LoTekK 0 Posted January 3, 2006 Would there be any sort of performance hit using the open pbo idea? If not, that sounds ideal. If y'all want asian faces, I'm surrounded by 'em here. (just so I don't get skewered, that's not a racist comment - I'm ethnic chinese ), and wouldn't mind taking the time to add to the texture library. Share this post Link to post Share on other sites
offtime 0 Posted January 3, 2006 By the way, what about making facestex2 an open pbo. So you have a folder in the main flashpoint dir with all the face textures, and the facestex2.pbo could just contain the config and script. This makes it very easy to update without making some kind of an installer or forcing everyone to download the whole pack again. hmmm facestex2.pbo and facestex_cpp.pbo when we will hit certain file size of facestex2.pbo we can create facestex3.pbo, and so on, and so on facestex_cpp.pbo will include only scripts and config will be small enought to download eevrytime something will be added. sounds good ? :-) Share this post Link to post Share on other sites
Sniperwolf572 758 Posted January 3, 2006 Maybe facestexUKF.pbo facestexDEFAULT.pbo facestexRHS.pbo etc... and facestexCPP.pbo would contain config offcourse. So everyone would need to have specific facestex for their addons and mods could update facestex on their own and have newest version on their site? Share this post Link to post Share on other sites
offtime 0 Posted January 3, 2006 Maybe facestexUKF.pbo facestexDEFAULT.pbo facestexRHS.pbo etc... and facestexCPP.pbo would contain config offcourse. So everyone would need to have specific facestex for their addons and mods could update facestex on their own and have newest version on their site? this way anyone can make own pbo without bothering my ass to do anything. 100 pbo's each with 10 faces doesnt match our plan DudeX wil make 3 faces and then what ? release DudeX_facestex.pbo ? its good for big mod teams but now for independent addonmakers and wont make this pack grow fast as we would want it to Share this post Link to post Share on other sites
Messiah 2 Posted January 3, 2006 sounds quite an viable way of implementing it - the idea of each team having a seperate pbo is nice in theory, but it could go a little OTT if 50 or so teams had one, we'd be snowed under with all the pbo's we'd need. i'd say go the way offtime is suggesting. Share this post Link to post Share on other sites
llauma 0 Posted January 3, 2006 By the way, what about making facestex2 an open pbo. So you have a folder in the main flashpoint dir with all the face textures, and the facestex2.pbo could just contain the config and script. This makes it very easy to update without making some kind of an installer or forcing everyone to download the whole pack again. hmmm facestex2.pbo and facestex_cpp.pbo when we will hit certain file size of facestex2.pbo we can create facestex3.pbo, and so on, and so on facestex_cpp.pbo will include only scripts and config will be small enought to download eevrytime something will be added. sounds good ? :-) Sounds good to me. By the way I started making a female head model.. I guess someone might wanna use it, but it's not my highest priority right now. Here's a pic of it.. It's still in very early stage of development but she's not too bad. and another angle.. Share this post Link to post Share on other sites
offtime 0 Posted January 3, 2006 different situation we have 2 packs, lets say, one from Llauma and me, second from Lottek later UKF is making one, but they see that both already released packs have some faces they also would want to use so what theyr up to ? (damn UKF< they always up to something ) they can copy those faces to own pbo, or make ppl download all pbo's both ways are shitty becouse some ppl will need to download big pack with some faces they already have in different pbo and then game will load one face as two different textures or we will have rest of ppl that will need to download everything even if they wont need it so skipping all ive said before to make all those issues less annoyng i think we should make themed packs like previously Llauma suggested F_Afro.pbo F_Camo.pbo F_Europian.pbo F_Asian.pbo and ofcourse facestex_scripts.pbo this way for american soldiers needed for download would be F_Afro and F_Europian, optionaly camo and for polish only Europian pack heh... we need more opinions on that what ppl would consider to be less annoyng Share this post Link to post Share on other sites
offtime 0 Posted January 3, 2006 @Llauma, females are more common in polish army every year looks like im again interested in your project :P Share this post Link to post Share on other sites
LoTekK 0 Posted January 3, 2006 Llauma: That looks like it's coming along nicely. Bit heavy on the makeup. I was thinking about making a female character recently, since we seem to have one hell of a shortage of those (some notable exceptions, of course). Now let's see some wires! Share this post Link to post Share on other sites
Messiah 2 Posted January 3, 2006 different situationwe have 2 packs, lets say, one from Llauma and me, second from Lottek later UKF is making one, but they see that both already released packs have some faces they also would want to use so what theyr up to ? (damn UKF< they always up to something ) they can copy those faces to own pbo, or make ppl download all pbo's both ways are shitty becouse some ppl will need to download big pack with some faces they already have in different pbo and then game will load one face as two different textures or we will have rest of ppl that will need to download everything even if they wont need it so skipping all ive said before to make all those issues less annoyng i think we should make themed packs like previously Llauma suggested F_Afro.pbo F_Camo.pbo F_Europian.pbo F_Asian.pbo and ofcourse facestex_scripts.pbo this way for american soldiers needed for download would be F_Afro and F_Europian, optionaly camo and for polish only Europian pack heh... we need more opinions on that what ppl would consider to be less annoyng lol... well yes, every solution has its draw backs - perhaps those faces UKF feel are very specific to british forces, could remain in our pbo, but obviously free for everyone to use etc, and any we feel that are quite generic can be put into the facetex .pbo Share this post Link to post Share on other sites
waffen-79 0 Posted January 4, 2006 Hi guys (english not my first language) Llauma, Offtime I think your work is awesome. I was browsing in my Iexplorer then I went thru the typical day check of my gaming forums and I said "what the hell let's see what's new on OFP.info" and I saw this article of an Offtime's unit using some "Llauma's Head" and template. It directed me to these forums, I had to register and say this to you guys. I'm REINSTALLING OFP:CW and OFP:RES just to try this units, they're effing great. Could someone fillme up in what units were released or what units use this new mesh? Thanks. Share this post Link to post Share on other sites
llauma 0 Posted January 4, 2006 Hi guys (english not my first language)Llauma, Offtime I think your work is awesome. I was browsing in my Iexplorer then I went thru the typical day check of my gaming forums and I said "what the hell let's see what's new on OFP.info" and I saw this article of an Offtime's unit using some "Llauma's Head" and template. It directed me to these forums, I had to register and say this to you guys. I'm REINSTALLING OFP:CW and OFP:RES just to try this units, they're effing great. Could someone fillme up in what units were released or what units use this new mesh? Thanks. The head is not really official yet, hence it's in the A&M:Discussion forum. The only released units which uses the new head is Offtime's GROM units found in A&M:Complete. It's somewhat limited as the installer is passworded but anyone who sends a simple PM to offtime will get it as the read me states. When we have fixed a few things, such as the eyes it will become official. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted January 4, 2006 The head is not really official yet, hence it's in the A&M:Discussion forum. The only released units which uses the new head is Offtime's GROM units found in A&M:Complete. It's somewhat limited as the installer is passworded but anyone who sends a simple PM to offtime will get it as the read me states. When we have fixed a few things, such as the eyes it will become official. Of course Llauma, you are aware that the head model is also contained in facestex.pbo, don't know if by mistake, but it's there. Share this post Link to post Share on other sites
TeRp 1 Posted January 4, 2006 By the way I started making a female head model.. I guess someone might wanna use it, but it's not my highest priority right now. Looks ace, thanks for doing it. And take your time, the female soldier will take long, too Share this post Link to post Share on other sites
llauma 0 Posted January 4, 2006 Of course Llauma, you are aware that the head model is also contained in facestex.pbo, don't know if by mistake, but it's there. Â Yes I'm aware that the head is public but it's not officially released yet. We need to fix a few things, such as the eyes and decide how the textures should be handled before we send it to the news sites. So once it gets official, it will come with some clear guidelines on how the project works. Share this post Link to post Share on other sites
waffen-79 0 Posted January 4, 2006 hey Llauma thanks for the quick reply heading to DL the grom pack by Offtime of course I'll wait till the issues are fixed, everything worthwhile takes time Man, this reinstalling thing it's taking time... Oh and PLEASE don't abandon the project of the female head, perhaps someone could come with a decent body mesh. Share this post Link to post Share on other sites
LoTekK 0 Posted January 4, 2006 My two cents: The eyes seem like they've been more or less sussed, from the looks of the variant with the eyelids (I'm using the same layout for my own head for the combat correspondent), at least in my humble opinion. As far as the arms go, it may make sense to have the head textures as a 512x256 (I personally don't see the need to go as high as 1024x512; to me that's overkill), and then a couple of separate 512x256 textures for the arms, representing different skintones. And yes, I said arms, not hands, since there will likely be units with short sleeves (BlackBlood's BLEED comes to mind, as far as prior addons, and my own photographer, for future). Ideally the textures would be a single 512x512, with the top half for the head, and the bottom half for hands and arms so that they'll match up better, but that would be a lot more work for not much gain. The skintone of your arms and hands will typically differ slightly from your face/head anyways, so this won't be a huge issue. Share this post Link to post Share on other sites
llauma 0 Posted January 4, 2006 OFP has unattached hands so units with rolled up sleeves looks kind of weird anyway. When you have sleeves you can hide the fact that the hands are unattached. Almost all units have sleeves so doubling the texture size to please one or two percents of the addon makers is not really that smart. The current size and layout is final. Share this post Link to post Share on other sites
LoTekK 0 Posted January 4, 2006 Sounds sensible enough to me. What else needs looking into, then, texture-wise? Oh, just curious, are you planning to make a female body to go with that head, or will you need someone to knock up a generic one in conjunction? Share this post Link to post Share on other sites
llauma 0 Posted January 4, 2006 Sounds sensible enough to me. What else needs looking into, then, texture-wise?Oh, just curious, are you planning to make a female body to go with that head, or will you need someone to knock up a generic one in conjunction? I was thinking more of the texture pack and such should be handled. And no I wont make a female body.. My heart can't handle stuff like that A female soldier body is quite similar to a male soldier body, maybe just slightly thinner in general. Share this post Link to post Share on other sites
LoTekK 0 Posted January 4, 2006 Quote[/b] ]I was thinking more of the texture pack and such should be handled. Doh. Completely forgot about that one. Female soldiers could probably use a male body after a bit of tweaking for proportions (since the gear tends to equalize a lot), but not so much for civilians. I might take a crack at it some time this month before I hit the books again. Certainly would be a fun side project. Share this post Link to post Share on other sites
offtime 0 Posted January 4, 2006 status report what i did today: 1. corected textures as Sanctuary sugested 2. fixed "bis face" bug after game save/load 3. fixed "get out from vehicle with completly new head" need to do: implement system for MP custom faces (have it all sorted out in my mind, just need to write it down) nice dreams everyone ! Share this post Link to post Share on other sites
offtime 0 Posted January 5, 2006 facestex2_05january2006.zip new facestex2 dated 05-JANUARY-2006 mentioned eariel issues were fiixed, but MP custom face method is not implemented yet. ADDED IMPORTANT new head needs to have two points in memory lod and animation defined in cpp, check out this addon for details @LLauma we could use some sort of readme or FAQ or something i dont think that my english skills are good enought to write it so maybe you could take care of that ? Share this post Link to post Share on other sites
gavinthecat 0 Posted January 5, 2006 I don't mean to sound like a noob asking this, i should know better, but the basefaces.sqs, what does that do exactly? (I know its for an eventhandler but like) what does it do lol (i know it should be obvious) hehe Share this post Link to post Share on other sites
sanctuary 19 Posted January 5, 2006 Quote[/b] ]#again_unit setface _fpick _unit animate ["Fset", 1] _delay = 1 + random(0.5) #loop ~_delay ?!(alive _unit): goto "deadstate" _Fis = _unit animationPhase "Fset" ?_Fis == 0: goto "again" goto "loop" In some missions that are already running scripts in the background, i think you should put a larger delay than this to prevent some possible performance issues with the missions scripts that have already their own delays. Something like 5 or 6 should be enough in my opinion (was it to fix a problem with face with going into a vehicle and disembarking ? anyways, i suggest a longer delay , that would be very helpfull for scripters caring about their mission performance) I tried to make a "Guba-like" face using the codemaster ex-chairman, Jim Darling picture used for the OFP guba model specific face The result is not really great :/ , showing my limits when it comes to using pictures modifications applications. [/img] Share this post Link to post Share on other sites