FischKopp 0 Posted October 21, 2005 This idea isn´t new. The leader of the CZM (Conflict Zone Mindanao) has told me about the idea. And i took now the idea to relize it. But i´ve still to fight with the engine limitations - not animated textures. I mean with that, textures in motion like a creek should look if it flow down a hill. So i ask you, the community, about it. Shall the USMC mod include it on the MOD island with some waterfall and spring somewehre in the mountains. Maybe we could use for the waterfall the script used by AEF-Mod in their teaser. Just a suggestion. If an Scripter has an idea to realize maybe a creek in motion, maybe we could colobarate. But now some Screenshots. The creek doesn´t looks like a real one.Too straight. But it´s just a quick test object. BTW: Sodliers crossing the river. Only car class vehicles try to avoid it, but if nessasary they cross it too. Share this post Link to post Share on other sites
Daniel 0 Posted October 21, 2005 Wow, looks awesome! About time we had something like this, good luck with it FischKopp. Good to hear that the AI react well to it aswell. Share this post Link to post Share on other sites
Thunderbird 0 Posted October 21, 2005 What a great idea... this island's beautiful as well! Keep up the nice work Regards TB84 Share this post Link to post Share on other sites
Sled88 0 Posted October 21, 2005 Great idea! btw: look awesome! Would be great if you use this! Share this post Link to post Share on other sites
the_shadow 0 Posted October 21, 2005 wow, really nice maybe some more parts? like a part with a small crossing for cars, and a part with whitewater (if you understand how i mean) to put on hillslopes? and maybe even a waterfall somewhere looks very nice i must say complete with the sound of running water and it can be really great [edit] the flat parts wouldnt need any "running water" animation, but maybe put a couple of rocks in some of the parts and have the water simulated like smoke or the waves after the boats... same would work for faster streams and waterfalls Share this post Link to post Share on other sites
lee_h._oswald 0 Posted October 22, 2005 Finally! This is absolutly worth a try! MfG Lee Share this post Link to post Share on other sites
Guest major gandhi Posted October 22, 2005 hm, didn't BIS somewhere anounced they would make real creeks possible for Armed Assault. Share this post Link to post Share on other sites
stgn 39 Posted October 22, 2005 I don't remmember hearing so. This looks interesting. Dose enybody remmeber when somebody tried to make a lake with fish and shouch? STGN Share this post Link to post Share on other sites
crave22 0 Posted October 22, 2005 Excellent work! It's about time we had a creek in OFP! Share this post Link to post Share on other sites
Pathy 0 Posted October 22, 2005 Reminds me of a project i once started (digs out model and checks file date .........14th October 2003! Never got far with it though. Share this post Link to post Share on other sites
Abs_01 0 Posted October 22, 2005 Well, I don't know much about memory and whatnot, but someone released a poster board addon a while ago (tried searcing for a link, but I couldn't find it. Maybe someone more resourceful than me can dig it up.) where they used setobjecttexture (I think) really quickly on the board to make it look like it was playing a movie of a tank rolling on desert island. Maybe you can do the same thing with the stream. Good luck! Abs Share this post Link to post Share on other sites
offtime 0 Posted October 22, 2005 IDEA one of ways, could be making two half visible layers of water and animate them other idea could be animated textures dont know if it works on all objects or just on muzzleflashes (there was such a topic, but i dont remember it to well) but if it works only on muzzleflashes it is still good idea, i think just make it as static mg, that doesnt have turret and cant be elevated make water to be muzzleflash and create textures that will be animated on it make it shoot ammo that never ends and doesnt make any dammage create script that will force it to shoot all the time also make sure that script will make this "unit" captive so others will not try to destroy it. Share this post Link to post Share on other sites
philcommando 0 Posted October 22, 2005 Binary system. 4 lightbulbs - A, B, C, D. A and C on, B and D off A and C off, B and D on...goes on every 1 sec. Illusion:- light seems to run from A to D. - Christmas lights. Creek:- -4 sets of water texture with different type ripples, overlapping to form A and B textures. -setobjectextures ingame with script to play the sets every 1 sec. -make as many A and B sets along the creek as possible - perhaps 10m per length each. Illusion:- flat water movement is undetectable to the eyes. What makes the eyes see movement are the ripples - different colour shades as it glints off the sun bubbling down the stream. All the best. Share this post Link to post Share on other sites
DBR_ONIX 0 Posted October 22, 2005 One thing.. If you use setobjecttexture it will not work in MP The screenshots from the first post are unavalible, but it sounds impressive - Ben Share this post Link to post Share on other sites
Ironsight 1 Posted October 22, 2005 The screenshots from the first post are unavalible, but it sounds impressive Same here But it sounds good Share this post Link to post Share on other sites
FischKopp 0 Posted October 22, 2005 @DBR_ONIX: My attempt is to create a good SP game not a MP one. I don´t care yout it. @Offtime: AFIK the muzzlefalsh is a in the engine defined selection (zasleh). So we have to change the enigine. @Offtime, Philcommanod and Abs_01: I´m not a expert but if the object is integrated part of island it can not use the "EventHandlers" commands. So a script through this would not work i belive. Don´t know exactly but could a game logic help with that? Like Northern Lights in FDF mod? @Pathy: I said the idea isn ´t new and i don´t want to claim the copyrights on it @major Ghandi: I think they wrote somewhere to allow only waves on the sea but no lakes/rivers/creeks above 0m @at all: This not one of the USMC Mod islands. It´s just my object test island. The talented island maker and co-leader Jakerod is working on them. Edit: Host of the pic is down. Changed to a new one. Pics now available again. Share this post Link to post Share on other sites
Daniel 0 Posted October 22, 2005 Quote[/b] ]But it sounds good It looks awesome aswell. I like the idea of having blue particles generated where rocks are in the water to give it a sense of movement. Share this post Link to post Share on other sites
Raptor 10 Posted October 22, 2005 Great Fisch! really great feature. Raptor Share this post Link to post Share on other sites
berghoff 11 Posted October 22, 2005 So basiclly this is the same idea used for trenches but without animated textures? Share this post Link to post Share on other sites
offtime 0 Posted October 22, 2005 [...]@Offtime: AFIK the muzzlefalsh is a in the engine defined selection (zasleh). So we have to change the enigine. [...] no, we dont. 1. make whole object to be tank/static MG class 2. make water to be zasleh selection 3. write script to place this "unit" on map exactly where it should be 4. make this "unit" to be captive and immortal 5. make it shoot never ending and not harming anyone ammunition 6. write script that will make it shoot all the time this way water wich is muzzleflash of this "weapon" will display animated water texture you can even use default water texture, its also animated. dont know how te explayn this other way, english is not my primary language and btw setobjecting textures couse lags, its not good idea. Share this post Link to post Share on other sites
DBR_ONIX 0 Posted October 22, 2005 @DBR_ONIX: My attempt is to create a good SP game not a MP one. I don´t care yout it. Ah, okay then, just a shame that you wont see (Well, others, since I host most of the MP games I'm in, and it works localy ) the river effects.. Hmmm, can't the setobjecttexture commands be run on each client, aslong as they have the textures, surely it'll change it localy...... Just looked at the screenshots.... F*** words When it's animated, it will look fecking amazing.. I had a similar-ish idea ages ago, to make more detailed islands (but a lot smaller of course), but, in parts, making the terrain etc (including things like rivers, and sink them in the ground) out of objects, but I never got round to it.. But, it's great to see someone finaly making decent rivers Good luck - Ben {Edit : I think what Offtime is saying is.. Make the river object a static-MG class, give it a gamelogic gunner, make the zalesh selection the water, then script the gun so it's constantly firing.. It's a bit more scripting, but it's not like without doing that, theres no need to manualy place the stream-objects, both ways require scripting/manual placing Oh.. You can't use setobjecttexture on static objects, so it will have to be set as a static-something to work... So, it should really come down to what lags least and looks best..} Share this post Link to post Share on other sites
FischKopp 0 Posted October 22, 2005 [...]@Offtime: AFIK the muzzlefalsh is a in the engine defined selection (zasleh). So we have to change the enigine. [...] no, we dont. 1. make whole object to be tank/static MG class 2. make water to be zasleh selection 3. write script to place this "unit" on map exactly where it should be 4. make this "unit" to be captive and immortal 5. make it shoot never ending and not harming anyone ammunition 6. write script that will make it shoot all the time this way water wich is muzzleflash of this "weapon" will display animated water texture you can even use default water texture, its also animated. dont know how te explayn this other way, english is not my primary language and btw setobjecting textures couse lags, its not good idea. But then the river would: 1. destroyable like a vehicle 2. Have a crew who ejects when destroyed/ dammaged 3. you would have it on radar 4. you would have an fireing animation (clouds) 5. Soldiers would call "Target 500m" or similary commands 6. The AI can not cross it anymore To sum up: Bad idea. Nevertheless thx for sharing. Share this post Link to post Share on other sites
offtime 0 Posted October 22, 2005 But then the river would:1. destroyable like a vehicle destrType="DestructNo"; 2. Have a crew who ejects when destroyed/ dammaged lock vehicle 3. you would have it on radar dont remember valiues, but i think you can seriously reduce that in cpp 4. you would have an fireing animation (clouds) no, you can define clouds for your "gun", you can make them invisible 5. Soldiers would call "Target 500m" or similary commands no, if you will make it as non strategic 6. The AI can not cross it anymore with proper geo and roadway it should. To sum up: Bad idea.Nevertheless thx for sharing. To sum this up: use your imagination and search for knowledge. im not sayng it will 100% work you would need to make few tests but suming it up as bad idea without realy looking in ofp cpp is in my opinion worst aditude addonmaker can have. good luck man. Share this post Link to post Share on other sites
wildo 0 Posted October 22, 2005 Quote[/b] ]with proper geo and roadway it should. not if its a vehicle, the ai will avoide it like the plague Wildo Share this post Link to post Share on other sites
FischKopp 0 Posted October 22, 2005 Ok Offtime. Your right in some points. But it is only useful as a through mission-editor placed object. It can not used for islland creation and that´s what it supposed to be . And wildo is right. only having a rodway LOD will not solve it. They will avoid it. Share this post Link to post Share on other sites