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eestikas88

dust stick on moving stuff ON islands?

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Is there a script what makes dust stick on moving stuff (like cars),so they would look dirty after moving some time?

i'm too bad to make something like that.

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But it's not that hard tho - just don't wash your hands for

a few days - spend some time outside and practice the

'handstand'.

Then go to your pc and clean your hands on the monitor ->

voilla - best dirt textures seen ever biggrin_o.gif

Nah - seriously - off course addon makers could implement

hidden selections onto their vehicles, which would pop up

due to lifetime of the vehicle (by a script, being started

automatically), but this would mean a lot of scripts in case

of a lot of vehicles running in background.

More complicated it would become if you want to have the

correct dirt in relation to kind of terrain popping up - nearly

impossible to be done.

:edit - btw - i think with answering your first post, Gandalf

already answered your second one - didn't he?

~S~ CD

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To get this to true effect, the game would need to support full decals which I don't think it does. However, you can do a kinda cheap version of this as said above if an addonmaker has a script that changes the texture from clean to dirty after some time.

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To get this to true effect, the game would need to support full decals which I don't think it does. However, you can do a kinda cheap version of this as said above if an addonmaker has a script that changes the texture from clean to dirty after some time.

Nah - the script i would say is not the question here - look:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

~1200

blabla setobjecttexture .....

~1200

blabla setobjecttexture ......

~bla

bla bla bla

...

bla

The point is: the vehicles need to get some hidden selection

faces, where the dirt textures will be shown.

~S~ CD

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Possible? Probably. Worth it? Definatly not. Its too much work and would just double the file size of addons and probably create unnecessary lag.

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thank you.

well the dirt would be as ugly as everywhere else on earth,brown and dirty wink_o.gif ,well to make it simple it should add like some dirt after

like 50 m driving (?) and so on,like after every 50 m some new textures would be added to car,and after 500m(?) the car is dirty enough.

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Unless the vehicle just came from a washing lane it would already have dirt on it. Suprising enough there is no washing lane addon for OFP, so it would be... "not worth it" wink_o.gif

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Unless the vehicle just came from a washing lane it would already have dirt on it. Suprising enough there is no washing lane addon for OFP, so it would be... "not worth it"  wink_o.gif

But there is this ofp-disaster mod, which could for sure lend

a helping fire truck with some water pipe attached tounge2.gif

eestikas - 50 - 500 meters shouldn't be worth some extra work

- really mate confused_o.gif

Then it would be better to have everything dirty already, and

nobody would get the idea to ask for interactive dirt wink_o.gif

In most cases you would use holy cpu resources for something

that won't be seen by anybody -> imagine 10 vehicles in a

mission - one driven by the player - 9 by ai => 10 scripts

Player would say - "wow my vehicle gets more and more dirty"

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

AI would say: " "

And who do you think will take all those yet released vehicle

addons - and change all to be used with those hidden selections?

You hear right - each addon would need to be remade seperately - or you create a two-class war

'The clean VS the ugly'

~S~ CD

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alright it's useless but i only wanted to know if its possible like that,or theres a limitation again. confused_o.gif

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Well, then i think your question is answered now.

It is possible - i explained you how - and it's not possible

with only a script like you were asking for - it needs some

lot of more work -> to much work worth to be done.

~S~ CD

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cant you do it like with the fuel or something... like Fuel is low statement but then ahh never mind just an idea...

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cmon tell us

eestikas - stop plz crazy_o.gif

he meant that instead of time or distance, we should

use the fuel-status to indicate, wether there should be

dirt or not icon_rolleyes.gif

This means that a vehicle, starting with half fuel, would

also be starting half dirty, and a vehicle with full fuel would

start clean, and a vehicle with setfuel 0 would start - well

with a nice camo scheme.

I explained you how it works, there's no other way to do it -

pointless, which method you use to determine how long the

vehicle has been present/driving/standing or whatever.

~S~ CD

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