PiNs_Da_Smoka 0 Posted December 27, 2002 Well Dschulle, i would just like to thank you very much for the tool, as said before, many of us are not graced with the presence of Maya on there computer (although i still prefer Lightwave ) Personally, i find the tool fine. I really see no big atomic bugs in here. Hell i don't see any small ones, it works great for me. I, and the community, thanks you for your persistence in getting this tool out, it really is a giant step. @teacups Yes, I have Deep Exploration, but it cannot convert my .lwo/.lws files into .ma, simply because i don't have Maya on my computer. Its not even able to open and/or view the files, which i find a little odd. So, the only way i can see that i would be able to convert is with some sort of LW plugin or Lscript (the Lightwave equivelent of Maya .mel scripts) But, for months, i have yet to find one anywhere. I would love to be able to use bones and IK setups. Hell, if only they made a .ma exporter on messiah:animate, then i would still be very happy. O well, back to the drawing board. Share this post Link to post Share on other sites
Acecube 0 Posted December 27, 2002 Maybe now someone can finally change the rifle position on aiming soldiers!? Anyone understand why BIS has let the soldiers put the buttstock off the rifle on the biceps? (gee that hurts especially with a .308) Share this post Link to post Share on other sites
TYsiEK 0 Posted December 28, 2002 Can someone make a VIDEO tutorial for green newbie's ? . Like some guy who's maked tutorial about making roadway in O2. Share this post Link to post Share on other sites
SFG 1 Posted December 28, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Dec. 28 2002,10:03)</td></tr><tr><td id="QUOTE">Can someone make a VIDEO tutorial for green newbie's ? . Like some guy who's maked tutorial about making roadway in O2.<span id='postcolor'> Thats me Pins is explaining it to me over icq so hopefully soon. Share this post Link to post Share on other sites
The Sharpshooter 0 Posted December 28, 2002 Damn, when I try to start it it gives me this error message: "Error reading Top View->CentX:Ausgewahlter Druker ist ungultig" I´m using Windows 98SE Share this post Link to post Share on other sites
Dschulle 0 Posted December 28, 2002 this strange Error occurs, when a printer in the system settings is not properly configured. allready working on this problem.... Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 29, 2002 I am willing to offer my services as an animator. Share this post Link to post Share on other sites
PiNs_Da_Smoka 0 Posted December 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (peanuckle_00 @ Dec. 29 2002,18:00)</td></tr><tr><td id="QUOTE">I am willing to offer my services as an animator.<span id='postcolor'> Erm....services to who? If you want to animate, then animate. Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 29, 2002 I'm animating a mech. Expect to see it as soon as tomorrow or the day after. Share this post Link to post Share on other sites
TYsiEK 0 Posted December 29, 2002 So can someone write us a line from .cpp to config some new animation ?. I don't mean proxy position in .rtm files. I mean some new animation with new action. Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 29, 2002 I'm working on it right now. Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 29, 2002 Which mech are you animating again? Share this post Link to post Share on other sites
1B1KSniper 0 Posted December 29, 2002 A Daishi. After that a Bushwhacker, Vulture and another one I can't remember right now. Share this post Link to post Share on other sites
TYsiEK 0 Posted December 29, 2002 And can somebody tell me how i can test my new animation in OFP !!! What must i write in .cpp to see my animation after press some new action ? Share this post Link to post Share on other sites
peanuckle_00 0 Posted December 30, 2002 Head on over to operation flashpoint editing center for a complete look at some config tutorials. Share this post Link to post Share on other sites
philcommando 0 Posted December 30, 2002 Uhmmm ........tysiek, lets put on our thinking caps and do some back-engineering...hehe... OFP engine rules- 1. animation of an object is a saved file. 2. the object will not animate until a command is play. 3. the command is linked to an action revolving around the main selected vertices/part. 4. Most of OFP's animation commands are hardwired to selected vertices of objects( classes) OFP clues:- 1. Take a look at the animated gate. the command to make the gate animate is :- gatename animate [ arm, 1] in trigger :, therefore 'animate' is an additional animation command recognised by ofp engine. 2. if animate is a command, arm is the main selected vertices named whereby an animation is created revolving it and saved. 3. Where there is no command, the arm remains a static object. But when 'animate' is invoked, it raises it arms - a single animation. Therefore would it be possible to use the trigger command animate provided i created the animation? Just an idea, nothing groundbreaking, lol! Share this post Link to post Share on other sites
TYsiEK 0 Posted December 30, 2002 Are this animated gate is include animations in .rtm ? Share this post Link to post Share on other sites
teacup 2 Posted December 30, 2002 No. The gate is not animated with a .rtm. I just posted a .rtm-related .cpp on the OFPEC forum. Under "Addon Editing: General", there's a thread dedicated to Dschulle's new tool. Hope it helps.. Share this post Link to post Share on other sites
TYsiEK 0 Posted December 30, 2002 Hmmm i didn't find config for that what i need. There's only configs for soldier moves, not actions. This animations is only activated by press "W" key etc. Share this post Link to post Share on other sites
TYsiEK 0 Posted December 30, 2002 Look: i have two actions scudLaunch="scudlunch.rtm"; scudStart="scudstart.rtm"; Where can i configure scudLaunch action (configure displayname of action and etc.) and add some script for it ? I think it should be possible. Share this post Link to post Share on other sites
teacup 2 Posted December 30, 2002 I don't think you can configure that anywhere. It looks pretty hard-coded to me.. Hope i'm wrong. I'm not sure you can animate anything you want. I mean any class of objects. Other than animating soldiers, .rtms are only used for very few things (e.g. scudlauncher, resource objects). As you can see, "scudLaunch" is a property of the "LandVehicle" class. And animation for resource objects is assigned through the "animation" attribute. I see no way of modifying anythin in this area. But then again.. i'm no config guru.. Share this post Link to post Share on other sites
TYsiEK 0 Posted January 1, 2003 Hey i have bad news. I think this animations is not working with air class . If yes, please can someone fix this cpp lines ? // 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 class CfgPatches { class T_Osprey { units[] = {T_Osprey}; weapons[] = {}; requiredVersion = 1.91; }; }; class CfgMovesMC { class Default {}; class States { class Ospreyr11: Default { file="\T_Osprey\ospreyr1.rtm"; speed=22; looped=0; }; class Ospreyr22: Default { file="\T_Osprey\ospreyr2.rtm"; speed=22; looped=0; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class T_Osprey: Helicopter { vehicleClass = "Air"; Side=1; crew="SoldierWPilot"; accuracy=0.30; DisplayName = "T_Osprey"; mainRotorSpeed=5.000000; backRotorSpeed=5.000000; typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"}; scope=2; driverAction="ManActUH60Pilot"; gunnerAction="ManActUH60Pilot"; gunnerUsesPilotView=1; soundEngine[]={"\T_Osprey\osprey.wss",0.316228,1}; Model="\T_Osprey\osprey.p3d"; transportSoldier = 25; maxSpeed=500; armor=110; weapons[]={}; magazines[]={}; nameSound="blackhawk"; fov=0.5; cost=10000000; type=VAir; threat[]={0.1, 0.8, 1.0}; animated=1; class Animations { class doors { type="rotation"; animPeriod=3; selection="doors"; axis="doorsoska"; angle0=0.100000; angle1=0.000000; }; class aramp { type="rotation"; animPeriod=3; selection="theramp"; axis="rampaxis"; angle0=0.000000; angle1=0.600000; }; }; class UserActions { class ChangeRotorEngine1 { displayName="ChangeRotor"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" >= 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class ChangeRotorEngine2 { displayName="ChangeRotorBack"; position="ChangeRotor"; radius=2.5; condition="this animationPhase ""T_Osprey"" < 0.5 and player distance this < 20"; statement="this animate [""Ospreyr22"", 1] ; this animate [""Ospreyr11"", 1]"; }; class Open { displayName="OpenDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" < 0.5"; statement="this animate [""doors"", 1]"; }; class Close { displayName="CloseDoors"; position="doors"; radius=2.5; condition="this animationPhase ""doors"" >= 0.5"; statement="this animate [""doors"", 0]"; }; class Openramp { displayName="OpenRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" < 0.5"; statement="this animate [""aramp"", 1]"; }; class Closeramp { displayName="CloseRamp"; position="doors"; radius=2.5; condition="this animationPhase ""aramp"" >= 0.5"; statement="this animate [""aramp"", 0]"; }; }; }; }; Share this post Link to post Share on other sites
Dschulle 0 Posted January 7, 2003 I don't think it'll work like this: this animate [""Ospreyr22"", 1] since the animate is imho only for animations, like rotation defined above. For *.rtm animations try playmove/ switchmove Another info: a new version of OFP-Anim will be released soon, see AEF-Campaign Webpage for more information. Share this post Link to post Share on other sites
drewb99 0 Posted January 7, 2003 CfgMoves doesn't work for aircraft. Share this post Link to post Share on other sites
Dschulle 0 Posted February 3, 2003 Finally the new version is ready for download. Check: http://www.flashpoint1985.com/cgi-bin....t=26750 Share this post Link to post Share on other sites