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JustEvil

My Own: Operation Flashpoint

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Well, we was thinking for long time, that Lluma's faces doesn't work properly. At the and of the day it's not strange.

The engine lays custom (BIS) face on a head, then goes a Llaluma's face as a next one. It gives few problems: one can't choose his own face, and every time one goes out from any vehicle, he has diferent face, like cameleon. To resolve that, the custom textures must be changed. And MIG25_Radek, our team member, did it! There is the Lluma's head and few (for now) textures with faces in the player edit menu. It looks pretty good! One doesn't need special script for face changing any more. And the face will work properly. All of that stuff will be part of the upcoming Wrzesien 1939 Mod. But it will be puplished separately as well, to free use by other mods, like i.e. FFUR, witch will use Llaluma heads supposedly. We,ve got few screens, here you are:

MyOwn1s.jpg

Large Version

MyOwn2s.jpg

Large Version

MyOwn3s.jpg

Large Version

MyOwn4s.jpg

Large Version

MyOwn5s.jpg

Large Version

MyOwn6s.jpg

Large Version

Screen 7 Large, Small

Screen 8 Large, Small

Screen 9 Large, Small

Screen 11 Large, Small

Screen 10 Large, Small

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Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?

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Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?

you wouldnt need to physically replace the BIS faces to do that, all you would need to do is change the path in the config...

same goes for that head in the GUI, u can change the model's path from ressource.bin

i did the same thing at first for wwIIec's heads, but then i decided to keep them set by script for more compatibility with regular BIS based infantry/civilians... and u can definitly make any custom head work properly by script, it just needs to be a little more advanced than setting a random face in a built in init field...

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This is a great idea, good work with it! I will look forward to it's completion. thumbs-up.gif

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You are talking about this ?

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

{

model="hlavaw.p3d";

modelWoman="\o\char\civilistka_head.p3d";

idc=106;

type=80;

position[]={-0.021,-0.006,0.15};

direction[]={0,0,0};

up[]={0,0,0};

scale=0.19;

};

But simply changing the path for the setup head model will tell OFP to use the new textures for all the heads ingame ?

I thought that random face texture assignation OFP do for every non player units was hardcoded to the textures name found in the Data.pbo , like the hardcoded water/NVG "moving" texture ?

Or is that controlled in the main config by the class CfgFaces ?

Would be easier to replace heads than i thought if it is as simple as this

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I believe that would change all the faces of that type ingame.

You would just have to config a new soldier class for each seperate face

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Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?

I'm changing textures in data.pbo. It's boring, but effective. smile_o.gif

you wouldnt need to physically replace the BIS faces to do that, all you would need to do is change the path in the config...

same goes for that head in the GUI, u can change the model's path from ressource.bin

i did the same thing at first for wwIIec's heads, but then i decided to keep them set by script for more compatibility with regular BIS based infantry/civilians... and u can definitly make any custom head work properly by script, it just needs to be a little more advanced than setting a random face in a built in init field...

Perheaps, but i prefere my way, even if your way is simpler . It will works like ordinary mod, with different folder, and different data and others. We are planning to release some test units, i.e soldier from FFUR with Llaluma's head (if Thunderbird will agreed), and maybe new ORCS with a little changed config (without init line).

I believe that would change all the faces of that type ingame.

You would just have to config a new soldier class for each seperate face

it will change everything, but the idea is, that all units ingame will use Llaluma's head.  smile_o.gif

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Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?

I'm changing textures in data.pbo. It's boring, but effective. smile_o.gif

then if you're determined to go that way, why not just change the pathnames in cfgfaces ? this way you would avoid the need for an installer modifying data.pbo and all the problems that come with it (i always read people complaining about "how to install this skypack or this smoke effect...)

also if you do that... are you gonna provide civilians with your mod too ? a lot of mission makers use BIS civilians (talking about Wrzesien 1939 Mod here)... and overwriting BIS faces will mean no faces for them confused_o.gif

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More work - more screens, from ingame as well. There are ORCS russians (just without init line) for test and demonstrations. I have some problems with US soldiers from FFUR. I mede an mistake somewhere... not on the config, becauce ORCS works on that config, you can see one black, as a proof. The next problem is a missed black hands (there is no any in facetex2.pbo). There are two posibilities to resolve: add those hands and retexture the faces, or make it by script. But i dont know how to do that. Maybe something like this: connect i.e. Face21 with hand1pblack. I will work on it. And some screens:

http://img.photobucket.com/albums....n12.jpg

http://img.photobucket.com/albums....n13.jpg

http://img.photobucket.com/albums....n14.jpg

http://img.photobucket.com/albums....n15.jpg

http://img.photobucket.com/albums....n16.jpg

http://img.photobucket.com/albums....n17.jpg

http://img.photobucket.com/albums....n18.jpg

http://img.photobucket.com/albums....n19.jpg

http://img.photobucket.com/albums....n20.jpg

http://img.photobucket.com/albums....n21.jpg

http://img.photobucket.com/albums....n22.jpg

http://img.photobucket.com/albums....n23.jpg

http://img.photobucket.com/albums....n24.jpg

http://img.photobucket.com/albums....n25.jpg

http://img.photobucket.com/albums....n26.jpg

http://img.photobucket.com/albums....n27.jpg

http://img.photobucket.com/albums....n28.jpg

http://img.photobucket.com/albums....n29.jpg

http://img.photobucket.com/albums....n30.jpg

http://img.photobucket.com/albums....n31.jpg

http://img.photobucket.com/albums....n32.jpg

http://img.photobucket.com/albums....n33.jpg

http://img.photobucket.com/albums....n34.jpg

http://img.photobucket.com/albums....n35.jpg

http://img.photobucket.com/albums....n36.jpg

http://img.photobucket.com/albums....n37.jpg

http://img.photobucket.com/albums....n38.jpg

http://img.photobucket.com/albums....n39.jpg

http://img.photobucket.com/albums....n40.jpg

http://img.photobucket.com/albums....n41.jpg

http://img.photobucket.com/albums....n42.jpg

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Hmm Interesting, this may be the solution I was looking for to fix my problems with facetex2 and ECP.

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Now THAT's a rarity.  biggrin_o.gif

The solution to black hands - gloves. Or a good black hand texture, if you can find any. Please PM me if you do. smile_o.gif

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for the black hands, take the hands with the gloves?

Ps aren't there too many addons that define or have their own head model / p3d, so for many addons the resource.bin/cpp trick wouldn't work. Or is that a wrong assumption?

Great find anyway! Waiting for those faces wink_o.gif

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Am i right in assuming that this app will let normal bis units,or for that matter third party unit's for example HYK us infantry that use normal bis heads, use lluminas new head model?

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Dohh,i've read this topic 4 times and can't get it :crazy:I've also read the separate read me but because it's translated into English i can't quite get the jist of that either!Now i know it's my fault but could someone (a) tell me exactly in laymans terms what this thing does.(b) Step by step instructions on what to do with it. Again am i right in thinking that it wil add new head model to al units that dosn't use the new head model? The whole thing sounds very good,now if only i could get to the bottom of it !

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That thing allow you chose faces without scripts. So no, it doesn't replace heads of units but only face textures. As a standalone thing this useless but combined with total replacement mod where all units have Llauma head models it solves most of the bugs with face textures.

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