horrido
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Posts posted by horrido
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I'm stuck with a problem on one soldier I'm working on:
When the soldier fires a handgun (like BIS beretta for exemple), the smoke of the gun doesn't come from the end of the barrel, but rather from the middle of the neck of the soldier.
has someone encountered the same bug?
I used the search engine, but couldn't find a post relating to this problem.
Thanks for your help
-Horrido
PS:
I forgot to mention that the problem seems independant from the gun, as BIS beretta is obviously working well with other units than mine.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The VC are better than the USA, and i think in another war, the VC would still kick ass!
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And that's what they did, when China invaded the north Viet-Nam in the 80's.
-Horrido
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There should be a simulated effect of weight on the soldiers, depending of how much/less they're carrying: each weapon/ammo/rucksack/body armor should have a weight and the soldier should react accordingly: If loaded a la US ARMY, then the soldiers should walk/runs like snails and be easily exhausted (maybe after a time if they push too far they can no longer move untill they no longer suffer from exhaustion), and troops like irregulars, lightly loaded should be able to run/walk faster, and for a longer time before being exhausted.
This will add a lot as it will simulate the ability for a light force to do hit and run tactics (like guerrillas) and disengage more easily, having more freedom than the heavily laden tortoises in body armor with a 40/50kg backpack.
Also, since everyone is requesting to have the possibility to carry more ammo/weapons/equipment and having rucksack too do so, this is a good way to keep the balance in the game.
Heavily loaded soldiers will be slower and more prone to exhaustion. This will prevent in a realistic way the tendency to be always overloaded (some peoples simply wants more ammo to be able to carry a HMG, AT weapon and a regimental load of ammo on their backs too be able to shoot at everything, and compensate their lack of skill).
But this will still give everyone the freedom to do so if they choose, without unbalancing the game. The capacity to carry more will have it's counterpart: reduced mobility and endurance.
This means that there would be the need to add more proxys to the models (like a rucksack proxy, a parachute with jumpbag proxy...etc...) in order to give them more customizables loadouts.
-Horrido
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OFP is very limited in this area due to the inability of the AI to behave properly in buildings, bunkers etc...
Also, the collision detection inside building is very bugged, and needs a lot of improvements.
MOHAA or BF 1942 is a good example of how it should be in OFP2.
Better than the ability to destroy building and having them crumble, I would prefer static building not showing dammage (it looks ridiculous as it is now in OFP) but where it is no longer possible to walk through the walls and even sometime get stuck in a building.
I know that OFP is more a simulator for combat outdoors than indoors, but even outdoors, there are problems with the building (MG position, bunkers, etc...)
-Horrido
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This is the biggest restriction in OFP right now...
Why loading in memory all the un-needed addons? Of course, the -mod option is usefull, but it is still a "quick and dirty" solution to the problem.
Only the addons needed for the mission should be loaded in memory. The editor might be much slower, though (having to load the unit/addons each time a mission maker adds a unit on the map.)
-Horrido
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The motion capture in OFP sucks. It's the worst I've ever seen. This sure need to be redone from the ground up.
-Horrido
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But the VC are cartoonish in SebNamPack... Just the kind of thing I'd hate too see in OFP2.
And it doesn't satisfy my need to fight for the VC either. Â

Doc lap Viet-Nam !
-Horrido
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If the game is truly about Viet-Nam, as the picture on the web site suggest, we would need to be able to play Viet-Cong too. And most of all, we would need realistcs VC, not the cartoonish hollywood ones shown in so many movies and games (the kind with the black "pyjamas" and a beard "a la Uncle Ho" and the pointed hats) VCs are always depicted in a ridiculous way in movies and games. OFP2 VC should be portrayed as they were (who wants too walk in the jungle with black clothes easily spotted? They were in civilian clothing, and didn't always wear black trousers and shirts)
VC should wear some sort of camo to conceal themselves.
At the Cu-Chi tunnels 70 km NW of saigon, they're showing for tourists the typical dressing of the local Viet-Cong Guerillas, and they're not looking like anything shown n the american movies. Unfortunately, I don't have a picture to show, but I remember the use of bush hats, a camouflaged piece of cloth on the shoulders, and the typical use of black and white checkers scarfs that looked like the cambodian designs.
-Horrido
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It would be great if OFP2 could give us true artillery guns and mortars that could do indirect fire on map coordinates. That would add a whole new dimension to the game to be able to use artillery.
Also, OFP2 would need artillery field guns that can be tracted by vehicles (APC or trucks), as well as radars for target aquisition that can be tracted too (or artillery observation radars mounted on specificaly designed vehicles: tanks or trucks).
It would be great if we could use binoculars with laser telemeter like the Leica Vector or artillery telemeters. It would be a great addition for the snipers and the artillery weapons. But it would also need the ability to risk being spotted by tanks and vehicules equipped a detector of laser target designators. So the fire at long range will be made easier for the snipers, at the cost of risking being spotted by a vehicle and revealing it's position. Hence the dilemna for the sniper to choose carefully if it is needed to use the telemeter, or if it is best calculating range with the sight or a telescope graduated in milli in order not to reveal it's position.
The telemeter would be great for artillery (being able to know the distance to the target). Of course, true artillery weapons like field guns and mortars would also be needed, with an aiming system different from the hand guns: for example a sight giving elevation/distance to the point of impact, and also azimuth and no longer having to aim by guessing and the trial and error method, if the distance to target is known by the use of a telemeter.
the addition of telemeters would also be great because it will allow the use of artillery spotters, artillery fire guiding observation vehicles.
-Horrido
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It would be good to have weapons overheating and cooking off if sustaining a high rate of fire for too long. If the guns could be jammed, it would be great to be able to unjamm it too.
-Horrido
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In OFP, there is a big problem with friction: I mean the vehicles, chopper, cars, planes, tanks, etc... will slide down the hills too easily, like they where covered with soap (even if the hill is not very steep. Too often, you've to run after you chopper when you disembark, because it is sliding down the hill.
I hope this will be corrected in OFP2.
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Mister 5,
Are you sure you're using version 1.91?
I seems to remember that I had the same message before I upgraded.
-Horrido
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A 2e REG pionneer? Why not... I'll think about that.
-Horrido
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Soul Assassin,
you said "This tool is good but still nowhere as good as Maya and nomatter how good you are unless u have motion capture technology you can forget about LIFE LIKE animations  "
I disagree with you. Motion capture is only a way of doing crapy animation at a low cost. By the way, the animations in OFP are made with motion capture, and they're REALLY crappy.
The only way to do real good animation is by hand in keyframe animation (I know what I'm saying, I earn a living by doing just this).
I could do a better walk cycle than the poor motion capture attemp in OFP in less than half an hour in any professional 3D program (except 3DSmax who is not a professional animation tool in my opinion). Motion capture is only for thoses who don't know how to animate, or thoses who don't have enough budget to hire 3D animators. Learning to do a realistic animation has only to do with observation and dedication.
I'll have a look at this tool and see if it's possible do do animation without shoting myself in the head.
There is sure a lot of animations that are missing in the game, and we could use some more.
-Horrido
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Well, in the mean time, you can still have a use for my legionnaires. I've proposed to OFrP to give them my addon and I'm waiting for them to answer.
By the way, my site is in english, but I'm a frog too.
And about the legion taking murderers in it's rank, it is only a legend: a murderer would never be accepted (and they're checking, of course)
my website:
Here is a picture to give you the idea:
-Horrido
edit:ralphwiggum: image size > 100k
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Could'nt this be set in the class CfgVehicles?
you call the soldier with the corporal badge something like "corporal", give him an hidden selection to have the badge and then in the CfgGroup, you give him the rank "corporal".
This will work only for group, though.
-Horrido
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Yes, this thing about the hidden selection as been in my mind since I had a look at the "medic" selection in the west soldier P3D in O2.
It should be possible to do the same thing for the shoulder patches and rank badges easily. After all, even in multiplayer we're able to see the patch on the medic's arm; and this seems to be activated in the cpp file. it should be possible to activate the rank badges/shoulder patches/aicraft number ...etc... in the same way if I'm not mistaken?
-Horrido
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Hi !
I have a problem with a soldier I'm modelling in O2:
It is a french foreign legion soldier. I modelled it by looking how the east officer and the west soldiers were made.
It is now finished, and work perfectly in 1.46 and 1.85; everything looks great except this:
when the soldier is inside a vehicle, the glasses, mouth and beret are showing (like if they were in the pilot view LOD)
I checked the view-pilot LOD in my model, and there is no head, mouth or glasses - like in the demo soldiers .p3D
As soon as my soldier exit a vehicle, the view is back to normal, without the anoying parts showing.
How comes theses part are showing when they should not be there? I compared my model with the ones of the demo P3D, and everything in my LOD is the same as the west soldier.
By the way, I noticed that only the west soldier seems to be usable as an editing example, as the east officer model has a lot of selections missing in the various LODs (no camera vertice and a few other vertices with selections missing).
Also, what is the use of the functions "redefine and normalize" and "set normalize group"?
Here are the pictures of what is the problem:
from the outside, the view is normal:

from the inside: the glasses and the mouth are visible; when I turn the view with the mouse while depressing the Alt key, the mouth and the glasses doen't follow the head movement:

and to finish, here is the picture of my new legion unit:

I hope someone already had the same problem and will come with a solution.
Thanks for your help.
-Horrido
Glowing transparencies at distance
in OFP : O2 MODELLING
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What is the color of the background of your wheels texture?
from what you're saying about the yellow pixels around the wheel, I'd believe that your background is yellow. Try to make the background the same color as the wheels, this way, there should be no problem with the color at the boudary of the alpha mask.
-Horrido