jens198
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Posts posted by jens198
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There has been a lot of talk about new animations in the last days/weeks by several single persons and mod-teams. So my question is: Are there any static/walking animations ready for download?
cu
jens
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Hi guys,
as Americas Army is based on the Unreal engine and as far as I know there are also mod tools for the Unreal engine, my question is smiple: Is there even the slightest chance, to use the models or animations from AA in OFP?
Jens
P.S: ...and yes, i know of copyright issues. It's just a question.
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Hi folks,
I can't start the Texture Manager via Tool | Texture Manager in Visitor2. Any ideas? I need to recalculate my texture transitions.
cu
Jens
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How do you guys feel shooting at the militia women who came with the new bas island? well, as they shoot at me i don't feel much different as i feel when i drop their male troopers. but it's not the same.
anyway it's just a game and nobody get's hurt
jens
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Good idea. And the picture looks cool too. Any advances on that thingy?
jens
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you need aLone Wolfs xPack tool to convert the demo models for using them in the O2Editor. Tell ne if you need the tool. I will send it to you.
jens
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eh, yes should've been a little bit more precisely. With the Hummves came two M113s which had animated backdoors.
What I want to know is the anim-command to lower the doors by script or init.
Jens
P.S. Anyone know any other M113 capable of opening/lowering the doors?
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Hi guys,
does anyone know the command for lowering the backdoor of the m113? (for scripting)
cu
jens
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Sounds like a good idea. Maybe you can do that with the MTLB addon too.
Jens
P.S. and yes, i am interessted (jens198@yahoo.de)
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Hi,
follow Yamato's orders step by step. I had problems by myself. Got it with the instructions below.
Hope I could help you.
Jens
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Let's say that Buldozer is in C:\Buldozer.
put all de-pbo'd folders onto Buldozer dir.
ex.
C:\buldozer\O
C:\buldozer\data3d
C:\buldozer\customAddon
then
make a .bat file, which says
Quote
subst Z: "C:\buldozer"
then save it as.... I don't know, "prepareOFPE.bat" or something like that.
then execute the bat file. There should be a "Z:\" directory with C:\Buldozer being the root.
the rest is easy.
Load Visitor, goto system preference,
set basic directory to Z:\
tex to Z:\
everything else to Z:\
If you want to use tex from O.pbo, make sure the Texture directory is set to
'Z:\O'
I think you can use texture only from 1 pbo.
Now when you try to load an object, the list should be like:
o\tree\dd_bush01.p3d
...
data3d\ker trs travy.p3d
...
customAddon\Blah.p3d
etc.
The tough part is replacing the existing objects with the new same file with different subdirectory.
Oh, if you were just starting to make an island, be happy. It won't be such an onerous task.
Now, if you have more than 100 types of objects used, it's time for you to groan and start working on the freakin' task of replacing all 100 new files, which took me an entire day, pretty much. But it's worth the effort.
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Ah, got it working!
Thanks to Col. Klink and the other guys.
Jens
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Hi,
I followed the instruction from Col. Klink to use multible pbos for using the res-objetcs. No I have the following new problem:
All textures have a ver shap edge. Means, that in one field the texture ends and in the next field the next texture starts without a smooth transition.
Any ideas?
Jens
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hm,
I found a hint by Col Klink:
"Custom objects made by other addon makers will have to be unpbo'd using unpbo.exe and the subsequent addon folder (created by unpbo.exe) will have to be placed on the same drive as your unpboed O, Data3d, Eden, Cain, etc folders.. See my short explanation on this page.http://www.flashpoint1985.com/cgi-bin....9;st=30"
Changed my Settings for Natural, Artifical Objetcs and Forests from c:\bulldozer\Data3d to c:\bulldozer\
Now I can add Objetcs from all other unpbo'ed files in the tool settnigs, but they don't show up in bulldozer. BTW all other objects already set with the old settungs (c:\bulldozer\Data3d) are vanished from the map.
So, my question is: What's the proper way to add objetcs from other pbos to a existing map with the settings above?
Jens
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Hi folks,
any chance too add my own (selfmade) p3d files in a world created with Visitor? I saw another thread on adding the objetcs from the o.pbo in visitor, but I can't figure it out what those guys really did.
cu
Jens
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Hi folks,
modified the m113 from the demo. Already got it ingame (with textures). Only problem ist, that the tank is nearly completly dug in the ground. Any ideas?
jens
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Yup, xPack worked. Can see all those demo-p3ds in Oxygen. Pretty nice to look at.
jens
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@ edc
Hm, heard that before. I just installed the good old demo and tried to open the p3d in o2light, but it didn't work either. Anything specigic I have to take care of?
Jens
P.S. Oh the CH47 worked fine!
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Ahhhh, that one worked. All textures ingame! Thanks a lot!!!
jens
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Hm, no luck so far. Here's my directory settings
Textures: C:\buldozer\ty1
Worlds: C:\buldozer\ty1
I save the finished wrp-file into C:\buldozer\ty1 and pbo whole thing (paa's and tga's can be moved from the directory before pbo-ing the whole thing? Or mustn't they?
Ah, I wish someone would make a faq or something on Visitor.
jens
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thx mate. will give it a try when i'm at home.
jens
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Any ideas? I get all the textures in bulldozer --> island looks good --> make a wrp --> no textures ingame
jens
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Haha, config.cpp was alright. It was the editor program i used. Just copied the text into good ole windows notepad, saved and volia --> it works
jens
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Yup, saw that in the other thread before. Just copy/pasted my old config.cpp But still I get the same message.
jens
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If I start OFP I get an error message (see picture)
But I can't find any faults in the config.cpp
Any ideas?
cu
Jens
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
 class TutIsland{units[]={};weapons[]={};requiredVersion = 1.40;};
};
class CfgWorldList {
 class TutIsland {};
}
class CfgEnvSounds {};
class CfgWorlds
{
 class DefaultWorld {};
 class Eden: DefaultWorld {}; Â
 class TutIsland: Eden {};
 {
   worldName="\TutIsland\TutIsland.wrp";
   description="Visitor Tutorial";
   startTime="10:00";
   startDate="29/2/84";
   centerPosition[]={5931,6747,0};
   class Names
   {
   }; Â
 };
};
Animation pack
in ADDONS & MODS: DISCUSSION
Posted
Any news on a release date for these fantastic looking animations?
jens