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FischKopp

A Creek for OFP.

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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.

usmc28b2mw.jpg

usmc27b0vv.jpg

BTW: Sodliers crossing the river. Only car class vehicles try to avoid it, but if nessasary they cross it too.

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Wow, looks awesome! wow_o.gif About time we had something like this, good luck with it FischKopp. thumbs-up.gif Good to hear that the AI react well to it aswell.

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What a great idea... this island's beautiful as well!

Keep up the nice work smile_o.gif

Regards

TB84

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Great idea! btw: look awesome! Would be great if you use this!

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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 biggrin_o.gif

looks very nice i must say smile_o.gif

complete with the sound of running water and it can be really great smile_o.gif

[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 smile_o.gif

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Guest major gandhi

hm, didn't BIS somewhere anounced they would make real creeks possible for Armed Assault.

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I don't remmember hearing so.

This looks interesting. Dose enybody remmeber when somebody tried to make a lake with fish and shouch?

STGN

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Reminds me of a project i once started (digs out model and checks file date .........14th October 2003!

Never got far with it though.

oldriver3yr.jpg

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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

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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.

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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. notworthy.gif

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One thing.. If you use setobjecttexture it will not work in MP sad_o.gif

The screenshots from the first post are unavalible, but it sounds impressive

- Ben

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The screenshots from the first post are unavalible, but it sounds impressive

Same here sad_o.gif

But it sounds good smile_o.gif

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@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 biggrin_o.gif

@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.

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Quote[/b] ]But it sounds good

It looks awesome aswell. wink_o.gif

I like the idea of having blue particles generated where rocks are in the water to give it a sense of movement.

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So basiclly this is the same idea used for trenches but without animated textures?

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[...]

@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.

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@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 tounge2.gif) 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 wow_o.gif

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 biggrin_o.gif

Good luck thumbs-up.gif

- 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..}

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[...]

@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.

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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.

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Quote[/b] ]with proper geo and roadway it should.

not if its a vehicle, the ai will avoide it like the plague crazy_o.gif

Wildo

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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 smile_o.gif.

And wildo is right. only having a rodway LOD will not solve it. They will avoid it.

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