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FischKopp

A Creek for OFP.

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I never did get binarise to work so i had given up placing objects in wrpedit. I wouldnt know how to get eventhandler to work in island editing config, but it seems to work for others, like mapfact's radar in Agent Smith's Afghanistan?

Rather than to get stuck or give up on the creek project, perhaps you can create the channels in your island but supply the eventhandlered water textures for the user to place it if they dont want to have a dry riverbed, at worse case scenario? ( - use the mapsize=x in config to accurately scale your water addon so that it can be easily placed in editor)

:- static objects while do not allow hidden objects, but a script with setobjecttexture at the init event handler will still work - thats how i replace my buildings with damage models)

:- while AI will avoid the static objects, but if you have a pathway lod with the 'in' and 'pos' points, Ai will move on it. With a low height ( flat ) geolod or totally no geolod and geometry lod, vehicles will treat the creak as land and drive accross easily. Theoratically, the water only acts as an illusion - you wont even need any lod. AI and vehicles will not even recognise the object if there isnt any LOD, and move on the creek as if it is land.

Edit:- one thing though - as the creek is only an illusion of water and not real sea, water crafts may not be able to manouver on it unless you create USER  ONLY non-AI apc class vehicles disguised as rafts.

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Wow, that's a great idea and exactly what's missing in OFP from beginning to create an even more realistic atmosphere.

But could you please make the water textures a bit more "dirty" and less transparent? Or perhaps the same parts with different textures, so you get more variety (e.g. a mountain creek with clear water and a slow moving small river with algal bloom and "dirt" in it)? That would make it perfect.

And to not only sound demanding, I've got a suggestion for the water animations.

I've made a radar tower some time ago with a permanent animation made in the config.

Why don't you use this method? Or isn't it possible any more?

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Fishkopp, could you please keep us (me?) updated with the progress?

i have a island that i think it would look frickin awsome on biggrin_o.gif

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College starts tomorrow and will slow down the progress. Howerver, this will be a part of the USMC Mod and will come with the objects/island pack for Armed Assault.

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Great, i'm looking forward the these great feature. smile_o.gif

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If you can do it, then do it! biggrin_o.gif

Just remember that AA is closing in on us, and it might be easier to do it on that, if it already has been implemented.

But still, it would be a good idea to break as many boundries as possible before the sequels.

Awsome work, I'd take it as it is!! yay.gif

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@fishkopp - thx that you're trying to make my idea com true, after all I had it on my pc since the time i started on mindenao.

Btw tried to contact you several times on ICQ.

@pathy - looks like we got about the same idea at the same time.

Im still got several other ideas and half made addons on my pc and Im looking for addonmakers to realize them - so if anyone is interrested to help please contact me.

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How about this:

- a giant underground cylinder textured with water texture.

- only the top part is sticking above the ground. Because of the cylinder size, it looks almost flat.

- cylinder is spinning around its center axis by a script-driven animation...

- add some 'drop' effects here and there, to mask the places where stream sections are merged.

I know it sounds very... lame... but has anyone actually tried to see how the visual effect looks like?

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That is a good idea. The only thing I can think from stopping that is the creek model is either going to be too small for it, or the water would look too round. But I am sure it is something Fischkopp will keep in mind and quite possibly try.

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i think ag_smith idea would work great if it was as follow :

creek.jpg

imagine the hexagone here is the water model... if you make it rotate 360/6 = 60°, and the anim period is almost null, i dont think you'll be able to see it rotate...

but one of the problems i noticed with anims is that they dont seem to work if the player is far away.. but then animated water wont be visible if you're far away anyway ?

also i dont know if you're already doing it (its hard to tell from the screens), but if you're using a custom texture, are u using textureToMaterial ?

when binarized, it applies the effects from the config to the textures, so you can make it more reflective etc... that's what's used by these modern aircrafts addons (dont ask me which one) to make them look more shinny... same goes for BIS water too... so i guess it works on island objects, although i havent tested...

hope that makes sence...

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Quote[/b] ]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?

Game logics can be used to start the scripts, but that would run them for every creek object on the entire island. Even if they are on the opposite side of the island, out of view of the player.

You can run scripts straight from objects, placed on an island, with a wrp editor. You can't with the likes of the Mapfact addons, at least not without some modifications. But running the scripts from island objects, would allow you to only animate the objects in view, and not waste CPU time on the others.

Quote[/b] ]but one of the problems i noticed with anims is that they don’t seem to work if the player is far away.. but then animated water wont be visible if you're far away anyway ?

Yeah, I noticed this. It happens on some addons and not others, so it could be down to something in O2? Although I did notice a similar problem with anims. When trying to run the same ones, at the same time, on multiple objects.

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Most creeks I see around my area, you cant really tell there moving unless you walk right up on them anyway.  I think taking all the trouble to try and make it all animated is overkill. How many "Streams" have you ever seen that actually do flow at a fast rate? Unless you plan on making some kind of boating/rapids mod then I dont see the point.

I think taking what you already have and adding a few small animations in certain spots would more than suffice for creating the atmosphere were looking for. A small animation with a good sound file can go a long way if done correctly. wink_o.gif

Like what was mentioned before...

Add a few rocks with water ripple animations around them,

Add some bobbing branches,

Jumping fish or turtle heads peeking out, smile_o.gif

@Boats Idea

I dont think this type of stream really needs boats but if your wanting to pursue that then why not create and addon that kind of hovers along? You could create a boat with a damage point up higher or something kinda like on helicopters how rotor blades dont hit anything in game. I dont know if thats possible though Im not an addon guru myself.  

Anyway, just my 2 cents,

Meat

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Good point Meathead. Some blue/white particles dotted about should be enough. smile_o.gif

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Wouldn't it be just better to wait for ArmA wink_o.gif I mean why so much trouble to get this working when moving water is standard in ArmA. But yea OFP has a static world...

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