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Linker Split

high definition Tropic island

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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... whistle.giftounge2.gif

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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... smile_o.gif

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

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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!

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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!

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thanks Sled88... so please stop flaming each other!

I've just created another model, a big tree... I'll make a shot of it wink_o.gif

#EDIT

bigtree1vu2.jpg

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 tounge2.gif

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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 biggrin_o.gif

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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

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As there seems to be nothing released for download and use why is it in Addons & Mods: Complete?

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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?huh.gif

"Read before posting please" wink_o.gif

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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 smile_o.gif

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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 smile_o.gif

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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. wink_o.gif

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. biggrin_o.gif

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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!!!!!  tounge2.gif

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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) wink_o.gif

hdtishot8ek4.th.jpg

-----

hdtishot2dq5.th.jpg

--------------

Oh, no PhotoShop for them!

Don't worry, I'll continue the project for ArmA!!!!! :P  wink_o.gif

PLZ feel free to say erything you want (no flaming you know!wink_o.gif

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looks nice! what is the preformance drop caused by so many animations?

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Well, not so much lag... smile_o.gif 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 wink_o.gif

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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.

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Man I said that the animations don't hit performance wink_o.gif

the prob is the large numer of polys! a model of big tree is about 1000 polygons... tounge2.gif

For what I tested, no lag with animations... smile_o.gif

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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. notworthy.gif

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lol I can't cut the number down... cause they are already basic  models! ! tounge2.gif

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...  banghead.gif

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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 wink_o.gif

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Quote[/b] ]1000 polys for a tree
are you crazy dude? rofl.gif
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. wink_o.gif

btw nice job, mate wink_o.gif

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lol D@nte, for a single tree, I've already reduced the faces!

I think that I'll cut out some branches... icon_rolleyes.gif

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) wink_o.gif

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