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PSC

Multiple questions...

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Ok, I took a look at Resistance and have to say, it's very nice. Great job you guys did over there...

The new island is very beautiful and creates a great atmoshpere. I nearly had the feeling of beeing in a real world.

And now that I buttered you up so nice, I've got a couple of questions for you to answer.

<span id='ME'><center>PSC    grins like a cheshire cat</center></span>

1. Question:

One of the first things I did with Resistance, was to take a look at the russian scud vehicle. I knew that the second steering axle did not work till version 1.46. But now it does. And since I am hot for this feature for my own BTR-80 I took a look at this first:

second_steering_axle.jpg

Now I would like to know how the selection names are called for this second steering axle. Is it like levy predni 2?

2. Question:

I've included a cfgModels section into the config.cpp fot my BTR, to get all the special selection to work. In the game I checked everything, and realized some bug with the clan selection. It does not show transparency anymore.

This is how it looks in a multiplayer map:

logo_wrong.jpg

But it should look like this (I deleted the clan selection and applied a texture of the logo with transparency to the empty plane):

logo_correct.jpg

The face/point properties of the clan plane are set to default values. Do I have to change anything to make it work correctly?

3. Question:

And last but not least, I've got a question about the optics. I've set up a View-Cargo-Geometry LOD with gaps at the places where the optics are placed. It looks like this:

view_cargo_geometry.jpg

Onto the optics models I've applied a texture with transparency. It looks like this:

optics.jpg

But as you can see, I still cannot see through the borders of the vehicle. What is wrong with this?

I would apreshiate any answer that helps me to solve this problem.

Thanks in advance, PSC

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For the wheels - look at the picture beneath...if anything unclear, just ask me by IM!

SelNames.gif

For the other issues - I'll look deeper into them...

FlipeR

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PSC question to you

how do you make that special area's on something for XML how to do on model and config.cpp?

thnx

Vixer

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To make the logo show up at a special place, you simply have to create a square plane in Oxygene and assign it to a selection called clan.

Thats all you have to do in Oxygene (at least as I know).

After that you simply have to include that CfgModels part into your config.cpp. In example, for the BTR it looks like this:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgModels

{

class default {};

class Vehicle: default {};

class Car: Vehicle {};

class BTR80: Car {};

};

<span id='postcolor'>

With this, OFP automatically identifyes selections like clan for the squad logo, L/P svetlo for lights, brzdove/zadni svetlo for back-/brake lights, and so on...

If you take a look at the file CfgModels.hpp, and take the translated chech file made by aLoneWolf as a referrence, you will see what selection-names are possible.

PSC

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another question to PSC

did you get all your textures from photos?

or did you drawn some?

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I used some photos of real BTR-80 as a referrence of course, but the textures are all handmade. I mainly used Photoshop and Freehand.

But especially on the inside you can (unfortunately) see that they are drawn, and not made of modified photos.

PSC

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Ok, I've found out how the clan selection works after all. Thought it could interest you to know how to set it up. To find it out I've took a look at the minibird made by Cpt. Moore (Adammo).

*edit*

The solution is easy. Simply apply a 100% transparent texture onto the clan selection faces. In game it will be invisible then: But if someone has a custom logo, it will be applied on top of the transparent texture, and shows up.

Till later, PSC

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