Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

jezpops

Member
  • Content Count

    70
  • Joined

  • Last visited

  • Medals

Everything posted by jezpops

  1. Solved the problem, here is the new config should anyone else have the same problem: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgPatches { class bunkerdoor { units[] = {bunkerdoor}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class bunker_door { displayName = "bunker door"; }; }; class CfgVehicles { class Ruins; class land_bunker_door_ruins: Ruins { scope=public; vehicleClass = "bunker_door"; model="\ca\pointeduhoc\objects\ruins\bunker_door_ruins"; }; class HouseBase; class House : HouseBase { class DestructionEffects; }; class land_bunker_door : house { animated=1; vehicleclass = "bunker_door"; scope = public; model = "\ca\pointeduhoc\objects\trench\bunker_door"; ladders[] = {}; armor=1000; class DestructionEffects: DestructionEffects { class Ruin1 { simulation = ruin; type=\ca\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; class AnimationSources { /*class Door1 { source = "user"; animPeriod = 1; initPhase=0; }; class Door2: Door1{}; class Door3: Door1{}; class LightWindow1 { source = "user"; animPeriod = 1; initPhase=1; }; class LightWindow2: LightWindow1{}; }; class UserActions { class OpenDoor1 { displayNameDefault = $STR_DN_OUT_O_DOOR_DEFAULT; displayName = $STR_DN_OUT_O_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" < 0.5"; statement = "this animate [""Door1"", 1]"; }; class CloseDoor1 { displayNameDefault = $STR_DN_OUT_C_DOOR_DEFAULT; displayName = $STR_DN_OUT_C_DOOR; position = door1_axis; radius = 2.5; onlyForPlayer = true; condition = "this animationPhase ""Door1"" >= 0.5"; statement = "this animate [""Door1"", 0]"; }; class OpenDoor2: OpenDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" < 0.5"; statement = "this animate [""Door2"", 1]"; }; class CloseDoor2: CloseDoor1 { position = door2_axis; condition = "this animationPhase ""Door2"" >= 0.5"; statement = "this animate [""Door2"", 0]"; }; class OpenDoor3: OpenDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" < 0.5"; statement = "this animate [""Door3"", 1]"; }; class CloseDoor3: CloseDoor1 { position = door3_axis; condition = "this animationPhase ""Door3"" >= 0.5"; statement = "this animate [""Door3"", 0]"; }; };*/ }; }; Thanks for the help
  2. Still no joy ! Here is the config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define TRACERNO tracerColor[]={0,0,0,0};tracerColorR[]={0,0,0,0}; class CfgPatches { class bunkerdoor { units[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class bunker_door { displayName = "bunker door"; }; }; class CfgVehicles { class Ruins; class land_bunker_door_ruins: Ruins { scope=public; vehicleClass=bunker_door; model=\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; }; class HouseBase; class House : HouseBase { class DestructionEffects; }; class land_bunker_door : house { animated=1; vehicleclass = "bunker_door"; scope = public; model = "\pointeduhoc\objects\trench\bunker_door"; ladders[] = {}; armor=1000; class DestructionEffects: DestructionEffects { class Ruin1 { simulation = ruin; type=\pointeduhoc\objects\ruins\bunker_door_ruins.p3d; position=""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; }; Any clue?? I haven't given the object a class name in the named properties, i have also tried using default ruins but dont get anything when the door is destroyed ??
  3. jezpops

    destructable doors

    Is there a way to implement a door on a building being able to be destroyed without the whole building being destroyed aswell?
  4. Any chance you can share your config. I have a door model that when destroyed i want to show a ruin model of the door. I too am not getting any model showing up when the door is destroyed - any help greatly appreciated
  5. jezpops

    destructable doors

    I thought as much ! Was trying to add it into my model. The door to the underground bunker: Blowing the door: No Door !!! I'm goin' in !
  6. Is it possible to override the lighting class to have per object lighting? ie nighttime for an underground bunker etc or is there another way to darken the environment except alwaysinshadow (which isnt dark enough)
  7. jezpops

    stopping shadows

    How can you stop a shadow from a default object being cast on a custom one? For instance i have a room where a barbed wire fences shadow outside the building casts through the wall on to the rooms floor. Also is there a way to darken the shadows cast in the shadow geo on my own model, it does not make rooms such as basements dark enough? Any help greatly appreciated
  8. jezpops

    Unlit buildings

    I have tried the above methods and i do get shadows but still the room is not dark enough, its supposed to represent an underground bunker and all the shadows do is represent where the sunlight hits it at an angle which would never happen as its underground - is there another way to darken the room and tunnels?
  9. jezpops

    Unlit buildings

    Can anybody give me a step by step explanation on how i can make some parts of the inside of building darker/unlit? Thanks in advance
  10. jezpops

    Door animations

    Can anyone point me to a tutorial on how to make animated doors for custom buildings, cant find anything anywhere
  11. jezpops

    Door animations

    Thanks mate, another prob i have is with making geo lod convex - it always seems to fill up the door space, any tips on a easier way
  12. So the problem is i have a .p3d object that i would like to be camouflaged in the terrain, i have used the same paa file but it looks completely different to the terrain, how do i go about making both match each other?
  13. So far the problem exists when are close to the trench: http://img297.imageshack.us/img297....MG] I have varied the named properties in the geometry lod but so far no joy. I have renamed the travijah.paa so i can use it seperately with a seperate rvmat (got some weird results there i can tell you, everything from bright red to black!!http://forums.bistudio.com/oldsmileys/wink_o.gif' alt='wink_o.gif'> I will carry on with the trial and error for now. Are there any good shadow volume tutorials out there? One thing i did try which was quite interesting was to colour the trench the same as the colour used in the mask_lco and layers config then import the sattellite and mask again, for a split second the trench was textured the same as the terrain before buldozer crashed..hmm interesting
  14. Yes, i thought the same ! I have used o2 to add the rvmat and all paths to the nohq, co and mco files are correct, and i am using the default travajih_detail.paa files that came with the BIsamplemap, i may just have to live with it for now
  15. jezpops

    PTM files??

    I notice O2 has a merge textures option under surfaces, it asks for a .ptm file, can anyone shed any light on what these are, how to write them or where to get them from??
  16. jezpops

    PTM files??

    Thanks, great tutorial...
  17. jezpops

    make not available

    Problem solved. I didn't delete the png files from the data folder before i tested in game.
  18. Ok so i have enough of a map and objects to test in game, but i get this error when trying to test in the editor. make not available (requested by ca/poinetduhoc/pisek_mco.png) ...any help greatly appreciated
  19. jezpops

    Trenches

    Ok, So i have made a trench mod for a new map that i am making and i am placing them on the map in visitor. The problem is that the area where the intended parts of the model go into the ground are darker than the surrounding textures (i have used the same texture for the model part as i have for the map), all LODs are working and i have tested it in game, still the same annoying shading. Any suggestions on how i can get rid of this? http://img263.imageshack.us/img263....MG]
  20. Ok, uvSource="worldPos" crashes buldozer, i guess this is a terrain only source. The object does look flat, its because it is! There will be various parts of clutter added to it and it will be shaped once i can get the the textures matching. So far i have been unable to do this, any more suggestions? Can i override the terrain class (if there is one! and use its members to replicate the texture??
  21. Thanks guys will let you know how i get on !!
  22. I dont mind having to write a few config files for the objects in question but i am not sure how to replicate the same terrain in a config file, any directions greatly appreciated.
  23. Ok, you will see what i mean by this: http://img299.imageshack.us/img299....MG] The Object (trenches) are on the right hand side of the picture, i have used the same paa and rvmat files.
  24. So the problem is i have a .p3d object that i would like to be camouflaged in the terrain, i have used the same paa file but it looks completely different to the terrain, how do i go about making both match each other?
×