Griffith Posted July 24, 2014 Report Share Posted July 24, 2014 Can we get a new block garage door that can accommodate some of the larger vehicles (wider and taller) that all the new tweaks and mods are giving us access too? Link to comment Share on other sites More sharing options...
FJack Posted July 24, 2014 Report Share Posted July 24, 2014 I suggest large swinging lockable barn doors that we can build walls around. Then maybe just a lockable large hangar door that we can also build around. Eh? hogscraper 1 Link to comment Share on other sites More sharing options...
carl101 Posted July 24, 2014 Report Share Posted July 24, 2014 A mod to rotate the garage door so it can be simply turned upside down would be greats to accommodate mtvrs and could be used as draw bridges on those silly water bases Zarbon and J3T 2 Link to comment Share on other sites More sharing options...
J3T Posted July 24, 2014 Report Share Posted July 24, 2014 A mod to rotate the garage door so it can be simply turned upside down would be greats to accommodate mtvrs and could be used as draw bridges on those silly water bases THIS WOULD BE THE SHIT. damn i want it right now Link to comment Share on other sites More sharing options...
Incar Posted July 24, 2014 Report Share Posted July 24, 2014 If anyone can find me some sort of tutorial to convert obj, fbx or some other known 3ds extension to p3d, as well as jpg, png or dds to paa (thinking those are the texture files), I'd be more then glad to make up a ton of ideas to present to the epoch team. Unfortunately that's the best I can offer though, don't really desire trying to figure out how to get oxygen to work, I'd rather stick with familiar software. I've done searches to try and find info to help me with this but I've had no luck, just keep ending up finding 3ds max tutorials which I don't need, or info on how to setup graphics settings for performance on arma 2. I'll do more searches at some point, my eyes just can't take the constant sifting through posts on forums and stuff, gives me headaches. Link to comment Share on other sites More sharing options...
Uro Posted July 24, 2014 Report Share Posted July 24, 2014 Get the BIS Tools from here: https://community.bistudio.com/wiki/BI_Tools_2.5 They include TexView 2 which allows viewing of and conversion to .paa files. Are you familiar with blender? Arma Toolbox for Blender: http://www.armaholic.com/page.php?id=20519 Arma2 Modding Toolbox for 3DSMax v1.1 http://forums.bistudio.com/showthread.php?82188-ArmA2-Modding-Toolbox-for-3ds-max-V1-1 Some of these will get you started. :) Incar 1 Link to comment Share on other sites More sharing options...
Incar Posted July 24, 2014 Report Share Posted July 24, 2014 Get the BIS Tools from here: https://community.bistudio.com/wiki/BI_Tools_2.5 They include TexView 2 which allows viewing of and conversion to .paa files. Are you familiar with blender? Arma Toolbox for Blender: http://www.armaholic.com/page.php?id=20519 Arma2 Modding Toolbox for 3DSMax v1.1 http://forums.bistudio.com/showthread.php?82188-ArmA2-Modding-Toolbox-for-3ds-max-V1-1 Some of these will get you started. :) Thanks, already had BIS Tools, didn't realize it had the TexView2, simple enough to work with and can import lots of file types which is handy. Will check out the 3ds max plugin over the next few days (moving in a few days so gonna be busy packing). If all goes well, I'll make a thread with some ideas and examples of work, and to collect ideas from everyone else. Link to comment Share on other sites More sharing options...
Uro Posted July 25, 2014 Report Share Posted July 25, 2014 Cool man, be interesting to see what you come up with :) Link to comment Share on other sites More sharing options...
Griffith Posted July 25, 2014 Author Report Share Posted July 25, 2014 Wouldn't rotating them be defeated by a ceiling\roof for the level ? Link to comment Share on other sites More sharing options...
J3T Posted July 25, 2014 Report Share Posted July 25, 2014 Wouldn't rotating them be defeated by a ceiling\roof for the level ? But you can just set it higher. the celing i mean and it would fit. if you do it right now you can crawl under it. the other way around it woudlnt be possible. Link to comment Share on other sites More sharing options...
carl101 Posted July 25, 2014 Report Share Posted July 25, 2014 could could place 2, one upside down on the bottom sank into the ground and then one the normal way on top of that, one huge door or as j3t suggested leave a gap above the door Link to comment Share on other sites More sharing options...
OSUapoc Posted July 29, 2014 Report Share Posted July 29, 2014 A roll-up door might not be a bad addition either. Any chance of some sort of taller door making it into the 1.0.6 release that is upcoming in the, hopefully, near future? Alas, I know nothing of 3d modeling, so I am unaware of the time requirements for this implementation. I would think the ability to flip a door upside down might be a reachable near term goal, though. Link to comment Share on other sites More sharing options...
Cinjun Posted July 29, 2014 Report Share Posted July 29, 2014 A roll-up door might not be a bad addition either. Isn't there a roll up door on the Napf map? I could have sworn I saw one at the Lenzburg trader. Link to comment Share on other sites More sharing options...
Anarior Posted July 29, 2014 Report Share Posted July 29, 2014 Isn't there a roll up door on the Napf map? I could have sworn I saw one at the Lenzburg trader. It is part of the warehouse building the trader is in. Link to comment Share on other sites More sharing options...
OSUapoc Posted July 29, 2014 Report Share Posted July 29, 2014 I couldn't say, I've only played on the Chernarus map. If it's tall enough for a MTVR to fit through, that'd be sweet. Just need the crafting actions to build and make it lockable. Link to comment Share on other sites More sharing options...
hogscraper Posted July 31, 2014 Report Share Posted July 31, 2014 Don't know if this would work as I'm not sure how you would save the values but I used to use this to spawn vehicles on their top/side/at angles for scripted wrecks in A2. Would be amazing if I could use an MTVR and not have to have an airlock that people can crawl through. https://community.bistudio.com/wiki/BIS_fnc_setPitchBank BIS_fnc_setPitchBank = compile preprocessFileLineNumbers "ca\modules\functions\objects\fn_setPitchBank.sqf"; [_object,_pitch,_bank] BIS_fnc_setPitchBank; itsatrap 1 Link to comment Share on other sites More sharing options...
striker Posted August 3, 2014 Report Share Posted August 3, 2014 Hey guys, Actually created a working vector script on my server. Here's a link. Believe it or not, I came across this post after I made the vector script. Still a work in progress so i'm not releasing anything yet. Link to comment Share on other sites More sharing options...
hogscraper Posted August 3, 2014 Report Share Posted August 3, 2014 From what I've seen, at any given time, there are half a dozen people working on exactly or very similar ideas in this community. I've done write ups, went to post them and saw another guy just did the exact same thing before me. Pretty cool as well to go through various scripts like that and see how different people coded things a little different to get the same effect. Link to comment Share on other sites More sharing options...
striker Posted August 3, 2014 Report Share Posted August 3, 2014 That is very true! I was scanning through the forums and came across this and said to myself, "How fitting"; Link to comment Share on other sites More sharing options...
Jossy Posted August 4, 2014 Report Share Posted August 4, 2014 I did this on the server I work on, it involves a full database conversion of the ObjectUID field so you don't get conflicting records when placing the 2 doors on top of the same worldspace/direction, otherwise upgrading one will delete the other, I'd be happy to throw away some code and instructions to those that want to attempt it, keeping in mind the rotation code is also WIP amongst other projects Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted August 5, 2014 Report Share Posted August 5, 2014 Hello All, I do not mean to hijack the thread but Jossy where did you get your Hunger/Thirst/Blood/Temp/Combat Icons that appear in your screenshots from? Link to comment Share on other sites More sharing options...
Jossy Posted August 5, 2014 Report Share Posted August 5, 2014 Hello All, I do not mean to hijack the thread but Jossy where did you get your Hunger/Thirst/Blood/Temp/Combat Icons that appear in your screenshots from? No worries, they are included in the latest Epoch update that's not released yet, turned off by default Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now