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sanctuary

ww4 anims beta

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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!

Hi I will try to answer your question. I don't know Paint.NET but it sounds like it might work the picture needs to be a DXT1 or DXT1 with alpha(for transparency) and you should enable mipmap generation, the resulting .dds should work in OFP. so yes this is the conversion we are talking about or atleast I am.

STGN

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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.

Well, I have ECP, GRAA, SLX installed and combinations of configs in order to use them. With ECP+GRAA and ECP+SLX I don't see rifles sinking in the walls, that is why I have asked. IBut I can see them with SLX installed only.

FFUR has the same issue.

About the magazine thing, well the resource.cpp is still cryptic to me, I need to understand strange acronyms and see the differences between ECP and ECP+SLX where the no-bullet-count is active. Is there anyone here in the forum who knows about?

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I love this WW4 unit conversion and the anims are way cool.  My only regret in all the years of mission making in flashpoint is, Ive never had the patience or mental capacity to make my own models.  I consider myself a creative person too, just Ive got a reading problem, not dyslexia but something similar.  

I find written instructions to hard to comprehend.  I learned mission making from taking apart missions to see how its practicle side works.  Models seems way to complicated.  So I applaud you Sanctuary and all the other addon makers. Job well done. notworthy.gif

ps Please on final version remove that awful intro credit music.  My girlfriend came in all excited that I was looking on a wedding website. lol

Noticed an error but this might have nothing to do with ww4, but I noticed the town hall on any map is now called in editor church, and makes a church bell sound.  I been away from flashpoint for awhile so cant remember if its always been there?

image here

http://www.freewebs.com/assassinspromise/example.JPG

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Quote[/b] ]

About the magazine thing, well the resource.cpp is still cryptic to me, I need to understand strange acronyms and see the differences between ECP and ECP+SLX where the no-bullet-count is active. Is there anyone here in the forum who knows about?

I remember on SLX resources.cpp there were instruction or some line with explanation about it. Asap I'll check it and post you the solution .. if I can find it .. smile_o.gif .. stay tuned man!!

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Quote[/b] ]

About the magazine thing, well the resource.cpp is still cryptic to me, I need to understand strange acronyms and see the differences between ECP and ECP+SLX where the no-bullet-count is active. Is there anyone here in the forum who knows about?

I remember on SLX resources.cpp there were instruction or some line with explanation about it. Asap I'll check it and post you the solution .. if I can find it .. smile_o.gif .. stay tuned man!!

Here the solution man!!

Go to @ww4test\bin

Delete the resource.bin

Enter the directory EDITABLE and copy the resource.cpp, then back to BIN and paste it.

Open resource.cpp with a text editor (notepad is ok), search for :

class Ammo:RscIGText

{

idc=119;

style="1 + 256";

x=0.025;

y=0.033;

w=0.19;

text="$STR_DISP_ERROR";

};

and replace with:

class Ammo:RscIGText

{

idc=119;

style="1 + 256";

x=-0.17;

y=0.06;

w=0.19;

text="$STR_DISP_ERROR";

};

and it's DONE!!

As you can see all it does is to move the text from to right to top left to hide what is unnecessary (the bullet count)..

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Yes! I have found those lines:

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

class Ammo:RscIGText

{

idc=119;

style="1 + 256";

// x=0.025;

// y=0.033;

// SLX MOD : No ammo counter.

x=-0.17;

y=0.06;

w=0.19;

text="$STR_DISP_ERROR";

};

However I have thought it was possible just to remove the bullet count with the magazine count still in the display and at least a bullet count in decimals (as to represent the three holes in the mags) that is:

20|3 more than half full (from 20 to 30 bullets)

10|3 at least a quarter full (from 10 to 20 bullets)

0|3 a few bullets remaining before substitution (from 0 to 10 bullets)

Would it be possible?

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After working a lot to complete my first batch of troops, finally i have them in a release ready status.

So get beta 8 there (as usual temporary host unfortunately, so get it while you can) :

http://files.filefront.com/beta8WW4rar/;12796145;/fileinfo.html

http://rapidshare.com/files/177605313/beta8WW4.rar.html

http://www.megaupload.com/?d=ED82O9VH

http://w19.easy-share.com/1903027225.html

http://www.filefactory.com/file/aff14f1

http://d01.megashares.com/?d01=710d71a

http://uploaded.to/?id=nifcho

http://superuploader.net/818d1f257790-beta8WW4-rar.html

As usual, it is beta, so it means use this at your own risk, etc... you know the drill.

What's new since beta 7

-animation have not been worked on more than in beta 7, focus was on the troopers and some minor fixes in the replacement models selections for distant lods

-now everyone can carry an at launcher, no more artificial limitations that force civilians, snipers and medics to be unable to get a secondary weapon (launcher/rucksacks/radio/etc...)

-slight decrease of aimprecision , slight decrease in weapon/ammo costs value to allow the AI to open fire quicker after targetting an enemy.

I have not yet tweaked the weapon ranges and dispersion, it will be for later as those have an important impact on gameplay and will require more testing.

For best AI result enable "SUPER AI" in the difficulty option, should be even better now than the "easy to kill by multiple dozens" original AI soldiers.

-redirected every replacement model paths to ww4_rpl.pbo , the ww4_trp.pbo will be only used for the WW4 troops, not by the replacement.

-introductions of 3 army corps : West Counter Terror (West side), East Counter Terror (East side) and Insurgency (Resistance side), appearances very loosely inspired by US DEVGRU (ex Seal Team 6), Russia Vityaz for the West and East, Insurgency looks just like some armed civilians (totally new model and textures though).

-addition of many groups to be placed on the editor, not only for the BIS replacement, but for the 3 army corps.

-The 3 army corps are coming in both woodland and desert version ( groups names (W) or (D) ) and all have their wound texture functionnal and use the "as few textures as possible" concept to allow bigger firefights.

-The 3 army corps are not incorporated in the main WW4 config, it means you can take ww4_trp and ww4_p1cfg.pbo then place both pbo into any \AnotherMod\addons\ folder and play with them in any other mod (not GRAA3 of course, as it requires only Llauma headed models) without having to do some editing.

-For now they are all using BIS weapons, don't worry that's only temporary for the beta, when i will have them ready, specific weapons to each corps will come.

Note : Modder Ressource package no3 will come later in the week, i am not yet finished with the separated body parts, once done everything i used to build all the 3 army corps (models parts, mlods, TGA, and various overlay and other texture helpers) will be available in this pack no3.

But warning : it will not replace the modders ressources no1 and no2, but will be an addition to them, so keep them or get them if you didn't earlier.

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Sanc, thank you for the update, I will DL it asap.

I hope you will also consider the possibility to use 1985 soldiers and weapons too...

What about adding the BN tracers?

Here  is the link, of course after asking for permission:

I think you need just to add

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

class eventhandlers

{

 init = "[_this select 0,3]call loadFile""\bn_tracer\addTracerUnit.sqf""";

};

or in case ECP is used

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

{

 init = "[_this select 0,3]call loadFile""\bn_tracer\addTracerUnit.sqf""";

};

in each soldiername class, where 3 means 1 tracer every 3 bullet shots.

and than add the line in class PreloadAddons

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"BN_Tracers123"

either in the ECP or in ResistanceBIStudio list, I believe.

as for now I am using soldierwb, -eb and -gb, I don't know which other could also be implemented.

Of course, explanations on how to add those lines are for people who haven't read the whole BN thread as I had to... sad_o.gif

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It is a bad idea to implement tracers in the config like this.

When i am making missions that are involving spawning to keep performance optimal at any time, i sometime use another trick involving deleting units too. The very good DAC system from Silola use such method.

But playing such missions with a config that has the tracers built-in will lead into lot of errors messages during the game popping up from the tracers scripts because of the units being deleted.

So that's why it is a lot better practice to use the tracer by adding them to soldier -in the mission- not in the config.

With tracers added in the mission, no such errors messages.

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OK, but with the preload addon trick it seems no error message occurs as before.

That I have read in the dedicated thread and it seems to work for each mission/campaign.

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Noticed a small problem

While the groups (F2) are what was intended, a simple mistake lead into a badly sorted Resistance -> Insurgency (W) and Insurgency (D) as those units are all listed under the (W) version.

Additionally, the medics are not appearing in their correct category as i wrongly directed them to the category Men .

Quick and very small hotfix (good i separated the configs and the models into 2 specific PBO)

http://files.filefront.com/beta8fix1rar/;12797616;/fileinfo.html

http://dl.free.fr/eNcX9nlqw

http://rapidshare.com/files/177648538/beta8fix1.rar.html

http://www.megaupload.com/?d=BN8M1KQ4

http://www.filefactory.com/file/aff159d

http://d01.megashares.com/?d01=18509fb

http://netload.in/datei2sVH8zZTpc/beta8fix1.rar.htm

http://uploaded.to/?id=6vzofg

http://superuploader.net/96bf45258070-beta8fix1-rar.html

Just replace the ww4_p1cfg.pbo by the new one

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But playing such missions with a config that has the tracers built-in will lead into lot of errors messages during the game popping up from the tracers scripts because of the units being deleted.

It's also no good for performance in mass-battles. It uses camCreate, setPos, setVelocity etc for each bullet with tracer. Also a simple addition like that will add tracers to all submachine guns and rifles the same as machine guns etc.

I'm thinking of making tracers by changing the bullet model to tracer, that wouldn't cause so much extra load. Maybe use animate or setObjectTexture to get only every Nth tracer and rest normal. Could make tracer mags too, like you'd get to choose PKmag or PKmagTracer etc.

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That's a good point.

I wonder if it is really possible to create "visible" bullets if the bullet simulation allow it to appear.

I remember long time ago when i tried to create a tracer for the tanks shells, would have been cool like in some videos.

I built a round object, set it to "shiny" so it would be bright in both day and night, but it never appeared ingame when i changed the shell model to this new one.

It seems the shell simulation remove the physical projectile.

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Hey sanc, I've seen that there are no llauma heads in the mod, is it because of performance hit?

EDIT:

fem1ua5.jpg

fem2mn6.jpg

face from drpepper

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No, it is more about addon compatibility that i decided to go with BIS head. As if i wanted the Llauma head without performance problems (due to the face script running for each units) , i would have had to modify the CfgFaces like i did in GRAA, and addons with BIS heads would have featured the garbled face.

Nice lady face, now you need the face camo and the blonde hair wink_o.gif

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Anims,,

While units are set to safe and cycling waypoints they no longer walk slow. Infact they sometimes job with gun lowered to the waypoint.  Any chance of a reduced safe speed

Editor,,

Townhall now sounds like church, move mouse over it and it says church in mission editor.

New units are great, love the desert look to them great job.

http://www.freewebs.com/assassinspromise/example.JPG

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@ Sancturay: Oh I see. I think llauma faces look more human, but addon compatibility is very important too. The only inconvenient is in the resource pack (the helmet straps) but moving them a little fixes the problem

wink_o.gif But damn mate, truly awesome mod!! I have fun when I play and when I mod haha. notworthy.gif

@ Panzergrenadier3: I know I was going to suggest the same haha, just need permission from drpepper.

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3 army corps both desert/woodland coming in the next beta, i hope to complete before the end of the year.

Quote[/b] ]While units are set to safe and cycling waypoints they no longer walk slow. Infact they sometimes job with gun lowered to the waypoint. Any chance of a reduced safe speed

Have you set their speed to "SLOW" instead of "NORMAL" in the waypoints ? That should help to them to walk instead of running to their goal.

Quote[/b] ]Townhall now sounds like church, move mouse over it and it says church in mission editor.

I have not modified any building name or sounds.

Are you sure what you think is a "townhall" is not really a church ?

There are several different kind of churches of many shapes in all OFP islands.

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Sanctuary, I noticed my test soldiers are not having random faces. Is there something I need to add/delete?

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Lipany's Town Hall is showing as a town hall (3 floors, Res) in my editor, using this mod.

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Sanctuary, I noticed my test soldiers are not having random faces. Is there something I need to add/delete?

The units should have the BIS random face, or are you using Llauma head models ?

In that case, there are some requirement , 2 vertices to add and a script to run in eventhandler for them, i don't remember the specifics but look for the Llauma head model thread, everything was explained there.

Quote[/b] ]IM guessing you added the editor upgrade thats yours that we're using as my mission editor looks smarter?

I repeat : I have not modified any building or building name and additionally i have not added any editor upgrade to the mod.

My guess is that you are using other addons along the ww4 beta test mod that is causing the problem for you.

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