Linker Split 0 Posted November 5, 2006 well, for the 3b point, there's the general Barron functoin that instead of monitoring a single plant with a single script, it monitors several classes of plants... for the movements... you misunderstood, cause I don't (and I absolutely can't) create jungle environments as other nex gen PC games... I know this, so I want only create some script as 1)when the player go upon the plant, the plant then will bend over my feet... it's impossible to create single leaf's movements until I wouldn't change the game engine... 2) Wind environment: It can be done, since I CREATED the script for my animated grass, just I need to change something and add new effects (as the pression of feet, the passage of a chopper...) 3)The only thing is that... I need some lessons about 3d vectors... Share this post Link to post Share on other sites
punishment 1 Posted November 5, 2006 Quote[/b] ]textures are taken from FarCry and BF2, cause they use lotta high quality ones!I say again: all my work will be created from scratch, not importing any models from games... You know, I've always created all I need on my own... So taking models from other games is wrong but taking textures is fine? http://ofp.gamepark.cz/news/pics3/linkersplitislandtwo6.jpg http://ofp.gamepark.cz/news/pics3/linkersplitislandtwo3.jpg http://ofp.gamepark.cz/news/pics3/Hill400_img2.jpg http://ofp.gamepark.cz/news/pics3/Hill400_img5.jpg http://ofp.gamepark.cz/news/pics3/map_1.jpg All taken from different wellknown games such as Call of Duty and DF:BHD. I'd suggest stop doing this before you get sued. lighten up Share this post Link to post Share on other sites
Linker Split 0 Posted November 5, 2006 Ok men, I'm really bored. Now I HAVE THE PERMISSION FROM UBISOFT OF USING THEIR TEXTURES IN ORDER TO CREATE ADDONS AND NOT TO PURCHASE THEM. SO STOP FLAMING. I SAY AGAIN: STOP FLAMING. I'M NOT A THIEF OK? THERE ARE LOTTA THIEFS IN OFP, BUT NOT ME! Share this post Link to post Share on other sites
Sled88 0 Posted November 5, 2006 Damn, keep cool. What is going on here now in the community? It is not that easy to implement textures or models from other games into ofp. And he also got permission to do this. So keep on topic now and don't flame. Otherwise this thread will be closed too, for sure! @Linker Split: Great work man! Don't let them get you down! Share this post Link to post Share on other sites
Linker Split 0 Posted November 5, 2006 thanks Sled88... so please stop flaming each other! I've just created another model, a big tree... I'll make a shot of it #EDIT This is the tree... don't care about the bad resolution, cause its height is about 14-15 metres so I took the screen from 20-30 metres Share this post Link to post Share on other sites
Commando84 0 Posted November 6, 2006 nice tree there. can't wait to see it ingame later. Share this post Link to post Share on other sites
Fab. 0 Posted November 6, 2006 if its indeed that tall i reckon you should make the bottom rounder if u get what i mean... the root bits are gonna be pretty huge and its gonna be noticeable they arent that round from the ground soldiers but that one is still good for lods so its lost work Share this post Link to post Share on other sites
Al Simmons 0 Posted November 6, 2006 The tree looks nice, maybe u could make him climbable? Noone is flaming here, but there are people in this community which create there textures/modells from scratch thats why they dont like to see someone makes it the simple way. PS: Next time your angry on other ppl avoid to type in all capital letters, or get a closer look @ the forum rules Share this post Link to post Share on other sites
Placebo 29 Posted November 6, 2006 As there seems to be nothing released for download and use why is it in Addons & Mods: Complete? Share this post Link to post Share on other sites
JdB 151 Posted November 6, 2006 As there seems to be nothing released for download and use why is it in Addons & Mods: Complete? From the third post in this topic: Quote[/b] ]woops... sorry for this! Moddies, plz can you move this topic in A&M: Discussion thread? "Read before posting please" Share this post Link to post Share on other sites
Sled88 0 Posted November 6, 2006 @JDB: Owned! But the tree looks really nice! Share this post Link to post Share on other sites
nephilim 0 Posted November 6, 2006 its still better to lend a cam from someone and hop to the next botanic garden or lower store and make pics... besides theres dozens of free texture sites which provide great higres textures of plants for free (under the condition that you dont gain any form of profit from it) such as mayang.com or got3d.com imageafter.com besides that i dont think that i dont think that takin textures from other games makes the "upcoming" things very anticipating.. its been seen already using photos you make yourself give alot more varaiety cuz the snatched textures dont give you much of that :P no flaming intended m8 just some critix to improve it Share this post Link to post Share on other sites
Placebo 29 Posted November 7, 2006 Moving to A&M:D Next time PM a moderator or use the report post to moderator function, don't assume we have the time (or inclination) to read through every post on every thread Share this post Link to post Share on other sites
-)rStrangelove 0 Posted November 7, 2006 Personally i dont think the player will even realize the plant is moving in the correct direction of his own movement - that's way too complicated calculation and it's hardly noticable - comlete waste of CPU resources if ya get me meaning. Just let the plant play 1 move-animation if the player is within 0.5m of the plant - thats it. Whats even more important is to play a little 'grassy' sound of some trousers slipping around a bush. Share this post Link to post Share on other sites
Linker Split 0 Posted November 11, 2006 Hey men, I'm back.. I,ve created a script which animate a plant... here it is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;global_init.sqs ;used for detect the class of plant ;and file associated with it ;//DO NOT MODIFY _player = player ;//The player is set as a global OFP variable _n = 0.1 ;//A numeric variable _g_logic = "Logic" createVehicle [0,0,0] #START deleteVehicle _g_logic ;//CHECK THE POSITION OF PLAYER _pX = ((position _player) select 0) _pZ = ((position _player) select 1) _pY = ((position _player) select 2) _arr_distance = [_pX,_pZ,_pY] ~_n _g_logic = "Logic" createVehicle _arr_distance _plant_mov = nearestobject [_player,"HDT_plant4"] ;//START THE SCRIPT :-) ([_plant_mov] exec {\FC_cpp\start_movement.sqs}) ~_n #CHECK ? (_player distance _g_logic) > 16 : goto "START" goto "CHECK" exit and the "start_movement.sqs" is the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;start_movement.sqs by Linker Split ;Thanks to General Barron for his functions :-) ;Start _player = player _plant = _this select 0 ;//CHECK THE CLASS OF THE PLANT ? typeof _plant == "HDT_plant4" : goto "plant4" exit #plant4 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~1.8 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~1 goto "plant4" now, I want to execute these scripts for all the classes of plants... Can I put the generic class of them (in my case is "Non_Static_plants" which owns all the other ones) in the nearestObject command? so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plant_mov = nearestobject [_player,"Non_Static_plants"] Will OFP recognize that all the plants belongs to it? Or would it simply pass the argument as a generic class? Because if so, the script won't activate the movements for all the single plants! Answer plz!!!!! Â Share this post Link to post Share on other sites
Linker Split 0 Posted November 18, 2006 man I got a little F.. problem... I created a Global init for all the plants: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;//THIS SCRIPT WAS DESIGNATED IN ORDER TO ADD MUCH NATURAL ENVIRONMENTALS ; ;//THIS IS THE HEADER FILE OF THE WHOLE STRUCTURE,DO NOT MODIFY. ; ;//YOU CAN CHOOSE SEVERAL TYPE OF ANIMATIONS, DUE TO YOUR COMPUTER SPECS! :-) ; ;//YOU CAN EVEN LET THE FILE TO CHOOSE THE RIGHT PROPERTIES FOR YOU! :-) ; ;//PUT IN THE INIT LINE OF A SOLDIER THE FOLLOWINFG STRINGS: ; ;//---- lock_anims= true ;// THIS IS FOR NO ANIMATIONS (SLOW COMPUTERS) ; ;//---- grass_anims= true ;// THIS IS FOR GRASS ANIMATIONS (SLOW COMPUTERS AND MEDIUM ONES) ; ;//---- few_plants_anims= true ;// THIS IS FOR SOME ANIMATIONS (MEDIUM COMPUTERS AND HIGH ONES) ; ;//---- auto_spec_gen= true ;// THIS IS FOR AUTO CHECKING. :-) ;// ;// ;//IF YOU WANT TO USE ALL THE ANIMATIONS (RECOMMENDED ONLY FOR A VERY HIGH SPEC-COMPUTER) ;//DON'T ADD ANY LINE! :-) ;//ENJOY! ;---------------|||||---------------; ;---------------|||||---------------; ;---------------|||||---------------; ;//GLOBAL VERYFIER\\ ? (lock_anims) : exit ? (grass_anims) : goto "GRASS_anims" ? (few_plants_anims) : goto "FEW_PLANTS_anims" ? (auto_spec_gen) : goto "AUTO_settings" ;---------------|||||---------------; ;// ;//START #ALL_settings _player = player ;//The player is set as a global OFP variable _n = 0.1 ;//A numeric variable _g_logic = "Logic" createVehicle [0,0,0] #START deleteVehicle _g_logic ;//CHECK THE POSITION OF PLAYER _pX = ((position _player) select 0) _pZ = ((position _player) select 1) _pY = ((position _player) select 2) _arr_distance = [_pX,_pZ,_pY] ~_n _g_logic = "Logic" createVehicle _arr_distance _s = 0 #LOOP _plants_arr = ["HDT_plant4","HDT_palm1","HDT_bush1","HDT_big_tree1","HDT_plant1","HDT_plant2","HDT_grass1"] _count = (count _plants_arr) -1 _plant_mov = nearestobject [_player,(_plants_arr select _s)] ;//START THE SCRIPT :-) ([_plant_mov] exec {\FC_cpp\start_movement.sqs}) ~_n if (_s == _count) then {goto "CHECK"} ~_n _s = _s + 1 goto "LOOP" ~_n #CHECK ? (_player distance _g_logic) > 16 : goto "START" goto "CHECK" exit ;----------------------|||||----------------------; ;//ONLY GRASS MOVEMENTS ; ; ; #GRASS_anims _player = player ;//The player is set as a global OFP variable _n = 0.1 ;//A numeric variable _g_logic = "Logic" createVehicle [0,0,0] #START2 deleteVehicle _g_logic ;//CHECK THE POSITION OF PLAYER _pX = ((position _player) select 0) _pZ = ((position _player) select 1) _pY = ((position _player) select 2) _arr_distance = [_pX,_pZ,_pY] ~_n _g_logic = "Logic" createVehicle _arr_distance _s = 0 #LOOP2 _plants_arr = ["HDT_grass1"] _count = (count _plants_arr) -1 _plant_mov = nearestobject [_player,(_plants_arr select _s)] ;//START THE SCRIPT :-) ([_plant_mov] exec {\FC_cpp\start_movement.sqs}) ~_n if (_s == _count) then {goto "CHECK2"} ~_n _s = _s + 1 goto "LOOP2" ~_n #CHECK2 ? (_player distance _g_logic) > 16 : goto "START2" goto "CHECK2" exit ;----------------------|||||----------------------; ;//SOME PLANTS MOVEMENTS ; ; ; ; #FEW_PLANTS_anims _player = player ;//The player is set as a global OFP variable _n = 0.1 ;//A numeric variable _g_logic = "Logic" createVehicle [0,0,0] #START3 deleteVehicle _g_logic ;//CHECK THE POSITION OF PLAYER _pX = ((position _player) select 0) _pZ = ((position _player) select 1) _pY = ((position _player) select 2) _arr_distance = [_pX,_pZ,_pY] ~_n _g_logic = "Logic" createVehicle _arr_distance _s = 0 #LOOP2 _plants_arr = ["HDT_plant2","HDT_big_tree1","HDT_plant1"] _count = (count _plants_arr) -1 _plant_mov = nearestobject [_player,(_plants_arr select _s)] ;//START THE SCRIPT :-) ([_plant_mov] exec {\FC_cpp\start_movement.sqs}) ~_n if (_s == _count) then {goto "CHECK3"} ~_n _s = _s + 1 goto "LOOP3" ~_n #CHECK3 ? (_player distance _g_logic) > 16 : goto "START3" goto "CHECK3" exit ;----------------------|||||----------------------; ;//AUTO SETTINGS ; ; ; ; #AUTO_settings _benchmark = Benchmark  ;//CHECK THE BENCHMARK hintC format ["%1",_benchmark] ? (_benchmark < 1000) : exit;//LOW COMPUTERS ? (_benchmark < 4000) && (_benchmark > 1000) : goto "GRASS_anims" ? (_benchmark < 8000) && (_benchmark > 4000) : goto "FEW_PLANTS_anims" ? (_benchmark > 8000) : goto "ALL_settings" exit And the attached script (start_movement.sqs): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;start_movement.sqs by Linker Split ;Start _player = player _plant = _this select 0 ;//CHECK THE CLASS OF THE PLANT ? typeof _plant == "HDT_plant4" : goto "plant4" ? typeof _plant == "HDT_palm1" : goto "palm1" ? typeof _plant == "HDT_bush1" : goto "bush1" ? typeof _plant == "HDT_big_tree1" : goto "big_tree1" ? typeof _plant == "HDT_plant1" : goto "plant1" ? typeof _plant == "HDT_plant2" : goto "plant2" ? typeof _plant == "HDT_grass1" : goto "gen_grass" exit ;//GRASS MOVEMENTS #gen_grass _plant animate ["leaf1_s",1] ~0.5 _plant animate ["leaf2_s",1] ~0.5 _plant animate ["leaf3_s",1] ~0.5 _plant animate ["leaf4_s",1] ~0.5 _plant animate ["leaf5_s",1] ~2.5 _plant animate ["leaf1_s",0] ~0.5 _plant animate ["leaf2_s",0] ~0.5 _plant animate ["leaf3_s",0] ~0.5 _plant animate ["leaf4_s",0] ~0.5 _plant animate ["leaf5_s",0] ~2.5 goto "gen_grass" #plant4 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~1.5 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~1.5 goto "plant4" #plant1 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~0.3 _plant animate ["leaf4_s",1] ~1.5 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~0.3 _plant animate ["leaf4_s",0] ~1.5 goto "plant1" #plant2 _plant animate ["leaf1_s",1] ~0.1 _plant animate ["ramo_leaf1_s",1] ~0.1 _plant animate ["leaf2_s",1] ~0.1 _plant animate ["ramo_leaf2_s",1] ~0.1 _plant animate ["leaf3_s",1] ~0.1 _plant animate ["ramo_leaf3_s",1] ~0.1 _plant animate ["tronco1_s",1] _plant animate ["leaf4_s",1] ~0.1 _plant animate ["ramo_leaf4_s",1] ~0.1 _plant animate ["leaf5_s",1] ~0.1 _plant animate ["ramo_leaf5_s",1] ~0.1 _plant animate ["leaf6_s",1] ~0.1 _plant animate ["ramo_leaf6_s",1] ~2 _plant animate ["leaf1_s",0] ~0.1 _plant animate ["ramo_leaf1_s",0] ~0.1 _plant animate ["leaf2_s",0] ~0.1 _plant animate ["ramo_leaf2_s",0] ~0.1 _plant animate ["leaf3_s",0] ~0.1 _plant animate ["ramo_leaf3_s",0] ~0.1 _plant animate ["tronco1_s",0] _plant animate ["leaf4_s",0] ~0.1 _plant animate ["ramo_leaf4_s",0] ~0.1 _plant animate ["leaf5_s",0] ~0.1 _plant animate ["ramo_leaf5_s",0] ~0.1 _plant animate ["leaf6_s",0] ~0.1 _plant animate ["ramo_leaf6_s",0] ~2 goto "plant2" ://PALM MOVEMENTS #palm1 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~1.8 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~1 goto "palm1" ://BUSH MOVEMENTS #bush1 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~1.5 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~1.5 goto "bush1" ://TREE MOVEMENTS #big_tree1 _plant animate ["leaf1_s",1] ~0.2 _plant animate ["leaf2_s",1] ~0.3 _plant animate ["leaf3_s",1] ~0.2 _plant animate ["leaf4_s",1] ~0.2 _plant animate ["leaf5_s",1] ~0.3 _plant animate ["leaf6_s",1] ~0.3 _plant animate ["liana1",1] ~0.3 _plant animate ["liana2",1] ~2 _plant animate ["leaf1_s",0] ~0.2 _plant animate ["leaf2_s",0] ~0.3 _plant animate ["leaf3_s",0] ~0.2 _plant animate ["leaf4_s",0] ~0.2 _plant animate ["leaf5_s",0] ~0.3 _plant animate ["leaf6_s",0] ~0.3 _plant animate ["liana1",0] ~0.3 _plant animate ["liana2",0] ~2 goto "big_tree1" now, these two files work well when put plants in Misson Editor... but when I create the test map in WRPTOOL, they still work, but animations are wrong! I mean, Not all the plants start their animation, and some plants  start a wrong anim! Uff... I'm trying to fix it but i don't know what to do, since in Mission Editor it works in a very good way!!! -------------- BTW, I got some screens for you... (do not get wrong, it's not real life) ----- -------------- Oh, no PhotoShop for them! Don't worry, I'll continue the project for ArmA!!!!! :P  PLZ feel free to say erything you want (no flaming you know! Share this post Link to post Share on other sites
fasad 1 Posted November 18, 2006 looks nice! what is the preformance drop caused by so many animations? Share this post Link to post Share on other sites
Linker Split 0 Posted November 18, 2006 Well, not so much lag... about 15-16 FPS in 1024x768 with fog... the prob isn't animations... but the amount of polys! cause the files are executed only for plants in a 50x50 metres trigger (via nearestObject command) around player, then they stop Share this post Link to post Share on other sites
fasad 1 Posted November 18, 2006 Could you do a test of fps using no animations vs vegetation animations? I'm quite curious of the performance limit of this aspect of the engine. I expect it should be very efficient - after all every unit is constantly being animated! If you can keep the animations subtle and localized to the player, it could work without fog. Share this post Link to post Share on other sites
Linker Split 0 Posted November 18, 2006 Man I said that the animations don't hit performance the prob is the large numer of polys! a model of big tree is about 1000 polygons... For what I tested, no lag with animations... Share this post Link to post Share on other sites
456820 0 Posted November 18, 2006 Wow looks great. The animation effects sound cool. 1000 polys for a tree? Isnt that a bit much? Surely you could try to cut that down. But apart from that it looks very good. Share this post Link to post Share on other sites
Linker Split 0 Posted November 18, 2006 lol I can't cut the number down... cause they are already basic  models! ! I think I'll reduce the LOD settings of them.... anims still doesn't want to work well... on the Mission Editor, everything work wonderful, but in WRPtool, they still make some craps...  Share this post Link to post Share on other sites
nephilim 0 Posted November 18, 2006 performance wise i really suggest to add several trees in one object(p3d) instead of placeing hundred single ones.. this way the lods can also get some relief btw try cfguseractions linked with conditions Share this post Link to post Share on other sites
Sennacherib 0 Posted November 18, 2006 Quote[/b] ]1000 polys for a tree are you crazy dude? Quote[/b] ]cause they are already basic models! ! try to learn to use a real 3d problem, where it's possible to cut or add edges. btw nice job, mate Share this post Link to post Share on other sites
Linker Split 0 Posted November 18, 2006 lol D@nte, for a single tree, I've already reduced the faces! I think that I'll cut out some branches... anyway, nephilim is right, for now I've only created stand alone objects, but soon I'll make forests, and more grass... check the map at the my Filefront blog! (see the signature) Share this post Link to post Share on other sites