prodetar2 0 Posted April 13, 2007 we already have a dropship bit its not very perfect its the old dropship from zippyo (i think) it doesnt have any anims and sometextures here and there arent applied properly. also the cockpit doesnt have any consoles to work with... (if any one has some pics of the cockpit interiour your very welcome to send em ) and we might even begin an entirely new dropship but thats up to snowball (id give it a try to but he had the idea ) if you guys want some pics of that dropship ill post em... just say the word. Share this post Link to post Share on other sites
snowballrules 0 Posted April 13, 2007 hey guys im still alive and kicking fist time ive been able to get on in a while right to the facts the facility is going well is can fit the apc in (with turret up) the you have to go around on foot therafter. i have modled the turret for the dasy cutter (AA apc) but thats up to the other two if they want that. dropship we will have to vote on who gets the job of doing it (i could do with more training on buildings hint hint) rotating rear turret sounds cool to i would like that but lets not ahead of our selfs just yet. one more thing the place were i can accsess the net is on strike next week so i9 may not be able to get on but screenies soon rich Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 13, 2007 we already have a dropship bit its not very perfect its the old dropship from zippyo (i think)it doesnt have any anims and sometextures here and there arent applied properly. also the cockpit doesnt have any consoles to work with... (if any one has some pics of the cockpit interiour your very welcome to send em ) and we might even begin an entirely new dropship but thats up to snowball (id give it a try to but he had the idea ) if you guys want some pics of that dropship ill post em... just say the word. Sorry for yet another question.. if you've got your paws on the old dropship, did you also get the scripts to allow the APC to travel inside it's gut? Share this post Link to post Share on other sites
prodetar2 0 Posted April 13, 2007 uuuh i didnt nope but macser showed me a pic with a apc inside so i think he does have it Share this post Link to post Share on other sites
Macser_old 0 Posted April 13, 2007 Evenin, Unfortunately I don't have any scripts that would allow transport. I've tried Zippyo's dropship out,in O2, to check out scaling.That's where that pic came from. Possibly it's a combination of roadways and proxies in the model and the "cargo" script used for turrets.But I'll have to experiment with that and see how it goes. Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 13, 2007 Evenin,Unfortunately I don't have any scripts that would allow transport. I've tried Zippyo's dropship out,in O2, to check out scaling.That's where that pic came from. Possibly it's a combination of roadways and proxies in the model and the "cargo" script used for turrets.But I'll have to experiment with that and see how it goes. If you're stuck with regards to the Dropship/APC script, speak to AfrographX (He works with the Falklands Mod if I recall). He did a splendid chinook that could carry Landrovers, I'm sure he could point you in the right direction. Share this post Link to post Share on other sites
Macser_old 0 Posted April 14, 2007 Thanks Submariner, I'll check that out. At the moment I'm experimenting with the Main turret. So far I have it retracting and deploying via "useraction".It's a little untidy right now, but it's functioning. Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 15, 2007 Thanks Submariner,I'll check that out. At the moment I'm experimenting with the Main turret. So far I have it retracting and deploying via "useraction".It's a little untidy right now, but it's functioning. No problems... just call me a horder of OFP lore Just a thought.. rather than arsing about with having it move the turret via a command menu, prehaps you could intergrate it into the final APC/Dropship script (i.e. As part of the LOAD script have it retract, and UNLOAD script have it extend automatically (Saving your command menu becoming overrun with purely 'graphical' features) I'll return soon.. I'm sure I recall there was a motion tracker-esque script mentioned quite some time ago! Share this post Link to post Share on other sites
Macser_old 0 Posted April 15, 2007 That's worth considerin,seein as I'm goin to have to use scripts just to get that turret movin anyway.Turret's already a named selection.So that's the useraction animation out the window. While I'm figurin that out,I'm busy gettin the dropship ready.Just to try and keep things on the go.Snowball and Prodetar are still busy with their side of things.And we've got some help on the animation front. As for the help Submariner,it's always welcome. God knows we'll need it. Can't see how a motion tracker would work in Ofp but if ye think there might be somethin out there,that'd be a real bonus. Cheers Submariner. Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 15, 2007 No problem.. I have got the Aliens soundtrack somewhere too if you guys want it! *Edit* Found it... the script had something to do with a mission called Operation Firelord Share this post Link to post Share on other sites
prodetar2 0 Posted April 15, 2007 No problem.. I have got the Aliens soundtrack somewhere too if you guys want it!*Edit* Found it... the script had something to do with a mission called Operation Firelord alien soundtrack do you mean the sounds the aliens make or music of some sort? we have some music ourselves aswell (mine is all from avp2 but its good ) Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 15, 2007 Yeah.. the movie soundtrack (well, parts of it.. my hard drive ain't what it used to be ) Share this post Link to post Share on other sites
prodetar2 0 Posted April 15, 2007 Yeah.. the movie soundtrack (well, parts of it.. my hard drive ain't what it used to be  ) ok again... MUSIC or alien SOUNDS its quite the difference i think you missunderstood my question Share this post Link to post Share on other sites
nephilim 0 Posted April 15, 2007 dont use the OST.. 20th century fox will get you by your balls.. also dont use the chars from the movie (ripley hicks etc etc) also no names like hadleys hope or sulaco.... these are trademarks and 20th century fox is bitchy.. like microsoft is/was about the HALO mod... Share this post Link to post Share on other sites
Macser_old 0 Posted April 15, 2007 @Prodetar I'm pretty sure he means music. @Nephilim Good point,but I guess we're already on thin ice.If you see what I mean. Share this post Link to post Share on other sites
prodetar2 0 Posted April 15, 2007 thnx for the heads up but how on earth would they find this out? are they constantly searching for this stuff? (and if they nag well just give them the credits offcourse ) Share this post Link to post Share on other sites
snowballrules 0 Posted April 16, 2007 hey guys the libary i use hasent gone on strike yet (woot) so im making the most of being online. right the facilty is almost finished but i put it iigame and i CTD's on me WTf yer the place is huge but i have seen bigger stuff in game. whats the size that the game alowa and will i have to seperate it all for it to work in game? oh another thin how can i turn jpegs in pacs pr paa? thanks Share this post Link to post Share on other sites
prodetar2 0 Posted April 16, 2007 paa tool or texview but why not use normal jpgs as textures? i do that and it works fine Share this post Link to post Share on other sites
Santosa 0 Posted April 17, 2007 some people claim jpg's cause more lag. the model's size has no limit and will not cause a ctd, the geometry of the object is limited to 64 meters in all directions. split it in boxes of 50 meters to make sure the geometry works. the cause of the ctd will most likely lie in the config file. Share this post Link to post Share on other sites
prodetar2 0 Posted April 18, 2007 Right ill keep that in mind if im getting lots of lag and snowball, send me your config ill check if hes right bout that Share this post Link to post Share on other sites
Macser_old 0 Posted April 18, 2007 Right,I've started work on scratch building the dpship,so it's in the early stages atm.Of course,I'll still be tweaking the Apc in between. Just so you can see we're still busy,here's a couple of basic geometry pics from O2. Not much to look at,atm,but it's got the basic feel and shape.Although it looks poly heavy,the count stands at about 1400. With regard to the Apc,I've sorted out my initial problems with the main turret.It functions as it should,with some small compromises.It's not perfect,but it does look the way you would expect.And the turret retraction and deployment only takes up one slot on the user menu.So no real clutter there. As I'm sure most of you know,adding an extra turret is far more problematic than it sounds.So there's a high chance the forward cupola may not function.I'm not going to promise things I can't deliver. Nevertheless,I intend to at least make an attempt.As recently,I've seen an excellent example of an addon "bolting on" a turret.And with good visual results too.How it will react to extreme terrain or bridges though I'm not sure. Anyway,as I said,I'll take a shot at it.Stay tuned. Share this post Link to post Share on other sites
nephilim 0 Posted April 18, 2007 using jpegs isnt a good idea.. they use quite a heavy compression.. anf depending how you set the compression they can create additional lag.. and if you use heavy compreassion to minimize file size.. youll end up having ugly blotches all over your textures... keep in mind to use as few textures as possible.. the more textures you use in your model the more memory is used to preload them from the PBO.. so 1-2 larger files are better 40 small poopy ones.. as a side note a standard *.paa with full colors used and 1024*1024 res. is about 1.2 mb big a 2k map is 2.8 mb large. in addition comes the model, which at a poly count of about 6-7k and full lods (inlcuding some reso lods) can weight upto 4mb.. (binerizign might be a good idea ) so count yourself how many mb´s youre handling with your textures and models Share this post Link to post Share on other sites
Macser_old 0 Posted April 18, 2007 Hey Nephilim, Texture wise I avoid using Jpgs.Instead I opt for paa or pac,converted from tga using Paatool. Which retains a lot of the original detail,and has the added bonus of mip map support and compression. With the poly count,personally,I think anything over 2 or 3k is starting to push it.But in the case of the apc,I thought "What the hell,let's see how far I can go".It's also my first serious attempt at an addon. My approach to the drship has been a little different. I've tried to get the general "feel" of the vehicle, rather than model every nut,bolt and screw. But I might end up doing that anyway. Still,I intend to keep the work as optimized as I can,without sacrificing too much detail. If Binarizing can help with that,I'll certainly give it a try. Thanks for the advice. And keep it comin. Share this post Link to post Share on other sites
UKSubmariner 0 Posted April 21, 2007 To be honest, the dropship doesn't really have to be perfect.. I mean you're not going to use it personally that much anyway in any missions that are made.. on accounts of Aliens not having much to bring you down with it may become a bit boring... Share this post Link to post Share on other sites
prodetar2 0 Posted April 21, 2007 To be honest, the dropship doesn't really have to be perfect.. I mean you're not going to use it personally that much anyway in any missions that are made.. on accounts of Aliens not having much to bring you down with it may become a bit boring... yes offcourse but the aliens will probably not be the only enemys the marines will come across and the dropship can also be used in cutscenes and eyecandy of somesort Share this post Link to post Share on other sites