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MiG2003

Farmland objects pack!

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Quote[/b] ]nice looking work...

I have an island I've been working on as a side project for a while... (Imported DEM terrains look sooo pretty )

but I went to add some farms to my island today with these objects and they weren't showing up in WrpEdit..

They are binarzed as you said.. (I checked to be sure that wasn't the problem)

and I'm familiar with the process of getting custom objects placed on islands, having used AGS objects as well as some of my own custom objects on my first island project...

wondering if anyone else could think of why this would be occuring

BTW.... Judging from other's comments on some of the bugs....

I could probably help you to fix some of them as well if you run up against any problems trying to do it yourself..

I have a building pack of my own in progress and have had good luck with most of the stuff I've made so far

Never try this with wrpedit but i've placed some using WRP tool. Everything seems alright. Did you placed the fml_objects.pbo in the dta folder? I remember wrpedit requires that.

Most of the bugs i can correct easily. I was talking about the config bugs. If you have any config change suggestion you could place it here using code functions for us to see. If i use it i'll credit it wink_o.gif

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Quote[/b] ]I have an island I've been working on as a side project for a while... (Imported DEM terrains look sooo pretty )

but I went to add some farms to my island today with these objects and they weren't showing up in WrpEdit..

They are binarzed as you said.. (I checked to be sure that wasn't the problem)

and I'm familiar with the process of getting custom objects placed on islands, having used AGS objects as well as some of my own custom objects on my first island project...

wondering if anyone else could think of why this would be occuring

I remember finnaly what must be the problem cause i've used wrpedit some time ago when i made Como Island. The problem is the pbo. The pbo was compressed with Makepbo and optimized with Res features so you can't see anything using wrpedit. You have the same problem with the res O.pbo. You must decompress fml_objects with Unpbo and compress it again using stuffpbo witch gives a larger pbo file but solves your problem. Then you should place this new pbo in your Dta folder (don't forget that!). Open wrpedit and everything must work fine now smile_o.gif

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thanks for the info MiG2003.. I'll give that a try today  biggrin_o.gif

**Edit**

Works like a charm.. thanks again biggrin_o.gif

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well i think there is a bug with the grass whe i walk on it with a tank all square grass raises and the tank blow in the air rock.gif

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smile_o.gif PLZZZZ ! MAKE A ISLAND !! ( A HUGE FARM ISLAND !!) smile_o.gif maybe some Cows ?? rock.gif

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smile_o.gif PLZZZZ ! MAKE A ISLAND !! ( A HUGE FARM ISLAND !!)  smile_o.gif  maybe some Cows ?? rock.gif

Afaik reinhard will use this pack on his excellent Ardennes Island

Click Me smile_o.gif

Mfg MEDICUS

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well actually im making a new village for my island and the most of the pack objects looks cool but i cant use the grass with the bug beacouse if i do anybody will can make missions with tanks. nowadays look very very nice, i hope can post some new pics of the island with this stuff soon.

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About Fml_objects Bugs:

Most of the bugs are being fixed and the fml_objects pack final version will come up very soon biggrin_o.gif

Friday, i'll post here, a list of the repported Bugs.

Till then, i'll appreciate that if anyone found new bugs repport them in this thread.

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No new bugs? That's good news smile_o.gif

All bugs repported in this thread:

1- The doors are opened the wrong way, the door handles are near the axis;

2- It is possible to put weapons and stuff into working windmills;

3- Almost all the fields can be destroyed;They will rotate vertically becoming something like a very high wall;

3.a- when i walk on it with a tank all square grass raises and the tank blow in the air;

4- The windmill (big one) cannot be destroyed, instead it bounces around a bit after it has been hit;

5- The doors can be walked thru without even being opened...

I'm working in all those bugs and most of them are fixed now smile_o.gif I don't know how to fix bug nÅŸ4. The windmill bounces cause he acts like a tank, but it can be destroyed. About the bug nÅŸ5 i think i wont correct it cause placing real doors, in geo lod, puts AI in trouble - the paths way, i mean (Bis buildings have the same prob).

The updated Fml_objects is almost ready and must be released soon. For that irritating bug of the fields here is the solution , till the release of the new version

download

Don't use DAP, Getright or other download acelerator or link will return a error message wink_o.gif

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biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif

Great!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thankyou MIG for the help!!!!!!!!

I've placed barn, oldbarn and the other stuffs in the WRPtool objects.info file (I've used to leave all the new addons in the misc category) and now...

THEY WORKS!!!!!!!

Wow wow wow!!!!!

I'm goin to replace some old objects with the new ones!

Thank you again!!!

You made an island-maker happy!

biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif  biggrin_o.gif

P.S.:

Snakeisland will be soon aviable with some MP missions too and there's a place called Mig's Farm! wink_o.gif

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Thanks, Snake for your nice compliment

tounge_o.gif

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excellent pack you made there  smile_o.gif

One request i would like to make:

As OFP is a wargame, there's one thing left behind recently;

destroyed houses - ruins - half destroyed houses - houses

with wholes from any kind of shell impacts

I know that you've already put the one or other of such objects into your pack, but IMHO there are still to few of

such objects available.

Well, there are those which can be found on Kolgujev, but

for some reason i seem to get some "Deja Vu's", everytime

i see a ruined town on a new island.

Those ruins would give so much more atmosphere to close

quarter battles situations, if there were just more different types of them.

They offer nice cover, close quarter battles against AI will increase in quality, same as the chances for getting them tho they went stuck in a house (ya know crappy AI does that).

Off course it would not only be close quarter battles they

were needed for...

...hmm - i think you got what i mean anywayz.

If that would be possible in a later version, you would really

hit the hearts of alot'a ppl in the comunity i believe (well

mine for sure  biggrin_o.gif  ).

~S~ CD

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Sure i get your point DV Chris Death. I'm thinking of creating  some more no enterable houses (to save some file size) and about ruined houses it's possible i might add some more too. I can create some bullet impact effects and place them in the P3d . If i use hidden selections option everything is settled in the config without increasing file size (what i mean is that i can use the same p3d for several buildings and make them look different ingame). I've got another idea that is the creation of  ruined road section . smile_o.gif

I'm preparing another  pack that will be released in a month that will contain another different building types such as dock, lighthouse, iron bridge, commercial city buildings, wall advertisings,  ruined entrable city houses, underground enterable  sewages and much more... biggrin_o.gif

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MiG2003 love the new updated farm pack (working the fields as I write LOL).

One problem I have is placing the watermills properly but this is not a problem with your models just with island terrain.

Keep up the good work.

(Farmer) PH

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Thanks Parker Hale, but the fields have still a bug. I've corrected the view geometry lod cause it was causing invisibility problems around them. No bugs in the next version , i hope biggrin_o.gif

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MiG2003 m8 when are you working on animals again I want some wild animals wink_o.gif

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Soon m8, but i want to finnish this pack, a city pack addons i'm doing and a trench complex for Unsung Mod, first. I'm working on this just in the weekends cause i have a damn job that makes me travel around the country biggrin_o.gif

I was having problems in solving the mule major problem but it's solved now and mule is working 100%. The wild animals pack i'm thinking in release soon will not contain much animals cause they are very hard to make and animate. I intent, but only after OFP2 come out, make a big pack with animals but only if i get help in labour of modelers and animators smile_o.gif

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Here it goes! Farmland Objects final version will be released May, 26 at ofp.info. It will contain more than 60 object addons and a file size about 6Mb. It is the time to point final bugs so i could fix them during this week  smile_o.gif

Screenshots of some of the new objects:

migfarmpac1.jpg

migfarmpac2.jpg

migfarmpac3.jpg

migfarmpac4.jpg

migfarmpac5.jpg

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Cervo is right! I might rescale those mushrooms tounge_o.gif

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Very nice, MiG2003!

I love the road textures and the tomatos  smile_o.gif

Cervo is right! I might rescale those mushrooms    tounge_o.gif

Yes, they are really a little bit too big smile_o.gif

Mfg MEDICUS

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Say what You want but

I will not be sad to find a mushrom like this in the woods near home (I hope they are not toxic!!!).

tounge_o.gif

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