Work in Progress thread, For showing things you're working on |
Work in Progress thread, For showing things you're working on |
Jul 28 2008, 14:38
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#81
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ArmA.info Sarcasm Society's Mr. Argentina 2012 Group: Newshound Posts: 498 Joined: 20-October 07 From: Argentina Member No.: 1,502 |
The problem is that there is no animation for having (and shooting) the weapon from the hip, like our lovely T-800 did (or are going to ) in T1&T2
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Jul 28 2008, 15:44
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#82
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Junior Member Group: Members Posts: 29 Joined: 21-July 08 From: Germany Member No.: 3,693 |
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Jul 29 2008, 00:20
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#83
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Junior Member Group: Members Posts: 29 Joined: 21-July 08 From: Germany Member No.: 3,693 |
Ok.
there are some problems with bulldozer. Get problems with the map. Oxygen cant calculate a complete mapping when I use "check faces" it only calculate the faces of the body not the head. When i select all parts he shows me points and faces of the complete model. I use the us_soldier.rvmat with my own textures and made all changes and updates. Oxygen dont find failures so far. When I start Bulldozer it is calculating without errors and you can see how it puts the complete model in the scene but shortly after that it shows failure text: "Cannot create system memory surface DXT1,378x256 (size 65536 Error Code 8876086c" Maybe it is only the texture file (wrong resolution/size)...will check that. But cause of the facing/mapping problems I decide to make two further T800. One with Tobors model as base and one with Mareks. At the end we will see which one makes less problems. Greets Marc |
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Jul 29 2008, 01:04
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#84
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Wrong thread, use [this one] instead please.
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Aug 17 2008, 13:25
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#85
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Junior Member Group: Members Posts: 10 Joined: 17-August 08 From: Australia, Adelaide Member No.: 3,939 |
Hi, All
Ive came up with a really good idea of a 4WD in Arma. |
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Aug 19 2008, 08:22
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#86
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
Looks good
Nice little and fast recon vehicle I noticed another willys jeep model in the BI-forum, but unfortunately it is out of order at the moment BR, mike |
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Aug 19 2008, 23:33
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#87
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ArmA.info Sarcasm Society's Slightly Mad Scotsman Group: Former .info Serviceman Posts: 718 Joined: 28-September 07 From: Glasgow, UK Member No.: 1,331 |
Anyone know where I could get a hold of some reference images of the TOZ 194 Shotgun, got one or two which are doing ok, but the more the better so i can see if there are any custom builds of it.
-------------------- Never before in the history of man, was so much buggered up by so few.
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Aug 19 2008, 23:53
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#88
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Anyone know where I could get a hold of some reference images of the TOZ 194 Shotgun, got one or two which are doing ok, but the more the better so i can see if there are any custom builds of it. When even the manufacturer's site has squat... All I could find that Google didn't list already is the weapon's [manual], however manuals are notorious for having very few (good) pictures... I didn't find any after-market parts for it, I doubt any military is using it, so the interest for it is minimal. -------------------- |
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Aug 20 2008, 00:32
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#89
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ArmA.info Sarcasm Society's Slightly Mad Scotsman Group: Former .info Serviceman Posts: 718 Joined: 28-September 07 From: Glasgow, UK Member No.: 1,331 |
thanks, typical of me to like things that sod all anyone else is interested in, will get some pics of the barrel end of the model once its semi ready
-------------------- Never before in the history of man, was so much buggered up by so few.
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Aug 20 2008, 22:02
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#90
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Junior Member Group: Members Posts: 15 Joined: 22-February 07 From: The Extortionate UK Member No.: 614 |
VC-10 progress slow very very slow but still progress.
This post has been edited by MrRee: Aug 21 2008, 17:49 |
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Aug 20 2008, 22:51
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#91
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ArmA.info Sarcasm Society's Slightly Mad Scotsman Group: Former .info Serviceman Posts: 718 Joined: 28-September 07 From: Glasgow, UK Member No.: 1,331 |
Amazing makes me ashamed to post this
Barrels and Foregrip of my WIP TOZ 194 12 Gauge shotty. Starting work on the but end of it the noo -------------------- Never before in the history of man, was so much buggered up by so few.
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Sep 2 2008, 00:01
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#92
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The Il2 Fan Group: Members Posts: 733 Joined: 7-November 06 From: England Member No.: 25 |
ohhhh MrRee your doing it again
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Sep 3 2008, 11:49
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#93
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Member Group: Members Posts: 41 Joined: 9-April 07 Member No.: 739 |
A Little Personal Conversion of [TES] PzGrenHG's UH1-Y
I've got some problems with Rotor's and Glass. If anyone is willing to help, that would be most appreciated! It flies, and weapons fire (i.e shoots FFAR's from FFAR pod etc). Decided to port it as I got ArmA2 fever I just need help with a bit of configging to fix those bloody rotors and glass... I can do the textures etc later. Also, the displayname "USMC Air"; isn't showing up either.. Plus one variant isn't displaying either... Here's my basic config - Any little changes that may fix things will be ultra helpful! (I've added in the transparent glass from JdB's post a few posts down into the folder, so if it can be an easy config fix like glass; \hueys\glass.paa or something, then please do so) CODE // USMC UH-1Y
// Version 0.01[ALPHA] // Author: Antipop converted from OFP. Original by: Panzergrandier // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 class CfgPatches { class uh1y_FFAR_M134 { units[] = {uh1y_FFAR_M134}; weapons[] = {"M197","FFARLauncher"}; requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"}; requiredVersion = 1.14; }; class uh1y { units[] = {uh1y}; weapons[] = {}; requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"}; requiredVersion = 1.14; }; }; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgModels { class Default {}; class Helicopter {}; class uh1y_FFAR_M134: Helicopter{}; class uh1y: Helicopter{}; }; class CfgSounds { class UH1yPowerup { sound[]={"\Hueys\sounds\powerup.ogg",db-30,1}; name="UH1ypowerup"; titles[]={}; }; class UH1YFlares { sound[]={"\Hueys\sounds\flare.wav",db+40,1}; name="UH1YFlares"; titles[]={}; }; class UH1YIncoming { sound[]={"\Hueys\sounds\incoming.wav",db+40,1}; name="UH1YIncoming"; titles[]={}; }; }; class CfgWeapons { class Default{} class MGun: Default{}; class MachineGun7_6: MGun{}; class UH1Y_m134: MachineGun7_6 { ammo="Bullet7_6W"; count=4000; sound[]={"\Hueys\sounds\minigun.wav",db+95,0.95}; flash=gunfire; flashSize=1.1; dispersion=0.010; aiDispersionCoefX=3; ffMagnitude=0.5; ffFrequency=11; ffCount=6; recoil=mgunBurst3; aiRateOfFire=0.015; aiRateOfFireDistance=1500; autoFire = true; optics = true; muzzlePos="usti hlavne"; muzzleEnd="konec hlavne"; displayName="M134"; displayNameMagazine="M134 Magazine"; shortNameMagazine="M134"; drySound[]={"weapons\m16dry",0.000316,1}; initSpeed=600; reloadTime=0.03; magazineReloadTime=0.0500000; autoReload=1; soundContinuous=true; maxLeadSpeed=865; burst=5; }; class LAWLauncher: Default {}; class CarlGustavLauncher: LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class ZuniLauncher38: AT3Launcher {}; class UH1Y_FFAR: ZuniLauncher38 { scopeWeapon = public; scopeMagazine = public; ammo=Zuni; sound[]={"\Hueys\sounds\ffar.ogg",db+95,0.80}; displayName="FFAR"; displayNameMagazine="FFAR"; shortNameMagazine="FFAR"; count=14; reloadTime=0.25; aiRateOfFire=4; aiRateOfFireDistance=1500; initSpeed=44; autoFire = true; }; class no_weap: Default {}; }; class CfgNonAIVehicles { class ProxyWeapon {}; class Proxysfsebmg50: ProxyWeapon {}; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Air: AllVehicles{}; class Helicopter: Air{}; class uh1y_FFAR_M134: Helicopter { scope=public; icon="\Hueys\sebUH1.paa"; vehicleClass = "USMC Air"; displayName="UH-1Y Iroquoi (FFAR+M134)"; nameSound="chopper"; accuracy=5.0; model="\Hueys\UH1Y_FFAR_M134"; driverAction="UH60_Pilot"; commanderAction="UH60_Pilot"; driverIsCommander=1; gunnerAction="UH60_Pilot"; gunnerOpticsModel="\ca\air\optika_AH1Z"; gunnerUsesPilotView=1; enableSweep=false; castDriverShadow=1; castGunnerShadow=1; castCargoShadow=1; transportMaxMagazines = 300; transportMaxWeapons = 50; class TurretBase {}; class Turret: TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={}; minElev=-50; maxElev=+20; minTurn=+20; maxTurn=+170; body="OtocVez"; gun="OtocHlaven"; }; class TransportMagazines {}; class TransportWeapons {}; class ReloadAnimations { class mg_m134 { weapon="UH1Y_m134"; angle0=0 angle1="-1 * 3.141592654"; multiplier=17000; type="rotation"; animPeriod=0.3; selection="barrels"; begin="usti hlavne"; end="konec hlavne"; }; }; class UserActions { class Rappel { displayName="Call Rappel"; position="pos_rope"; radius=15; condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\RappelPos.sqs}"; }; class Land { displayName="Land"; position="pos_rope"; radius=100000; condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\land.sqs}"; }; class Cancel { displayName="Cancel current maneuver"; position="pos_rope"; radius=100000; condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5"; statement="[this] exec {\Hueys\scripts\breakoff.sqs}"; }; class FastIns { displayName="Call insertion"; position="pos_rope"; radius=15; condition="isengineon this && player in this && driver this != player && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastins.sqs}"; }; class Pickupday { displayName="Call day Extraction"; position="pos_rope"; radius=100000; condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastext.sqs}"; }; class Pickupnight { displayName="Call night Extraction"; position="pos_rope"; radius=100000; condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastnightext.sqs}"; }; }; class Animations { class ExtractionStatus { type = rotation; animPeriod = 0.001; selection = extraction; axis = osaextraction; angle0 = 0; angle1 = 1; }; }; class ViewOpticsBase {}; class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewGunner { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewPilot { initAngleX=5; minAngleX=-20; maxAngleX=35; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewCargo { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; hasGunner=1; weapons[]={"M197","FFARLauncher"}; magazines[]={"750Rnd_M197_AH1","38Rnd_FFAR"}; crew="SoldierWPilot"; picture="\Hueys\UH-1Y"; maxSpeed=280; side=1; armor=70; armorStructural=3.0; // structural dammage armorHull=1; armorEngine=0.6; armorAvionics=0.7; armorVRotor=0.5; armorHRotor=0.7; armorMissiles=1.6; armorGlass=1.5; soundDammage[]={Objects\alarm_loop1,db+5,1}; cost=10000000; soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1}; transportSoldier=12; type=2; threat[]={1,0.050000,0.050000}; secondaryExplosion=-0.025; typicalCargo[]={"SoldierWPilot","SoldierWPilot"}; selectionHRotorStill = "velka vrtule staticka"; selectionHRotorMove = "velka vrtule blur"; selectionVRotorStill = "mala vrtule staticka"; selectionVRotorMove = "mala vrtule blur"; selectionFireAnim = "zasleh"; mainRotorSpeed = 1.5; backRotorSpeed = 1.5; /* rotorBig="\Hueys\UH1-Y"; rotorBigBlend="\Hueys\rotor"; rotorSmall="\Hueys\UH1-Y"; rotorSmallBlend="\Hueys\tailrotor"; dammagehalf[]= { "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa" }; dammagefull[]= { "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa" }; class EventHandlers { }; class uh1Y: Helicopter { scope=public; icon="\Hueys\sebUH1.paa"; vehicleClass = "USMC Air"; displayName="UH-1Y Iroquoi"; nameSound="chopper"; accuracy=5.0; model="\Hueys\UH1Y.p3d"; driverAction="UH60_Pilot"; commanderAction="UH60_Pilot"; driverIsCommander=1; gunnerAction="UH60_Pilot"; gunnerOpticsModel="\ca\air\optika_AH1Z"; gunnerUsesPilotView=1; enableSweep=false; castDriverShadow=1; castGunnerShadow=1; castCargoShadow=1; transportMaxMagazines = 300; transportMaxWeapons = 50; class TurretBase {}; class Turret: TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={}; minElev=-50; maxElev=+20; minTurn=+20; maxTurn=+170; body="OtocVez"; gun="OtocHlaven"; }; class TransportMagazines {}; class TransportWeapons {}; class UserActions { class Rappel { displayName="Call Rappel"; position="pos_rope"; radius=15; condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\RappelPos.sqs}"; }; class Land { displayName="Land"; position="pos_rope"; radius=100000; condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\land.sqs}"; }; class Cancel { displayName="Cancel current maneuver"; position="pos_rope"; radius=100000; condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5"; statement="[this] exec {\Hueys\scripts\breakoff.sqs}"; }; class FastIns { displayName="Call insertion"; position="pos_rope"; radius=15; condition="isengineon this && player in this && driver this != player && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastins.sqs}"; }; class Pickupday { displayName="Call day Extraction"; position="pos_rope"; radius=100000; condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastext.sqs}"; }; class Pickupnight { displayName="Call night Extraction"; position="pos_rope"; radius=100000; condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5"; statement="[this] exec {\Hueys\scripts\fastnightext.sqs}"; }; }; class Animations { class ExtractionStatus { type = rotation; animPeriod = 0.001; selection = extraction; axis = osaextraction; angle0 = 0; angle1 = 1; }; }; class ViewOpticsBase {}; class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewGunner { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewPilot { initAngleX=5; minAngleX=-20; maxAngleX=35; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewCargo { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; hasGunner=1; weapons[]={no_weap}; magazines[]={}; crew="SoldierWPilot"; picture="\Hueys\UH-1Y"; maxSpeed=280; side=1; armor=70; armorStructural=3.0; // structural dammage armorHull=1; armorEngine=0.6; armorAvionics=0.7; armorVRotor=0.5; armorHRotor=0.7; armorMissiles=1.6; armorGlass=1.5; soundDammage[]={Objects\alarm_loop1,db+5,1}; cost=10000000; soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1}; transportSoldier=12; type=2; threat[]={1,0.050000,0.050000}; secondaryExplosion=-0.025; typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"}; selectionHRotorStill = "velka vrtule staticka"; selectionHRotorMove = "velka vrtule blur"; selectionVRotorStill = "mala vrtule staticka"; selectionVRotorMove = "mala vrtule blur"; selectionFireAnim = "zasleh"; mainRotorSpeed = 1.5; backRotorSpeed = 1.5; /* rotorBig="\Hueys\UH1-Y"; rotorBigBlend="\Hueys\rotor"; rotorSmall="\Hueys\UH1-Y"; rotorSmallBlend="\Hueys\tailrotor"; dammagehalf[]= { "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa" }; dammagefull[]= { "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa" }; class EventHandlers { ; }; }; }; This post has been edited by Nebula: Sep 3 2008, 12:37
Reason for edit: Image over 150kb
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Sep 3 2008, 11:56
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#94
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Nebula, pictures of up to and including 150.00kb are allowed, 153kb ones are not
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Sep 3 2008, 12:11
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#95
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Member Group: Members Posts: 41 Joined: 9-April 07 Member No.: 739 |
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Sep 3 2008, 12:19
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#96
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Any comments in regard to the model? You know any config language Well it's hard to say at this point. From a first glance, the model looks detailed enough for use in ArmA. The textures don't look half bad, although they still need some work. As for the glass, I think [this tutorial by oBmaR] will help you. I don't know much about configs, I can barely get my stuff ingame as it is -------------------- |
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Sep 3 2008, 12:23
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#97
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Member Group: Members Posts: 41 Joined: 9-April 07 Member No.: 739 |
Well it's hard to say at this point. From a first glance, the model looks detailed enough for use in ArmA. The textures don't look half bad, although they still need some work. As for the glass, I think [this tutorial by oBmaR] will help you. I don't know much about configs, I can barely get my stuff ingame as it is Sweet Jesus! That will work perfectly! Thankyou very much! EDIT: Shouldn't it just be an easy fix in config files?? CONFIG POSTED IN ORIGINAL POST... This post has been edited by Nebula: Sep 3 2008, 12:31 |
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Sep 7 2008, 20:27
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#98
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
My Masada lives again although still heavily WIP >_>
Still quite a lot of work to do with it... -------------------- -------------------- Heed my words or risk being beaten with a stick then fed to my associate D@V£ The Rules - Most places have rules, these are ours Read them! Moderation Feedback Thread - Let everyone know how much you don't like D@V£ -------------------- |
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Nov 6 2008, 22:51
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#99
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ArmA.info Sarcasm Society's Slightly Mad Scotsman Group: Former .info Serviceman Posts: 718 Joined: 28-September 07 From: Glasgow, UK Member No.: 1,331 |
Some WIP shots of the TOZ-194 I'm working on, things to still be done:
Shell holder and rear sights, the pistol grip needs some work and I'm looking for some one to texture it as I am god awful in PS/GIMP I may do a folding stock version depends how this works out...or alternatively I could do a regular shot gun people have heard of -------------------- Never before in the history of man, was so much buggered up by so few.
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Nov 7 2008, 00:06
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#100
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Shell holder and rear sights, the pistol grip needs some work and I'm looking for some one to texture it as I am god awful in PS/GIMP Rather important hint: learn how to map and texture your own models, because the chances of someone doing it for you are very slim indeed, as I have found out all too often "Cannot do" does not exist, "cannot be bothered to do/learn" does If you don't succeed, you either haven't got enough experience, or you're not trying hard enough. -------------------- |
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