Chris Death 0 Posted June 23, 2005 :hug: Â what could I suggest next maybe we could need some middle eastern industrial buildings to be continued... ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted June 23, 2005 the work you are doing on the arabic objects looks fantastic i am working on a Libya map, the buildings you are making, specially the arab industrial ones are much appreciated, the fort and other buildings will be of good use too (very good to offer different textures, to add variety and more flexibility to the mission/map maker ) Share this post Link to post Share on other sites
orson 0 Posted June 23, 2005 :edit - btw - don't wonder that they don't spend some shadow on the screens (like they're supposed to do) , buti've turned my object shadow off lately You may want to check the LodNoShadow again *edit* object shadow is different to vehicle shadow , sorry ... its been a while since i actually played Ofp . Share this post Link to post Share on other sites
Chris Death 0 Posted June 24, 2005 the work you are doing on the arabic objects looks fantastic i am working on a Libya map, the buildings you are making, specially the arab industrial ones are much appreciated, the fort and other buildings will be of good use too (very good to offer different textures, to add variety and more flexibility to the mission/map maker ) thx for the compliment Honchoblack Actually the industrial buildings aren't more than cubes with some not so good quality textures applied, but i think they will give some atmosphere to middle eastern maps. At the moment i'm adding a little bit more 3d detail to the industrial texture-cubes - should mean that windows or doors aren't flat like the rest of the wall - they will be about 0.5 meters inside (now when it's raining you'll have a place to take cover - although not so mauch rain in those areas), and i'll make some garage-like holes, where you can at least park the one or other vehicle inside the buildings. Also i'm going to create some own industrial buildings, which will be enterable too. ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted June 24, 2005 good news that you add some "profile" to the industrial buildings, this will make them look better, just cubes arent too nice ingame, unless some wondertexture could fake the missing profile i am delighted to hear that you are planing enterable buildings, i think those are very important, but since they are so hard to build the community has a lack of those Share this post Link to post Share on other sites
Chris Death 0 Posted July 4, 2005 Well, some new screens featuring 3 new houses; ~S~ CD Share this post Link to post Share on other sites
Commando84 0 Posted July 4, 2005 great screens! Would be nice with some houses that looks dirty and with small holes, craters or something that shows that this is a war torn enviroment you could have in the editor arabic house #1 and then under it arabic house #1 war torn or destroyed , you get my point? anyways great work, new buildings and objects are always needed Share this post Link to post Share on other sites
honchoblack 2 Posted July 4, 2005 the new houses look very good, would love to see more of the same style, just different variants anyway very good job on the new buildings, keep it up Share this post Link to post Share on other sites
Chris Death 0 Posted July 5, 2005 It starts getting a face; already a nice looking town: also i started working on some interior: ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted July 5, 2005 Nice little city you created i was just looking at the castle and wondered, do you have the whole castle as one model or is it build from seperate elements? i think it would be a great addition to have the castle as seperate elements available, to make new castle structures with it. It would be enough to have 3 elements, a tower, a wall piece and a wall piece with the stairs. The tower could be used for outer and inner corners of new castle structures, so no need for changes would apply on the tower model. Share this post Link to post Share on other sites
Chris Death 0 Posted July 5, 2005 Due to an ofp bug (at least everything seems to be like that), the castle walls only absorb ai in case you have an entrance on each of the four sides. If there's no entrance -> ai walk through the wall Well, because of this i've created a 48 meter wall section including a ramp piece, an entrance piece and a normal piece. The corners are seperately, and like you said - can be used for inner and/or outer corners. The castle on the picture is placed by an invisible object from the editor and starts a script, which places the walls like seen on the pic. I made two of those pre-built castles: one 64 meters into each direction and the other 108 meters into each direction. The bigger one is the one on the pictures. ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted July 5, 2005 Quote[/b] ]Due to an ofp bug what would OFP be without them Quote[/b] ]including a ramp piece, an entrance piece and a normal piece. could you make these 3 pieces seperatly available? it would be very usefull for building new interesting structures, i am thinking of using it in the WRP-tool rather than in the game editor, and since i know of the strange AI behaviour i could place my castle entrances accordingly Share this post Link to post Share on other sites
Chris Death 0 Posted July 5, 2005 Should be no problem Honchoblack, just yesterday i made one big from 3 small, so it shouldn't be a big problem for me to revive the single pieces too ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted July 5, 2005 thank you, they will be very usefull for me Share this post Link to post Share on other sites
Chris Death 0 Posted July 7, 2005 Well - here's a pic of another new building; And is there maybe some lack of raw buildings? Stuff like metal-pipes or steel-sticks are built in as proxies, and will become alot'a more. Like; pallets with cement or wooden planks, scaffold around the building, cables etc. ~S~ CD Share this post Link to post Share on other sites
honchoblack 2 Posted July 8, 2005 the new houses look good, but the construction sight looks a little out of proportion, i think the ground floor and the pilars are to big for the soldiers presented in them. i googeled for websites that have some good construction photos, you can find them here: http://www.eastcentraltech.edu/TTC_Construction/ http://www.ashanet.org/projects-new/documents/120/ Share this post Link to post Share on other sites
Chris Death 0 Posted July 8, 2005 I'm not sure about the proportion. Actually it's 4 meters difference from floor to roof. If this building is going to become an office building, then 4 meter should be ok, if it would be a building for apartements, then 3 or 3.50 meters should do it. I found a lot of screens, where there were workers, being only half of the size from floor to roof. But i think this will look different anyways, when there are some more objects inside. However, i need to check out more construction site photos, to get some more impression about the lookalike and proportions. ~S~ CD Share this post Link to post Share on other sites
Itseme 0 Posted July 8, 2005 Will you rework the LoDs from the buildings of Afghan Everon eventually or reworking them? Share this post Link to post Share on other sites
Chris Death 0 Posted July 8, 2005 Will you rework the LoDs from the buildings of Afghan Everon eventually or reworking them? hmm why? I mean i'm pretty busy with working on my own houses at the mo. Why should i jump on half way now over to somebody else's work to fix it? @Honchoblack Well, i came to the conclusion that i will shrink the height to 3/4 (75%) of what it's now. Should mean that the distance from floor to roof will become 3 meters *pretty fair - isn't it * Also i was comming along nicely today with working on a scaffold (no screens yet) to fit into the scenery. ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted July 10, 2005 OK, shrinked the construction site like mentioned above and then i added a scaffold; ~S~ CD Share this post Link to post Share on other sites
Commando84 0 Posted July 10, 2005 oh damn.. very cool construction site object, + the walll stuff sounds intrestng too  would be cool to fly a chopper & dropp of my buddy on the construction site roof top  btw will you make constructionsite with rusty iron pillars , it would be cool to have a  worn down, maybe a bit blown out , construction site model and not only the clean fresh one  would be cool to have some wartorn enviroments where you have large buildings where there maybe are missing walls and some small pieces of the floor, yeah also some small piles of debris, sand , rocks, concrete pieces, and wires, and so on would be very nice to be able to have lying around the construction site as separete objects so you can place out many wooden planks to show that there will be a wooden house maybe or something  keep up the good work Chris Death! Share this post Link to post Share on other sites
Chris Death 0 Posted July 11, 2005 Well, off course the rusty iron pillars gonna come too I'll add a few smaller construction site buildings - some near completion, some half finished - some near completion but ruined, etc. There's one thing i'm not sure about; The scaffold is actually a seperate object to be used as proxy or to be placed from editor also. It has it's own ai pathlod, so that you can send ai up on the scaffold too. Now the scaffold has only one point for entry/exit - down on the ground - this means that ai can't enter a building by using the scaffold, but player can. If i now add entry/exit points on every floor of the scaffold, it could happen that when the scaffold isn't placed good, you'll see an "ai lemming run" What you guys think? AI able to enter a building over scaffold, or only player? Other variant: It's possible to add the scaffold as a proxy in o2 and create the ai pathlod for the building itself. If i now remove the ai paths from the scaffold and add it to the building, i could make it that ai can enter the building over scaffold, but then again if somebody place the scaffold seperately -> no ai can use it. One more variant: I could let the scaffold have no ai paths, but then i could create two seperate path addons for the scaffold. One with more exit/entry points and the second with only one exit/entry point on the ground. Then you just need to place the scaffold, and the ai-path addon (by your choice) on the same position. What you think about it? ~S~ CD Share this post Link to post Share on other sites
Chris Death 0 Posted July 13, 2005 Just a few shots of some new objects; ~S~ CD Share this post Link to post Share on other sites
belgerot 33 Posted July 13, 2005 Objects are looking very nice, I especially like that camel crossing sign Share this post Link to post Share on other sites
chammy 7 Posted July 15, 2005 You know, you might ned to make them a bit mor of a lighter color. Share this post Link to post Share on other sites