 3 Atlas Local Arma 3 Forces Local Community Base Addons v3.16.1 CTRG OPS-CORE CUP Terrains - Core 1.17.1 CUP Units 1.17.1 CUP Vehicles 1.17.1 CUP Weapons 1.17.1 Drone Kamikaze Local FSB Alpha Group Equipment Geran-2/Shahed-136 Momo's Syrian Rebel Factions Project: Hell Cannon Mod PLA Armored Vehicles Pack PLA_Forces_mas PLA_Forces_mas Pook Artillery pack Pook ATGM Mod Pook Camonets Mod v6.0 Pook SAM Pack Pylon Anywhere RF Camo Equipment RHS: Armed Forces of the Russian Federation RHS: GREF RHS: Serbian Armed Forces RHS: United States Forces RKSL Attachments Pack Simplex Support Services Special Stealth Uniforms [SSU] Titus Virolahti VME PLA MOD zen compat ace Zeus Enhanced 1.14.0
  2. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: USP Gear & Uniforms v0.7.0 This mod is composed of the following components: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; everything from lightweight chest rigs to full plate carriers.) USP_Objects (Editor placeable objects) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Yes, Server Key included Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter OMA, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: The mod is already released. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Details will be revealed when its time. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by OMA.) Dev Team: Here's the core development team. We are a growing, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead) OMA (3D Model) Krogar (3D Model/Texture) Warden_1 (3D Model/Photogrammetry) Ardy (3D Model/Texture) Lyy Amao (3D Model/Texture) Dirks (3D Model/Texture) FoxOne (3D Model) S.Rodge (3D Model/Texture) Zeealex (3D Model/Texture) Steve (3D Model/Texture) Monk (3D Model/Texture) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Sabre (Texture Master) Cunico (3D Model/Texture) NissanLawyer (3D Model) Fingolfin (Texture) RabidusUK (3D Model/Texture) G.Smith (Cfg/Functions) Shifty (Animations) G.Mery (3D Model/Texture) Trap (Cfg/Functions/Scripting) Zen (3D Model/Photogrammetry) MikePhoenix (3D Model/Texture) WolfeActual (Q&A Test Lead) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going and lending a hand in whatever he can.) Fritts (Team Moderator. Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Zen (Allowing us to use some of his incredible photogrammetry models.) WolfeActual & TFM (A trusted and dedicated tester team that has never let us down.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patreon Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann Batboy BLACKOUT6IX Blain Mundt Colton Keller Crox Fetus Graham Bedard Grimnir25 Hvymtal John John F Joshua Crosby Kenneth Santos Kilo_Bravo Lucas Fritts Oskar Hassel Pix Preacher Snowy Sparksy Switchfoot WolfeActual YonV Download Links: License: ©2019 by UnderSiege Productions This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: http://creativecommons.org/licenses/by-nc-nd/4.0/ For a full review of the license, please refer to the documentation included. This work is not allowed to be reuploaded to Steam Workshop by anyone other than UnderSiege Productions. Support: Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Care to follow all of our most recent progress and updates? Got you covered: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further: Want to get more involved and join in on the conversations? This is the place for you: Interested to watch some ingame clips on new features being added? Here ya go: And to stay the most up-to-date as things go live, don't forget to: Please visit our homepage for FAQ and contact information:
  3. Hello everyone: I need help deciphering what I am doing wrong when setting up my new balaclava. I already made several new textures for the vanilla arma3 balaclavas previously without problems. class CfgPatches { class TCGM_BanBal01 { units[]={}; weapons[]= { "TCGM_BalaclavaTI_JapR", "TCGM_BalaclavaTI_Skul", "TCGM_BalaclavaTI_SkulArdiDig" }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_BalaclavaTI_JapR: None { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_JapR"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBHanRed"; faction="TCGM_SF"; model="\A3\Characters_F_Exp\BLUFOR\G_Balaclava_TI_F.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_JapR_co.paa" }; identityTypes[]={}; mass=6; }; class TCGM_BalaclavaTI_Skul: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_Skul"; displayName="$STR_TCGM_BB1SBSkBlk"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_Skul_co.paa" }; }; class TCGM_BalaclavaTI_SkulArdiDig: TCGM_BalaclavaTI_JapR { author="TCGM"; _generalMacro="TCGM_BalaclavaTI_SkulAridDig"; displayName="$STR_TCGM_BB1SBSkDigAr"; faction="TCGM_SF"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_hex_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BtiTCGM\TCGM_Balaclava_TI_SkulHex_co.paa" }; }; }; Now I am starting to make my own models and have been successful in virtually the entire process... I have the new balaclava in the game working properly, with the default texture that I have embedded in the model. But I could not add a second texture as I did with vanilla balaclavas before. A second balaclava appears in the game but with the same texture as the first. class CfgPatches { class TCGM_BanBal02 { units[]={}; weapons[]= { "TCGM_Balaclava_Blk_Scrp" "TCGM_Balaclava_Blk_NoMask", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; author="TCGM"; }; }; class CfgGlasses { class None; class TCGM_Balaclava_Blk_Scrp: None { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_Scrp"; scope=2; scopeCurator=2; scopeArsenal=2; displayName="$STR_TCGM_BB1SBBlkScrp"; model="\TCGM_BanBal01\Models\TCGM_Balaclava_Blk_Scrp.p3d"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_co.paa" }; identityTypes[]={}; mass = 7; faction="TCGM_SF"; }; class TCGM_Balaclava_Blk_NoMask: TCGM_Balaclava_Blk_Scrp { author="TCGM"; _generalMacro="TCGM_Balaclava_Blk_NoMask"; displayName="$STR_TCGM_BB1SBBlk"; picture="\TCGM_BanBal01\Textures\ui\TCGM_icon_G_Balaclava_TI_M_blk_F_ca.paa"; hiddenSelectionsTextures[]= { "\TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_co.paa" }; identityTypes[]={}; mass = 7; }; }; I made my model in blender from scratch, configured the texture and materials there and exported the work to the p3d format. https://imgur.com/RjPv1Za In Object Builder I added some LOD (level of detail) layers, like "Geometry" and I add the property "autocenter" with value "0" https://imgur.com/vfWnuKh I am sure there has to be a way to add a new balaclava using the same model with a new texture... Because I did it with the vanilla ones. Here is my file of model materials. TCGM_Balaclava_Blk_Scrp.rvmat class StageTI { texture="#(argb,8,8,3)color(0,0,0,0)"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="TCGM_BanBal01\Textures\BalTCGM\TCGM_Balaclava_Blk_Scrp_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2,0.5)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Here is my "model.cfg" file class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class TCGM_Balaclava_Blk_Scrp: ArmaMan { sections[] = { "camo" }; }; }; Please Help me to find the solution. Thanks. https://imgur.com/bIXaasm
  4. Im new to modding arma and when i tried to make my first mod,but addon builder shows this...
  5. I have created a new model with Blender and I have been able to successfully convert it into an Arma3 object that can be selected from the virtual arsenal without any problem in the "Facewear" section (a cosplay accessory). I also made a new face skin that can be selected from the full arsenal in the "Face" section. The two objects are configured correctly one in the "class CfgGlasses" section and the other in the "class CfgFaces" section. All of that works fine. But what I need is that when I select in the "Virtual Arsenal" the object I made in the "Facewear" section, the character's face automatically changes and the skin I made becomes active. Can someone think of how to do this, without creating a new head on Blender from scratch? Perhaps some script that when registering that _player is wearing class "my_facewear" activates the class "my_face" with the skin I made on the face. I think it's probably something obvious what I say. But I don't have any clue as to where to start with this. Please, I need someone to help me with this idea. Thank you.
  6. So, I'm very much new to making any kind of mod for Arma 3, my only experience with mod making is making mostly some QoL stuff for STALKER and its various standalone mods (I was making a pretty big mod for Anomaly that included its own storyline and assets, but the Anomaly devs told me to just put it on hold and wait for STALKER 2 to come out and then make my mod for that instead), and I'm about beginner level in terms of knowledge with Blender. With it being the month of spook, I want to make a set of custom facewear that are modeled as bird heads and bird skulls, but I honestly have no clue what to do to make it possible. Want to make something akin to the skulls and deer skulls in monk1junk1's Not what they seem... mod. So I'm looking for some help to get me started on the right track and guide me a bit in making something I can use to spook my unit during our spooky ops.
  7. I m making a balaclava mod. Everything done except texturing. My issue: Parts which are the taking light, as what i want, its looking okay. But parts which are the not taking light they're so dark as its should not to be. In-game photo: https://prnt.sc/tey21i My rvmat: class StageTI { texture="balaclava\textures\balaclava_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.5,0.5,0.5,0}; specularPower = 150; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="balaclava\textures\balaclava_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="balaclava\textures\balaclava_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture=""; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.3)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; You can tell me if any file missing to find solution. I m waiting for replies...
  8. A range of moustaches to adorn your characters with from the original Spearpoint mod - now available to put on any character from the face wear menu. Available in black, blonde, brown, ginger and white. Get it now on Steam Workshop Join the discord Want to keep up to date on all Spearpoint releases? Subscribe to the core Spearpoint mod here, all future releases will be added as dependencies License
  9. Still disappointed with how little love BIS gives to the entire water and underwater environment. C'mon BIS! Does anyone know, or have a config solution to make Diving Goggles VISIBLE when on LAND? And the inverse, stop facewear (cfgGlasses) from disappearing when in WATER? I don't know what they are thinking, having your gear pop in-and-out based on land or water. I thought it was just an odd alpha-phase overlook thing. But now after years it still persists. MAKES NO SENSE! Also, along the same lines... Any config so Headgear shows when wearing a Wetsuit? Why can't you wear any damn headgear? Other issues that I'm scratching my head with is you can't access your Inventory if underwater. Why? And even when they finally added Sidearms to Vest/Uniforms, the Wetsuit was neglected. BIS is sitting on a HUGE untapped area of Water-Ops and potential here. Hundreds of miles of water! And they choose to work on Jets DLC, and Tanks. We already have those. I don't get it. I've been home sick (so I'm cranky) all weekend and started looking into adding Diving Gear into my FROGS Combat Diver Project. Any Configs, Ideas, or Workarounds? 1. Diving Goggles (shown on land) 2. Facewear (shown underwater) 3. Headgear (shown underwater) 4. Access Inventory (if underwater) 5. Drop/Place Throwables (I'll script this) 6. Sidearm on Wetsuit (engine-based?)
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