Revellion 0 Posted May 31, 2004 i'am so much going to download it finally a nice update to a already good addon that is now better continue working on these addons. it makes OFP alot more realistic looking Share this post Link to post Share on other sites
ag_smith 0 Posted May 31, 2004 (...)really got me confused, i´ve searched the hole editor for the updated industial pack and they hide in the 3wx folder (a must for non readme readers like me  ). Hehe, you've just had your lesson - now it's time to write down "I'll read the readme next time". @all, glad you like it. Share this post Link to post Share on other sites
berghoff 11 Posted May 31, 2004 (...)really got me confused, i´ve searched the hole editor for the updated industial pack and they hide in the 3wx folder (a must for non readme readers like me  ). Hehe, you've just had your lesson - now it's time to write down "I'll read the readme next time".    @all, glad you like it.  Yep, great addon. I got a question however, are you going the upgrade to Ags_port addon too?  Share this post Link to post Share on other sites
theavonlady 2 Posted May 31, 2004 I got a question however, are you going the upgrade to Ags_port addon too? You forgot to also mention AGS' building addons. Share this post Link to post Share on other sites
ag_smith 0 Posted May 31, 2004 Yes... don't you dare to ask the "when" part of the question! Honestly, don't expect anything in upcoming 4 months. Sadly, I'll be away from OFP... that long. Share this post Link to post Share on other sites
Parker Hale 0 Posted May 31, 2004 Another amazing pack here ag smith and great attention given to relevant sizes of the buildings especially with the silos etc. A thumbsup from me. PH Share this post Link to post Share on other sites
ag_smith 0 Posted May 31, 2004 Funny thing is that figuring out the proper sizes for these things is not as easy as it seems. When you're making a tank or a plane, you know all the dimensions from the very beginning. With buildings, you have to come up with something all by yourself. I have had to remodel these things numerous times, because it turned out that ingame they look out of scale. Share this post Link to post Share on other sites
Metalmalte 0 Posted June 7, 2004 sorry for digging out a old tread. first of all: great addons! but: i cant use them in wrptool. it says, that it is not binarized! can someone help me out there? greetz Share this post Link to post Share on other sites
ag_smith 0 Posted June 7, 2004 LOL, 6 days, it's not that old... ... and read the readme next time... : Quote[/b] ]V. Known bugs(...) - Some objects are not properly recognized by WRPTool as valid ODOL p3d files. This bug is related to WRPTool and it will be fixed in future updates of WRPTool. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted June 7, 2004 i duno if its been mentioned the warehouse theres ALOT of invisable blockage that makes any vehical pulled in it to slow down to a crawl hitting this invisable barrier, drive a car inside u will see what i mean you can run thru the doors even when thier closed and you can run thru the windows.... and lastly it has the visual bug where alot of objects are hidden and only terrien features show thru when looking inside out. looking outside in works fine Share this post Link to post Share on other sites
Guest Posted June 7, 2004 i duno if its been mentionedthe warehouse theres ALOT of invisable blockage that makes any vehical pulled in it to slow down to a crawl hitting this invisable barrier, drive a car inside u will see what i mean you can run thru the doors even when thier closed and you can run thru the windows.... and lastly it has the visual bug where alot of objects are hidden and only terrien features show thru when looking inside out. Â looking outside in works fine Which warehouse? Post a pic? Share this post Link to post Share on other sites
redface 1 Posted June 7, 2004 i duno if its been mentionedthe warehouse theres ALOT of invisable blockage that makes any vehical pulled in it to slow down to a crawl hitting this invisable barrier, drive a car inside u will see what i mean lol, I incorporated that in my mission Share this post Link to post Share on other sites
ag_smith 0 Posted June 7, 2004 I still can't recoginze which building you're talking about. Also, FYI, every single warehouse and hangar in the pack has AI paths. If sometimes they don't work as expected, I'm sorry. I did my best to make them as functional as possible within engine limits. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted June 7, 2004 Look Here see that blank space in the middle of the other warehouse and the BIs factory? theres a huge ass oil tank there. . but magicly it goes away when your inside... this is takin on mungri island. at the south east point (starting point in thier 'effects' mission) walk thru the doors, try and drive a car in there, hit hundreds of thousands of little "walls" that stop any vehical Share this post Link to post Share on other sites
Guest Posted June 8, 2004 The first one is a ViewGeometry problem. I'll have a look. Walking through doors is maybe a component problem....shouldn't be too hard to track down. As for thousands of walls....well I guess I'm gonna have to download the pack and have a look myself! I know that sounds a bit weird, but I have sooooo many version of that warehouse lying around my hard drive (3DS file, MLOD original, MLOD final, MLOD in Binarize folder, ODOL in BinarizeOPT folder, ODOL in folder for pbo-ing, in the PBO in Addons folder, in a folder waiting to be burnt off, in a folder for uploading) that I have no idea which one is in the pack!  It's not that I'm dis-organised.....it's just rather complicated to keep track of everything  Share this post Link to post Share on other sites
Lupus-WD- 0 Posted June 8, 2004 I have just tested with the warehouses and yes, i could walk thru doors by insisting just a little bit. Dont know what causes that, maybe by thickening the doors in the geo would it fix it, havent tested yet... for the vehicles, i tested 2 different jeep and a VAB (french light armored vehicle) in the warehouses, and they just worked fine... that is, except after i broke my jeep because the step is a bit high at the entrance door... maybe this last thing should be fixed to have a more progressive access or ramps that goes to the ground with no step. when it comes to the glasses/windows/windshields, there's a lot of things i'd like clarified actually. I know how some faces/textures show behind alpha textures depending on the order you put them in, i've heard of the alpha levels, but overall why for instance cant the roof windows on a warehouse show what's outside when some other buildings windows work prefectly is beyond me... if someone can give me more details on less documented limitations and parameters of said windows i'd be more than happy. Share this post Link to post Share on other sites
theavonlady 2 Posted June 8, 2004 @ June 08 2004,11:18)]I have just tested with the warehouses and yes, i could walk thru  doors by insisting just a little bit. Must be that special way the French talk. Share this post Link to post Share on other sites
Guest Posted June 8, 2004 Just so y'all know, Agent Smith is catching up on some R&R so I'll be largely taking over the 3WX stuff and his portfolio for a while. Any queries>>> ofpeditor@yahoo.com Share this post Link to post Share on other sites
Pappy Boyington 0 Posted June 8, 2004 @ June 08 2004,04:18)]for the vehicles, i tested 2 different jeep and a VAB (french light armored vehicle) in the warehouses, and they just worked fine... that is, except after i broke my jeep because the step is a bit high at the entrance door...maybe this last thing should be fixed to have a more progressive access or ramps that goes to the ground with no step. mabe try the mungri island and try drivin a vehical in it. . .it might jsut be the wrp version that causes the problems? i specifiy them cuz thier the only island that uses that warehouse thus far Share this post Link to post Share on other sites
ExtracTioN 0 Posted June 8, 2004 @ June 08 2004,04:18)]for the vehicles, i tested 2 different jeep and a VAB (french light armored vehicle) in the warehouses, and they just worked fine... that is, except after i broke my jeep because the step is a bit high at the entrance door...maybe this last thing should be fixed to have a more progressive access or ramps that goes to the ground with no step. mabe try the mungri island and try drivin a vehical in it. . .it might jsut be the wrp version that causes the problems? i specifiy them cuz thier the only island that uses that warehouse thus far Just place a satchel charge at the building and your problem will be gone Share this post Link to post Share on other sites
ag_smith 0 Posted June 8, 2004 There's a bug ... in the readme! Â Quote[/b] ];Oil Refinery 2(object _idnum) exec "\ags_inds\ref2.sqs" Also, some object have init event handler scripts that add warning lights at night (not mentioned in readme). The respective commands are: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; init for refinery1 - warning lights (object _idnum) exec "\ags_inds\ref1_lights.sqs" ; init for refinery1 - warning lights (object _idnum) exec "\ags_inds\ref3_lights.sqs" ; flame effects & lights for refinery4 (object _idnum) exec "\ags_inds\ref4.sqs" ; init for refinery5 - warning lights (object _idnum) exec "\ags_inds\ref5_lights.sqs" ; grain silo warning lights (object _idnum) exec "\ags_inds\gsilo_lights.sqs" Also, the enhance.sqs script (see readme for details, if you're island maker) does not launch any effects for refinery4 and refinery5 objects. My bad, sorry. Â Share this post Link to post Share on other sites
Sgt. Stryker 0 Posted June 8, 2004 it aint your bad mate, just a little thing we can all cope with. Good work Agent Smith your stuff is awesome. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 9, 2004 Yes grate work as usual! Share this post Link to post Share on other sites