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Found 60 results

  1. I'm new to Arma 3 modding and i want to start by making a helicopter based on UH-80 ghost hawk, more precisely - some sort of stealth SH-60B Sea Hawk. To do so, i need original UH-80 3d model so i can modify it. I tried searching for it but i couldn't find anything. I've heard about Arma 2 Sample Models and thought there is something similar for Arma 3 somewhere on forums, but i didn't find anything. I downloaded Arma 3 Samples from steam library but there was no UH-80 3d model. Of course i only want to make this mod and i'm not going to violate licenses and agreements by decompiling game files or using the model anywhere else, but i really want to make this mod. Is there any way i can get the UH-80 3d model?
  2. Hi folks. First time opening a topic here. I successfully managed to import a helicopter with some help. Now my problem is the shadows casted when the rotor blur motion appears. It looks like the triangles from the proxies cast weird shadows alongside weird elongated ones. In the proxy models there are no shadow lods and i gave the lodnoshadow 1 property to the resolution lods of them. Even tried in thicking and unthicking the "enable shadows" property within the proxy models selecton in object builder, but no success is reached. Here is a pic of the issue https://imgur.com/a/zOJvtgl
  3. Hey there! Trying to import models to ARMA 3 for an addon I've been working on (legally bought, rigged them ourselves). We've finished the rigging portion, but we're finding issues in what we assume is an object builder for texturing. Whenever we load up the addon in the game, the hidden selection textures (in our case, the helmet cover) show up as black or brown. The base helmet (which uses the same RVmat as the cover) show's up without any issue, however, it uses a texture set in the object builder instead of the config. The textures have all the proper names and are listed in what we think is the right section of the config. Would anyone mind helping us? Config (Portions referring the selections): class BCO_SHC : ItemCore { scope=2; author="BCO/10SFG"; scopeArsenal=2; displayName="(BCO/10SFG Super High Cut"; picture=" "; model="BCO10SFGHelmets\models\BCO_SHC.p3d" hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_MC.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; class ItemInfo: HeadgearItem { uniformModel="BCO10SFGHelmets\models\BCO_SHC.p3d"; mass=50; hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_OD.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; RVMats for the helmet + cover: ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0, 0, 0, 1 }; emmisive[] = { 0, 0, 0, 1 }; specular[] = { 0.1, 0.1, 0.1, 1 }; specularPower = 2; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_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, 1, 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 = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 1 }; }; }; class Stage5 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_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(0.4,0.2)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; 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, 1 }; pos[] = { 0, 0, 0 }; }; }; class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; };
  4. Wickedsick-d9d5dcd406895451

    Vehicle Disappearing On Play

    Hello, I've been working on creating a new vehicle and following the https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation tutorial. The car has been working fine with everything until I got to the setting up the differentials section. As soon as I add torque to the differentials, my car will disappear when I test. But if I remove the differential value and set it back to 0.00 it appears. Any ideas? Thanks in advance.
  5. Hello people I have dire need of help with identifying the source to a problem. Pic related: http:// Ignore the missing head and texture, they have simply not been added yet. The problem is the invisible gear, like vest and weapon's. I suspect that it has something to do with the model it self, and that some thing has to be done in Object Builder. The guide's and tutorial's that I have found are ofte incomplete, utdated, or just not touching on the subject of uniforms. Many are sadly also very difficult to understand. I am sadly quite new to modeling in 3d (blender) and I fear that have missed something important during the prosess. Posting config's just in case they are the source of the problem. Model config Config
  6. Unwanted Double post sorry... Moderators can you delete this topic please (or tell me how to delete it).
  7. Hello, my question is about original Arma III models and workshop addons. We are making workshop mods for Steam workshop. I read Arma III model licanse (Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0), it says you can remix and share models. Can i remix original ArmA III models and share on workshop? That is can be violation? Thanks for now 😉
  8. Hello friends of the forum. Yesterday I found a house which had a pool, I would like to know if someone can help me make one in my model. I leave you an example, if I did not make myself understood with my bad English.
  9. I want to continue my work on my PzH2000 but i just cant fix the error "Cannot generate ST - Coordinates". I already triangulated everything and did everything i found online but i just cant fix it. Maybe someone can look at the p3d and help me with it, just ask for it Pic of it
  10. Hey all, Me and my friend are currently working on some edits to the Pandur vehicle from ARMA 3, we wanted to add some variants such as a commander and medical vehicles. My bud managed to make the medical variant with hidden selections and retrexturing the vehicle, which wasn't that hard. However, a commander vehicle is a bit more complicated case since we'd like to at least put some sort of Remote Controlled Weapon Station on top of it. Now, I understand it involves a bit of modelling, I've been playing with this for long enough, but I'm wondering if there's any way we can prepare a separate model file of this RCWS and somehow bind it to the vehicle with config so that it spawns and stays in that position at all times? It seems that the Pandur is binarized so editing the original p3d is not really an option here; we have to find a way to work around this and I'm just curious if it's possible to have a vehicle which is built from more than one P3D. I'll be very grateful for all suggestions. Thanks!
  11. Hi Guys, i'm searching for a simpler way to rotate objects in 3d Space (yaw, roll, pitch). I never try the tranformation and rotation matrix to solve my problem. My Work: I started to work on worldToModel that takes an "Object Model Box 3D Space (named _ModelOrign) as a Parameter and puts "3D World Coordinades" (named _position) of another Object in this model space. private _modelOrign = _this select 0; private _objectOrign = _this select 1; private _position = _modelOrign worldToModel getPosWorld _objectOrign; So I can easily take the saved _position and apply to a targeting Object (named _modelTarget) that is differend rotating in 3D as the Object _modelOrign. Then I just execute the finction modelToWorld and voila the _position is rotating to the rotated _modelTarget in Model Box 3D Space as well. Nice and easy. privat _objectTarget = _this select 0; privat _modelTarget = _this select 1; privat _position = _this select 2; _objectTarget setPosWorld ( _modelTarget modelToWorld _position ) Orientation: to get the orientation of _objectOrign in 3D Space, i used vectorDir and vectorUp of _ modelOrign to get this orientation and apply it to this _objectOrign with the oriantation itsself. Wiki Source: Euler_angles Problem: I've have no idea to combine these two orientations vectors of _modelOrign and _objectOrign to get this problem of the orientation solved. I never used the transformation and rotation matrix. There sould be an easier way to do this. BIS serve an function BIS_fnc_setPitchBank in the past but I've heard that it is not precisely :/. I've never try it out. I'm sceptic about the documentation of vectorModelToWorld explains that it only use vectorDir and not vectorUp. I never try it. im very sure that there is a modern simpler way to solve this problem by a bunch of Arma 3+ vector functions for example addTorque but I do not understand the explanation at all, i'm not english. thank you
  12. I've got a trouble scripting a veichle... I have a VTML Lince (like an US Humvee) with the turret..The animation of the turret (a Browning) doesn't work... (so does not rotate exc..) I used the model.cfg file in the Arma 3 Samples of the Car01 but I miss the part of the turret animations. Can anyone help me?
  13. For a campaign I'm working on I want to add a bit of detail by giving the characters vests with their names on them like the kerry vest. However I don't know how to go about doing this. I found the nohq and co vest .paa files but I'm not sure what to do with them. Also, would I be able to add these to both the carrier rig for NATO and CTRG as well?
  14. Fellow fellow mod creators, I am currently seeking a modeler who can import a model for me which i have been stuck with for the longest time 😞 . I purchased this big lady (cutter) a while ago however never have had luck finding someone who can import vessels. If anyone is willing to help me out with importing this big lady along with (if its possible) to get the sea wizz to work as well as if theres a possible way to set it so that rotary aircraft can land on the stern pad and “attach” to it so that the ship can be in motion without risk of collison and “flying” away, id be forever greatful. I understand that in this day and age most people dont like doing work simply because they enjoy it. Inorder to provide “motivation” & incentive , i would be willing to set whoever helps me out as joint authors when i upload it to workshop to share with the public for non-commercial use. If you also require some other means of compensation then , ill be more than happy to discuss that. If you’re interested please do not hesitate to contact me here on forums and/or on discord- Roman Sparkz#1436 below are the details of the model: Geometry - Polygon mesh Polygons - 36,680 Vertices- 39,453 Textures - Yes Materials - No UV Mapping- Yes picture of the cutter- looking forward to hearing from someone soon! - Roman
  15. Captain Mason-e0927844420c6c6e

    [WIP] Pilatus PC-12

    Hello everyone! I was looking around and found the lack of civilian fixed wing aircraft. One of my favourite airplanes is the Pilatus PC-12. I found this free model and I was thinking about making it a functional aircraft in Arma and I am just looking for feedback to see if this would be something people would like :)
  16. Hello , One huge feature i really wish bohemia had for the Arma series is more detailed focus towards aquatic life. Though , there is a solution & thats to make my own mod for it. First thing i am trying to get on to my server is a shark. More specifically a Tiger Shark (Ill be leaving link to the exact model i have already purchased). Now sadly, i do not have the slightest idea how to model and add models (especially animals) as i myself am a terrain/map maker. So here i am. Im looking for someone who can get my shark ingame. Id like for the shark to be able to swim around. Obviously i'd also like for the shark to be able to attack a person if they are in the water for too long. I have seen something like this before in this video. Id really appreciate whatever help is offered. Im willing to fullfill whatever conditions of said creator. I understand that this is a big feat for any creator however i am very patient and understand that a lot of work is required to make this a possibility. I also have modelers who are exceptionally talented in their trade and they would be more than willing to assist if needed. Feel free to shoot me a private message and we can discuss everything. Hope to hear you soon! Link to model that ive purchased for this project: https://www.cgtrader.com/3d-models/animals/fish/tiger-185058d9-a4b6-44e2-8f59-1151b3ecdd0a
  17. Hi Guys, i just found an model of mine, back from 2011 of a Panzerhaubitze2000 (A german artillery tank) It was one of just a few models, cause I wanted to try something with 3d modeling and some other modding stuff for arma. Since OFP I do texturing, config writing and I learned a littlebit of scripting, and everything 😄 But now I am on the top of my knownledge, I have this model running in blender with ~31200 verts I know that there is something about the LODs and this Stuff and i know what is, but i just need someone who can help my with this... I realy dont think i can get this ingame by myself. I would like to get a version for arma2 and one for arma3 Some pics of it :
  18. I've been wondering how blood is applied to the models when getting shot. I'm having quite an original idea to do and I'd love to browse for possibilities to add this feature. Main thing I'm trying to accomplish is having a custom layer over/under the blood applying layer. What I've tried so far: - Browsing through the files, scanning for any clue on how it would work but I haven't found anything yet. - Youtube/google/reddit searching that didn't point to anything concrete as I'm not sure what to search for other than something model related. Does anyone know how it's applied and how it works? I'd really appreciate some insight. #EDIT1: Finally found these: setObjectTextureGlobal and setObjectTexture - Thing is if I can apply a colour mask over a texture or to completely retexture it without changing the paa.
  19. nacrogamer

    Problem with object

    I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
  20. You can't see object geometry through vehicle geometry (z plane). ORIGINAL TOPIC==================================================================== Objects won't render inside vehicle cab in first-person camera. The tablet is attached to a helper (yellow thing). The helper is attached to the plane. It doesn't matter what technique is used to attach the tablet. The attachment works any which way, but no matter what in the first person view, the tablet is missing (it actually seems to clip outside of the cab to some relative position). In 3rd person camera it works as expected. Is there some kind of occluder in vehicle interiors that won't allow objects? The move happens during the half-second fade when entering/exiting vehicles. Is this a known issue? Is there a work-around? I really want a tablet on my lap whilst flying. To surmise: It doesn't matter how to attach. It just can't be seen in first-person (because it clips out of position). 3rd person works as expected but that's useless. Any ideas?
  21. Hello. Im try to create uniform. But that doesn't work. Please help. https://steamcommunity.com/sharedfiles/filedetails/?id=1825658142 config.cpp: class CfgPatches { class TshirtxAC_v3 { version = "1.1.3"; units[] = {}; weapons[] = {}; requiredVersion = "1.1.3"; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Soldier_base_F; class TshirtxAC_F: B_Soldier_base_F { scope = 2; author = "Hukahire-noob"; dlc = ""; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\Tshirt.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\AC_pants_AOR1.paa","\yowayowa_equipment_Mod\@yowayowa_equipment\addons\data\hl_white_bald_co.paa"}; }; }; class cfgWeapons { class UniformItem; class Uniform_Base; class TshirtxAC: Uniform_Base { scope = 2; author = "Hukahire-noob"; dlc = ""; displayName = "TshirtxAC_AOR1"; picture = "-"; model = "\yowayowa_equipment_Mod\@yowayowa_equipment\addons\TshirtxAC_AOR1.p3d"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "TshirtxAC_F"; containerClass = "Supply40"; mass = 1; allowedSlots[] = {"701","801","901"}; armor = 0; }; }; }; model.cfg: 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 TshirtxAC_AOR1_F: ArmaMan{}; };
  22. I use this to add an IFF light to units, IRLight= "NVG_TargetC" createVehicle [0,0,0]; _unit removeMagazine "B_IR_Grenade"; IRLight attachTo [_unit, [0,-0.03,0.07], "LeftShoulder"]; Which is great because removeMagazine deletes the IR light object (the grenade) but not the light effect. I also use, light = "Land_PortableLight_single_F" createVehicle [0,0,0]; light attachTo [cockpit, [0,2,-1.35], "vez"]; To create a cabin light for vehicles. This is a hilarious solution though because it's like duct-taping a construction lamp to the vehicle. How can I delete the world model for the lamp but leave the light source, like removeMagazine does for the IR grenade? note: I know how to make lots of different kinds of lights but only lights attached to models seem to be able to keep up with attachTo on a vehicle (especially a jet). This is the whole block, cockpit = playerJET; CPlight = "Land_PortableLight_single_F" createVehicle [0,0,0]; CPlight attachTo [cockpit, [0,2,-1.35], "vez"]; addMissionEventHandler ["Draw3D", { CPlight setVectorDirAndUp [ (cockpit selectionPosition "pohon") vectorFromTo (cockpit selectionPosition "vez"),[0,0,0] ];
  23. I created a mesh following the sample of Arma 2, I got the config from a flag of Arma 3 and I rewrote it and I used the model.cfg that gives me Arma 2, unfortunately the flag doesn't move I don't know how to solve please help . sorry for my bad English https://pastebin.com/2g6F7iFr Config.cpp https://pastebin.com/ZZZ3dqQF model.cfg
  24. I'm about to begin texturing about 50 models for an A3 mod that we're building. I'll be using Substance Painter and would love some guidance on which channels to bake. I've been using a "more is better" approach while learning how to do this, but with the workload ahead of me, I'd like to optimize my flow. Currently, I'm using: Diffuse Specular Glossiness Height Normal Emissive Base Color Ambient occlusion Specular level I'm sure that I don't need all of these. The current project is mostly buildings and building parts with concrete, metal, and wood textures. I'd also appreciate some guidance on when to deviate from the list. When an object has glass, highly reflective metal, etc. Also, I'm baking my textures/models and then export the images to PNG using an Arma-specific export config preset I found somewhere. I then comp the individual image types (CO, CA, AS, NOHQ, etc into single images in Photoshop. Of course, I have yet to actually use the textures other than the main CO texture... another area that I need to delve into. Any advice, on any of these topics, would be greatly appreciated as well.
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