Jklv 1 Posted December 27, 2008 Pac file http://rapidshare.de/files/41220389/M90camo.pac.html TGA file http://rapidshare.de/files/41220420/M90camo.tga.html Tried to make a swedish BDU hehe Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 This is the error I get. So I get it's because of paint.shop Do you have an alpha channel for that TGA ? In PSP , click "selection" and "select all" then again in "Selection" click on "Save on Alpha Channel" (or whatever it is in english, as my PSP is in french i am not sure of the exact wording for yours) A window will come to list the already present alpha channels, if there are none you will have only your newly created one, or if an alpha channel already exist there will be 2. Then before saving in TGA, make sure your desktop is set to 32 bits colors. Then PAATool will consider this TGA as 32 bits , not just the 24 bits you saved it with in PSP. Make sure you save it as uncompressed TGA too Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 Pac filehttp://rapidshare.de/files/41220389/M90camo.pac.html TGA file http://rapidshare.de/files/41220420/M90camo.tga.html Tried to make a swedish BDU hehe I am giving a look hint : use rapidshare.com instead of rapidshare.de if you need to use a rapidshare, the COM version has smaller waiting times. EDIT : for me PAATool has NO problem at creating a PAA or a PAC from your TGA. I guess your desktop was not set to 32 bits colors, as if i set mine to 16 bit colors, PAATool does not work too. EDIT 2 : for one of the WW4 troopers, i made a M90 inspired swatch : http://files.filefront.com/SWE2rar/;12783528;/fileinfo.html Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 Pac filehttp://rapidshare.de/files/41220389/M90camo.pac.html TGA file http://rapidshare.de/files/41220420/M90camo.tga.html Tried to make a swedish BDU hehe I am giving a look hint : use rapidshare.com instead of rapidshare.de if you need to use a rapidshare, the COM version has smaller waiting times. EDIT : for me PAATool has NO problem at creating a PAA or a PAC from your TGA. I guess your desktop was not set to 32 bits colors, as if i set mine to 16 bit colors, PAATool does not work too. EDIT 2 : for one of the WW4 troopers, i made a M90 inspired swatch : http://files.filefront.com/SWE2rar/;12783528;/fileinfo.html Did it work on O2, or gives you a white BDU at bulldozer? EDIT, after it works, we will need a new face model for her Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 Your PAC works , i see the camo in O2. So check your texture paths, there is no reason it displays a white texture for you and the correct texture for me if your path are correct. Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 Your PAC works , i see the camo in O2.So check your texture paths, there is no reason it displays a white texture for you and the correct texture for me if your path are correct. Thanks mate, will re-check the path ASAP! Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 If you are sure your paths are correct, upload your p3d that you repathed for your M90 texture, so i can check to see if i see something wrong. Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 Sure, uploadint it  I'm thinking maybe there is a problem with bulldozer? IDK, it does show well the 3col.pac and as soon as I repath to swe2.pac it shows a white texture Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 http://rapidshare.com/files/177226616/test_man.rar.html Here d= Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 I see that the bodyonly7.p3d is pointing to test_man\01\SWE2.pac So are you -really- sure you have placed the texture named SWE2.pac in C:\ofpedit\test_man\01\ and not into another directory ? If 3col is working for you for the model it was pathed in, i guess you put SWE2.pac in the wrong directory. Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 Yeah edit: Oh wait..... hahahahhaahhahaha it worked now but I'm confused as heck EDIT 2: OK NOW I get it!!! The path is relative to O2, not the model. Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 I knew it was the case Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 I knew it was the case Thanks a lot SenSei, I mean sanctury  w00t Looking forward for the next release. Share this post Link to post Share on other sites
stgn 39 Posted December 27, 2008 Hmm .dds with DXT1 compression will not run in OFP on my computer. I am using ImageConverterPLUS trial version to do the conversion. STGN Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 Oh look! A viking!! Share this post Link to post Share on other sites
stgn 39 Posted December 27, 2008 http://files.filefront.com/TGA+to+DDS+Converter/;6404020;/fileinfo.html Here is a dds converter for photoshop and PSP which works for OFP but forget about dds its aparently the same quality as paa DXT1 quality. I just downloaded kegetys arma tools which include a plugin for PS and it works miracles it stil take time but the size increase is gone, only 16b increase in size for the super quality. Comparison picture (try to zoom the difference is easy to see) Download here: http://www.kegetys.net/arma/ edit to add Its DXT1 set at best quality in the plugin on standard settings. Share this post Link to post Share on other sites
Jklv 1 Posted December 27, 2008 http://files.filefront.com/TGA+to+DDS+Converter/;6404020;/fileinfo.htmlHere is a dds converter for photoshop and PSP which works for OFP but forget about dds its aparently the same quality as paa DXT1 quality. I just downloaded kegetys arma tools which include a plugin for PS and it works miracles it stil take time but the size increase is gone, only 16b increase in size for the super quality. Comparison picture (try to zoom the difference is easy to see) Download here: http://www.kegetys.net/arma/ edit to add Its DXT1 set at best quality in the plugin on standard settings. The bleeding is gone! Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2008 It is impressive, but does the texture works really ingame (i mean not in Bulldozer) without causing some problems regarding transparency or mimaping ? I always thought there were differences between OFP PAA and Arma PAA formats. Share this post Link to post Share on other sites
Bordic 0 Posted December 28, 2008 Thanks to GRAA mod and the way you described the modifications in the config file, day by day I have been learning a lot on how to tweak the game functionalities. quotes are from first post as comments to beta1: Quote[/b] ]-divided by 2 the regulars aimprecision to help the AI acquire target quicker -doubled the recoils (as recoil is dependant of the aimprecision, so the recoil "feel" is unchanged) About current project I have seen that you didn't use the value of aimprecision and recoil you gave in previous GRAA project. Why? Quote[/b] ]Lots of animations speeds tweaked for better balance overall (by example civilians can run as fast as a soldier...) . Have you ever thought about also using speed and duty values which were implemented in SLX mod? Also the socalled stamina defines? // Stamina defines #define DutyRestingFull "-0.4" #define DutyRestingMed "-0.3" #define DutyRestingLow "-0.2" #define DutyTiringFull "1.2" #define DutyTiringMed "0.01" #define DutyTiringLow "-0.1" #define DutyTiringSpecial "100" I know that this project is more on animations and textures, well that is what I have understood until now even if I haven't read all past pages attentively, but could you also include those values above in the way they were in GRAA mod or at least with the ifdef/ifndef indications? Quote[/b] ]-climbing animation is not anymore linked to CROUCH stance when pressing in the same time MOVE BACK + TURBO keys, now to climb high walls you need to put your "weapon on back" (in the case of the mod, go to patrol stance)first and then press MOVE BACK + TURBO key in the same time. Just a couple of considerations about the animations: the climbing seems to work even when standing with no obstacle to jump over  and with the rifle in hand. Will we see the rolling animation after having hit the dirt as it was preannounced in beta5 comments? About clipping, or whatever it is called, is this affected by the new animations that rifles and soldiers can partially go through the walls? This didn't happen in GRAA iirc. One more thing: as it is now, grenades are more lethal than ever. Apart from this, keep working on this project as I like it very much, especially with the 1985 textures revisited!  Share this post Link to post Share on other sites
stgn 39 Posted December 28, 2008 Well I havent tested it thorughly but it seems to do the same as the normal .PAAs running around looking at it form different distances it dosen't stand out sideby side of the normal ones and its a DXT1 the plugin has several .PAA outputs don't know which are for Arma and which are for OFP, Kegety's also writes Arma/Ofp so I think it works. STGN Share this post Link to post Share on other sites
sanctuary 19 Posted December 28, 2008 During several of my tests in observing the AI, i noticed : 1- the AI is nearly blind at more than 150/200m , even without bushes to hide, you can basically crawl in plain view at such distance with the AI just looking. 2- in relatively close combat range the AI soldier sometime run past you or any enemy AI without even bothering to attack. 3- sometime the AI takes an insane amount of time aiming at you or another AI before deciding to fire. 1 - this i will improve by reasonnable amount of sensitiviy and sensitivityEar , and increasing the maximum range the AI is willing to engage (as at a certain distance you can fire to the AI, and the AI will never return fire because you are above his max range for the weapon it is using. I will continue to tweak the values until i think they are balanced and cease to make the AI that easy to kill. 2 - even with insane sensitivity this does not change, the AI is really puzzled sometime , it is so bad it is even funny to see various enemy soldier running around each other without firing. Maybe it is a matter of minimum range that i should change , i am always working on it. 3 - i noticed the AI having his aim floating around when this problem occur, like if it was not able to stabilize it to obtain a decent calculation of his percentage of hitting the enemy. reducing the aimprecision improved this, but there are lot more values i need to tweak to finally allow the AI to engage quicker once it is aware of the enemy position. The increased dispersion could help too. The values in GRAA project were too high for the AI and maybe it was why sometime i found it so easy to kill half a hundred of AI without any problem. I didn't touched the grenades , so their lethality should always be the same. I guess because WW4 values are different the AI is less spending its time at looking how nice the target is and will attack more often. Quote[/b] ]Just a couple of considerations about the animations:the climbing seems to work even when standing with no obstacle to jump over and with the rifle in hand. Yes that's normal, the animation is not launched by scripts or by building actions (too much detection/angle scripts to get it right would be involved for me willing to go this way) but by yourself. Just try to not jump unless you really need it, you are making yourself an easier target. Quote[/b] ]Will we see the rolling animation after having hit the dirt as it was preannounced in beta5 comments? Later, there are other matter more concerning for now in this project. Quote[/b] ]About clipping, or whatever it is called, is this affected by the new animations that rifles and soldiers can partially go through the walls? This didn't happen in GRAA iirc. Where does this happens ? Provide location, screenshots, condition to reproduce the problem so i can see if it is WW4 or just OFP Share this post Link to post Share on other sites
Bordic 0 Posted December 28, 2008 The increased dispersion could help too. Yes, this could be good. And what about duty values? Could the affect AI as much as sensitivity and aimprecision? Quote[/b] ]Where does this happens ? Provide location, screenshots, condition to reproduce the problem so i can see if it is WW4 or just OFP I generally use the "steal the car" mission when I try new sounds, weaponmodels or config tweakings... I can see that when walking near houses or windows, part of the rifle disappears in the wall or window. I have also seen enemy soldiers lying on the ground and ready to fire against you with the leg hidden in the walls. That was normal in SLX mod but never happened in ECP, GRAA and OFP. It happened only when waving the rifle over the doors with glasses. I cannot provide screeshots. EDIT: On my wishlist: I would like to see the number of magazines only on the top left corner of the screen, not the amout of bullets still in. How can it be done? Only with JAM mod? IRL you shouldn't know how many bullets are in there, at least you should only know if the magazine is half full or a quarter full. I hope to see this project merged with ECP in a future release! Share this post Link to post Share on other sites
sanctuary 19 Posted December 28, 2008 I can see that when walking near houses or windows, part of the rifle disappears in the wall or window. I have also seen enemy soldiers lying on the ground and ready to fire against you with the leg hidden in the walls. That was normal in SLX mod but never happened in ECP, GRAA and OFP. It happened only when waving the rifle over the doors with glasses. I cannot provide screeshots. Ah i prefer that, i thought you were telling me the soldiers were moving through walls. Maybe you were thinking of another game because what you describe happens with OFP all the time, unlike what you say it happens in GRAA , ECP etc... just try it again and you will see that your rifle can sink into the doors, the walls and even the ground with any mods/addons and even in OFP vanilla. This is a collision detection problem not related to any mods or addons, that has always been there in OFP, the same that some buildings can get you stuck when you move around closely to their corner in several OFP villages. For the weapon it is actually a good thing this go through object "bug" exist in OFP, can't imagine how much clunkier the clunky and geometry buggy OFP would be if weapons had precise collision detections because in OFP there is no automatic adjustement of the weapon distance from the player. In some other games if your weapon hit a wall, your soldier just move his weapon closer to him to move freely, but no such thing in OFP, you and the AI would not even be able to move in a building without getting stuck everywhere. Quote[/b] ]EDIT: On my wishlist: I would like to see the number of magazines only on the top left corner of the screen, not the amout of bullets still in. How can it be done? Only with JAM mod? IRL you shouldn't know how many bullets are in there, at least you should only know if the magazine is half full or a quarter full. No idea, i am not specialised in the OFP interface, get a look into the ressource.cpp/ressource.bin, usually everything related to interface or menus are supposed to be there. Share this post Link to post Share on other sites
anguis 4 Posted December 28, 2008 Hi, folks, I've read through the instructions on the first page and know now, as I suspected, that I don't know enough about this stuff to really comment or even ask questions substantively about textures. I'm interested, however, and I'm trying a few things out. Now, I've seen a bit about tools for TGA to DDS conversions. Is this the same thing as the "Save As. . ." function of Paint.NET? In Paint.NET, I can open the TGA files (for example, wrinkles4.tga) in the mod resources and "Save As. . ." DDS files, with various options I don't understand (DXT1 through DXT5, different Compressor types, "error metrics", "Generate Mip Maps", etc. . .). The TGA file is about 1 MB large, and the resulting DDS (using the DXT1 option) is about 171 KB. Is this the sort of conversion to DDS you're talking about? Any help in understanding will be appreciated! Share this post Link to post Share on other sites
Jklv 1 Posted December 28, 2008 Huge firefights are awesome! Share this post Link to post Share on other sites