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Found 3 results

  1. lawman_actual

    Smooth (reflective) metal

    Hey I'm having a lot of difficulty trying to get a material to look half decent. It's supposed to be a smooth, and therefore quite reflective, metal. I've done as much reading as I can into SMDI maps and as far as I can tell the G channel can be used to set specular level while B sets smoothness. So I appplied an SMDI map with pure white in the Blue channel as a test but the material still doesn't remotely look like a smooth metal. I'm not aware of any 'metalness' parameter for materials in Arma, nor any way to set how reflective a material is, so I'm a bit lost on how to get this looking good now. Any advice would be very welcome. Thanks, Law
  2. UPDATE! v4 - current version * I added a new inbetween animation for crouched movement with weapon up, in order to fix the massive jerking you experience when going from side to side. * edited the weapon up running (not tactical pace) so it still shows the crosshairs, just something I found annoying. Now that stance has a reason to exist. * added an OPTIONAL XEH script that increases the animation speed by 12.5% The addon is in the Optional folder. REQUIRES CBA! v2.3 * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all v2 The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file. ------ Hello! I have been trying to make the arma animations feel a bit less rough and more in line with standard FPS feeling. I was partially successful, I changed the minimal play time requirement to 0 and enabled step blending for pretty much all movement animations. This resulted in much smoother feeling, especially when changing movement direction very quickly. For the most part the feeling of lost control for a moment is greatly reduced. However one of the biggest issues remains. For some reason when changing movement direction from left to right, or similar, Arma goes like this: left > stopped > stopped player idle > right Its fast, but it still results in some pretty janky movement. I tried removing interpolation from left and right to stopped. It worked surprisingly well, but side movement interpolled into forward and back resulting with player character inching forward or back when stopping during side movement. If anyone knows how to deal with that I would welcome any help. DOWNLOAD: http://www.mediafire.com/file/ln87i6d8fonf8ms/@Smoother Animations v4.zip Good news everyone! After some hackjob animation editing I have managed to inject a custom transition animation that prevents that massive jerk when going from side to side. Currently testing out the settings to reduce any unwanted behavior, but it all looks very promising. I even made a quick preview/comparison video: 00:00 - 00:43 Vanilla Arma 3 00:44 - 01:24 Smoother animations mod testing Massive shoutout and thanks to HorribleGoat and Torndeco from discord for helping me out with this.
  3. I'm looking for help making an animation look nice. I've got a scenario where players have the option (via action menu) to jump down from a wall thats about 5m height. I've found the animation for jumping from the back of the cargo truck which fits in nicely: AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh The problem is that the animation doesn't start from a point an jump forward. Rather, it starts at the end-point, teleports the player back and up and then starts the jump animation. Now naturally I've worked out the right sort of distance and height the jump occurs from so I can just teleport the player to the end-point and initiate the animation. However, the teleport is noticable, and it looks...well kind of awful. I'm hoping somebody has a method of overcoming this or perhaps knows of a different way that doesn't use this particular animation. Here's what I have so far: /////////////////// FIND INFO ABOUT UNIT /////////////////// _unit = (_this select 0); _bearing = getDir _unit; _startPosATL = getPosATL _unit; /////////////////// ASSESS JUMP VIABILITY /////////////////// _jumpDistanceLateral = 1.75; _startHeight = _startPosATL select 2; _endHeight = 0; _jumpEndPoint = [_startPosATL,_jumpDistanceLateral,_bearing] call BIS_fnc_relPos; _jumpEndPoint set [2,2.6]; _lineStartZ = (_startPosATL select 2) + 0.5; _lineEndZ = 0.5; _lineStart = [_startPosATL select 0, _startPosATL select 1,_lineStartZ]; _lineEnd = [_jumpEndPoint select 0, _jumpEndPoint select 1,_lineEndZ]; And then: if (!lineIntersects [_lineStart,_lineEnd]) then { _cam switchCamera "Internal"; camUseNVG true; sleep 0.5; setAccTime 0.1; _unit allowDamage false; _unit switchMove "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh"; _unit setPosATL _jumpEndPoint; }; sleep 3; _unit allowDamage true; setAccTime 1; player switchCamera "internal"; camDestroy _cam; Note that the camera and time slowing is just so I can observe what it looks like from the point of view of someone else. YES this mission is multi-player so I can't just ignore it and stick to first person. YES I have run the sequence with time ACC set to 1.0 and yes the teleport is still visible at this speed.
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