Foxtrop

Member
  • Content count

    48
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

4 Followers

About Foxtrop

  • Rank
    Lance Corporal
  1. usually double barrel guns arent possible(in A2), there is an script that someone made for fix the shilka, basically moves the fired bullet to the position of the other canon, for the muzzleflash you could use some particle, yet maybe you should wait to see if its some new way to do it in ARMA3 I saw picture of bohemia AA tank with twin cannons maybe they use a new solution or is the same as ARMA2
  2. Little updates I'm working in the Mirage IIIEA From this same base model later we will develop the Mirage Nesher (Dagger) Also working in the argentine aircraft carrier ARA 25 de Mayo, a colosus class carrier, it isnt really priority but it would be funny in multiplayer and useful for training missions We have finished the external body of the aermachi M339 trainer, as soon we finish with the cabin model it would be fast to introduce it in the game And finally we are trying to learn all the needed to introduce aircraft into ARMA3, we already made some test with weapons, helmets and vest without problem, yet we are wanting to model a basic Argentine Marine uniform and put it both in ARMA2 and ARMA3.... yet the ARMA3 beta comes this 25, so I will focus in A3 requeriments and later portit to A2, with the aircraft is quite diferent cause we think it would be easy make it for A2 and port it to A3
  3. you should try export as .OBJ
  4. The a4 already uses the hiddenSelection method via script _plane setobjecttexture [0,"P82_skyhawk\data\skyhawkb_clear.paa"] ; the section 0 is the body, the only problem that you could have is with the fuel tanks cause those are "BOMBS" like, and about vietnam could be a surprise soon
  5. something go wrong in the exportation if things goes right it should be fulled of matrix numbers data, and texture paths.... IN MY METHOD I COMMIT AND ERROR YOU DONT NEED TO PUT SAVE, YOU SELECT THE OBJECT;P3dEXPORT;SAVEAS,"+"BUTTON; and EXPORT other think to mention that could or could not make any diference I edited the script cause the path of the O2Patch wasnt right(BEFORE KNOWING HOW TO EXPORT) so i change this line Local O2Path = "C:\\bis\\Oxygen\\O2Script.exe " with the correct path of the Oxygen tool, im not sure if that mades any diference but if nothing works could be that
  6. In your config.cpp class cfgVehicles { class box_east_ammo_f; //ORIGINAL AMMO BOX class MyWeaponBox_FMK3 : box_east_ammo_f { scope = 2;//show it on editor accuracy = 1000; displayName = "My ammo Box";//AMMO BOX NAME IN EDITOR AND GAME model = "\A3\weapons_f\ammoboxes\ammobox_f"; class TransportMagazines//MAGAZINES IN AMMO BOX { class MY9mm_Mags//another classname { magazine = "30Rnd_9x21_Mag"; count = 200; }; }; class TransportWeapons//THIS IS WERE YOU PUT WEAPONS (AND EQUIPMENT I THINK) { class Test_fmk3 //class nane { weapon = "ft_fmk3";//weapon class name count = 12;// amout of weapons in box }; }; }; };
  7. I had the same problem with a vest, the solution is to copy your helmet over the example model, for some reason the example model has a diferent center of the model, I couldnt replicate it in my model so I just copy mine over the example and the remove all the related to the expample polygons model
  8. I find the solution to your problem and mine! In the exporter you put "save as" you add a name and touche the "+" button and then save, then export, it produces a non format file but you can import it to O2 as txt file! So basicaly import the nonformat file to O2 as Universal bistudio TXT
  9. Update: Skyhawks, Pucara, Pilots Skyhawks and Pucara Camo used during the conflict thanks to Adrian Benetti from Tercer Escuadrilla, he also modeled the bombs and misiles! The pilots model are not finished but we will keep updating it DOWNLOAD http://www.mediafire.com/download/ag4c02u22pawksn/%40P82.rar
  10. Looks like a BAE HAWK left landing gear, im sure is a the landing gear of advanced trainer
  11. I think that with vehicles there isnt too much diference you can make it for arma2 and later add the specifics modifications to make it work in arma3, of course the quality standar seems high for arma3 and the lighting of A3 looks better over highpoly models
  12. Release of skyhawk A4B and A4C camo from grupo 4 de caza(fighting bombing group 4) for the skyhawk A4C and camo from grupo 5 de caza(fighting bombing group 5) for the skyhawk A4B Variants A4B with 3xMK82 bombs A4B with 1xMK17 1000LB bomb A4C with 3xMK82 bombs Picture https://unzcng.bay.livefilestore.com/y1peY7EgwvaYpM_CaVc7AcoXnZ5avbKWHLh6ptxOmeu3-8iU3uhDZsYrMRjtuiUYoCuuzSuxRMWJC4xnlk4YSlPYQNOp2Apb2nP/skyhawkingame.jpg?psid=1 (238 kB) Download http://www.mediafire.com/?dr3osqm1w4n82r0
  13. thats an amazing work! the details in the desembarco ship is insane! Epico señores, modelado perfecto, uvmap perfecto, texturas perfectas, tiene todo para ser una DLC!
  14. Great i love how to the vehicle work and the MLOD will help the community a lot!