Chris Death 0 Posted May 26, 2005 I just want let you know that i again started working on some objects, to enhance the desert environment for OFP a little bit (unfortunately my first attempt wrent into toilett, as my harddisk including all files - textures/models/etc. went FUBAR). Here are some first pics of an arabic styled fortress: Primary i will concentrate my work on arabic buildings, and secondary on several objects which are seen every now and then (not only in middle east). I'll post some more pics, once available to keep you up to date about how it's going on. Also i plan to make almost more 70% of the buildings being enterable, so that they are not only for eye-candy. Those which are not to be entered, will at least feature useable roofs or plateaus accessed by stairs or ladders. These buildings/objects will be made for the use of island makers and/or mission makers, to enlarger your possibilities of using them. First time that we can talk about a release will be when it's about to create some minor town with around 30 to 40 different buildings btw - the mosque in the center is not mine - it's been taken from nomad mod, which came with afghanistan island. ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted May 26, 2005 Here are some more pics of what i've been start working on: ~S~ CD Share this post Link to post Share on other sites
wildo 0 Posted May 27, 2005 looks great, nice to see a kinda arabic wall , would be great to have insurgents holding that and trying to assault it in a mission, one question is, are the arabic style buildings walls really that thick? Wildo Share this post Link to post Share on other sites
Chris Death 0 Posted May 27, 2005 one question is, are the arabic style buildings walls really that thick? Â Do you mean the fortress walls or house walls? As for the fortress walls i'd say why not - 3 meters shouldn't be too thick for a castle/fortress wall. And the house walls are from 0.5 (normal houses) to about 1 meter (buildings like palace or government building). :note that 0.5 is the minimum to have working lods, and this is needed when using enterable buildings. ~S~ CD Share this post Link to post Share on other sites
gandalf the white 0 Posted May 27, 2005 Looking nice! I hope you're going to release it, and improve it after . Share this post Link to post Share on other sites
Chris Death 0 Posted May 30, 2005 Just to inform you, i'm still working on these, but actually i ran into some problems. For those who would maybe like to help, follow the last link down in my signature. And to make this post not only a call for help, some news: I've added a new object, which is invisible, but if placed in mission editor, it will start a script, which will build a fortress around the object. This object is rather useless for island editors, as wrp-edit placed objects don't start scripts (at least i heard so), but might come in handy for mission makers, to have a fortress without gaps inbetween or overlapping walls. Here's a pic (for testing i've used almost same style of wall pieces, in a later version, the fortress will have different ones). Also i will make 3 or 4 different types of fortress, with different sizes or types of wall pieces. ~S~ CD Share this post Link to post Share on other sites
Acecombat 0 Posted May 30, 2005 How about some arabic graffitti on the walls? For now these buildings dont look THAT middle eastern to me , they could be in portugal/spain even from the looks. Forts in middle east arent made in that way as youve done ... you know i'm sorry if this comes off as harsh criticism but ive seen some forts upclose here especially those of the saudi royal familys ancestors and they are made very differently and that style is similiar throughout the arabian peninsula to iraq/syria even with minor differences based on regional architecture and weather patterns which effected their make-up. I might post some pics later to show you how a fort here really looks like but it'll be hard searching for it on google. For now heres a few i have on my PC i am uploading for you ... This thing is actually a museum but its a replica based on real fort structure found in central arabia (riyadh). Heres another unorthodox styled fort built in a mountains guts Share this post Link to post Share on other sites
Chris Death 0 Posted May 30, 2005 Off course you're right Acecombat, and i have already had something more complex in planning... ...but - as long as my problems aren't solved, it doesn't make too much sense, concentrating on the how it looks like, as AI seems not to care how it looks like - they are just running through them For info: i want add following later: round corners: (might be a tower with connecting wall pieces left and down) some arabic ceiling: (like shown in your pics on top of the walls - this will also hinder units from falling down) some more varying textures + like you said, something arabic on it (or blood - dirt - some smaller cuts like broken) interactive gates: iron and wooden btw - if they could be in portugal or spain, then they wouldn't be so far from arabic ones, as those nations are a little bit influenced by arabians - but seriously, i know what ya meant And for the pics: thx, i also got two books about arabic buildings (got them on a second hand market), but the more i get the better for me and for the final-product. Anywayz, like i said - i will first care about functionality, and then about visuality. ~S~ CD Share this post Link to post Share on other sites
Acecombat 0 Posted May 30, 2005 The point for saying Portugal/Spain was that yeah those countries are influenced by arabic culture in a major way but they also have a distinct christain influence too and your pics didnt show any 'purely' middle eastern themed buildings that what i meant. I wonder whats causing the AI to run through the building though , LOD issues? AI paths? I dont know much about addon making though so cant help there maybe you should as ag_smith or schoeler they had a nice mod called 3WX going with lots of ME theme buildings/textures you could use and get technical help on this problem. Meanwhile heres another pic of an arch/door in the mountain Some building structure in Iraq dont know what it is ... Share this post Link to post Share on other sites
UNN 0 Posted May 30, 2005 Quote[/b] ]I've added a new object, which is invisible, but if placed inmission editor, it will start a script, which will build a fortress around the object. This object is rather useless for island editors, as wrp-edit placed objects don't start scripts (at least i heard so), but might come in handy for mission makers, to have a fortress without gaps inbetween or overlapping walls. You can run scripts from wrp-edit placed objects, but it requires any player to be within the missions, view distance of the object, before the script runs. The overheads of running such scripts are trivial. Actualy it could solve your problem with the geolods, at a push. The scripts could place additional objects that act as solid walls to the AI. Share this post Link to post Share on other sites
Chris Death 0 Posted May 30, 2005 I wonder whats causing the AI to run through the building though , LOD issues? AI paths? I dont know much about addon making though so cant help there maybe you should as ag_smith or schoeler they had a nice mod called 3WX going with lots of ME theme buildings/textures you could use and get technical help on this problem. Ah yeah the 3WX mod - ey i was also member of this, until it died  Last thing i heard of my team was that the site was hacked, and sine there .. nothing. Well, also i had a long break upon some r/l troubles and a broken harddisk with all my stuff on it  And on this broken harddisk there were lots over lots of that me stuff for 3WX, which you mentioned above. But just for info: this problem with ai running through isn't a standard (ouch i forgot this or that) problem. I've really tried everything possible yet, and i might need some 3rd hand on it, unless i maybe accidently do something totally wrong, which in the end will make it work  Like i said above - i've already made a thread in o2 forum section (*hint* last link on bottom of my signature). And for the visuality, i hope that i already answered to your first post, like you expected, and i left nothing out. ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted May 30, 2005 Quote[/b] ]I've added a new object, which is invisible, but if placed inmission editor, it will start a script, which will build a fortress around the object. This object is rather useless for island editors, as wrp-edit placed objects don't start scripts (at least i heard so), but might come in handy for mission makers, to have a fortress without gaps inbetween or overlapping walls. You can run scripts from wrp-edit placed objects, but it requires any player to be within the missions, view distance of the object, before the script runs. The overheads of running such scripts are trivial. Actualy it could solve your problem with the geolods, at a push. The scripts could place additional objects that act as solid walls to the AI. lol - u mean a wall around the wall nah - if these additional objects could fix it, why not the real objects themselves? I could then leave out the main objects and just make the additional objects. OK; maybe you meant just additional objects only featuring collision lods without any visible stuff, but this would then just be a) a work-around and b) enlarge filesize and c) mess up some misisons maybe. Imagine somebody sets up a mission with a prison, but the player isn't near, so there are no objects which would hinder guys from stop there - or some units would maybe be inside the fortress, which shouldn't be inside, but before was nothing there. So this method by useraction sections ain't really a perfect one, but like i said above: wrp-editors will always make their own stuff how and where they want it to be, but for mission-editors it's quite harder to place things exactly to where they should be. but thx for your idea ~S~ CD Share this post Link to post Share on other sites
UNN 0 Posted May 30, 2005 Quote[/b] ]Imagine somebody sets up a mission with a prison, but the player isn't near, so there are no objects which would hinderguys from stop there - or some units would maybe be inside the fortress, which shouldn't be inside, but before was nothing there. I never said there was nothing there I just said the scripts where activated when the player gets within view distance. When you talk about single geolod's, do mean anything other than a six sided, enclosed object will not be considered solid by the AI? Share this post Link to post Share on other sites
Chris Death 0 Posted May 30, 2005 Quote[/b] ]Imagine somebody sets up a mission with a prison, but the player isn't near, so there are no objects which would hinderguys from stop there - or some units would maybe be inside the fortress, which shouldn't be inside, but before was nothing there. I never said there was nothing there I just said the scripts where activated when the player gets within view distance. When you talk about single geolod's, do mean anything other than a six sided, enclosed object will not be considered solid by the AI? hmm - a 5 sided will also do it's job, but however. All components of the geolod are geometric, which means it should work. Also none of them is thinner than 0.5 meter, which also means it should work. OK, by the scripts you meant that upon player's distance there would come up those additional barrier objects (or?) but i would rather like to find a real solution to my collision problem than a workaround. Workarounds may help out in one situation, but can create much more confusion for the next one (my opinion). ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted June 19, 2005 Just want let you know that the project is still alive Well, i got delayed at working on the project for about 2 weeks now, but now i got a lot of time left to do some work for it. Also i made some progress on investigating the problem about AI walking/running through the walls - at least i can use workarounds to prevent them from doing it (but this is another story and can be read if you follow the link in the bottom of my sig). @Acecombat - as you can see; the walls got a new face now, but don't take this as a final appearance - just a new way of look, which will be also improved (e.g. better texturing and some changes on models - also higher towers and interactive doors). ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted June 20, 2005 And off course i will create buildings featuring not only one texture, so that ppl can choose the ones which fits best into their maps; ~S~ CD Share this post Link to post Share on other sites
gandalf the white 0 Posted June 20, 2005 mwahahaha!! small objects that can be used for cover will help allot Are you planning to make some of those shadow-sheet objects too? like four sticks in the ground, with a blanket between them.. you get the idea Share this post Link to post Share on other sites
Chris Death 0 Posted June 20, 2005 mwahahaha!! small objects that can be used for cover will help allot  Are you planning to make some of those shadow-sheet objects too?   like four sticks in the ground, with a blanket between them.. you get the idea  If you mean something similar to that on the pic below (without the boxes down and just a straight plane up or maybe summit lookin like a carpet), then i get the idea and yeah for sure something like this will come also. Aswell as things like cable rolls (ya know those big wooden weels which are use for big cables) in about 2 or three sizes or everything else what can spend cover or make scenery look like there was some life before troops arived  Also i will try to create a whole lot of destroyed buildings (at least partially destroyed), as in no fighting area you'll find only full intact buildings. There seem to be a big lack on those half ruined buildings for ofp and i want to fill that gap  :edit - ah yeah i forgot to add the picture ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted June 21, 2005 Voilla: three shadow sheets; If this is what you meant Gandalf  :edit - btw - don't wonder that they don't spend some shadow on the screens (like they're supposed to do) , but i've turned my object shadow off lately ~S~ CD Share this post Link to post Share on other sites
gandalf the white 0 Posted June 21, 2005 Exactly describing what's in my mind here: 1. the poles are of a brighter wood 2. the canvas is bigger, like 4 X 6 meters, you might need more poles though you can store market stuff under it, or cars, or oil barrels, or animals, a 1 X 2 m sheet isn't really going to work I'm afraid :P . 3. the canvas also comes in a "non-flashy" color... read: desert , could also be used to camo stuff I know there are camo nets around, but desert camonets used for civillian cars looks a bit... Share this post Link to post Share on other sites
Chris Death 0 Posted June 22, 2005 OK Gandalf, then i think i got it; Well, if i make them now a little bit bigger, it should be fine i think (maybe one more meter from left to right and 2 meters on the length). :note - the poles are brighter too now Off course i still must add a little bit of detail, like how the ropes are bound onto the poles, and maybe small poles, like you can see at tents to fix the ropes on the floor. :further note - i've added a fourth canvas colour - now it's two carpets and two kinds of some stuff. ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted June 22, 2005 OK, this should do it then; ~S~ CD Share this post Link to post Share on other sites
gandalf the white 0 Posted June 22, 2005 :hug: what could I suggest next... afaik: nothing good job, hope you get it all working correctly Share this post Link to post Share on other sites