

nik
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Everything posted by nik
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HeHe, the simpliest solution is always the best   Â
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You have forgot to define an icon: Example cpp for an icon: #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 Houseammostore2 { units[] = {Ares}; weapons[] = {}; ladders[]={{"start","end"},{"start1","end1"}}; requiredVersion = 1.10; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class Houseammostore2: House{}; class Ares: Houseammostore2 { scope=2; vehicleClass="Objects"; side=TCivilian; cost=1000; mapSize=1; destrType=destructengine; displayName="Castle Ares"; armor=6500; icon="\Ares\castle3"; model=\Ares\Ares; }; }; So you have to add an icon definition.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HUNT666 @ Dec. 17 2002,22:58)</td></tr><tr><td id="QUOTE">P.S. Maybe i have to drop my PC out of my window!!<span id='postcolor'> If this options function doesn´t help: Yes
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Go into your options\Video options in the game and enable (if its not enable) the "object shadow" function. And don´t believe , because the soldier has a shadow also your object needs to have one: There is also a vehicle-shadow option in the options.
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other strategy : download it from ofpec : Say when you have it, then I delete it (but because of size without texture)
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now? Maybe I´m too stupied   Â
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Did you get the mail?
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#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 Houseammostore2 { units[] = {wl1}; weapons[] = {}; ladders[]={{"start","end"},{"start1","end1"}}; requiredVersion = 1.10; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class Houseammostore2: House{}; class wl1: Houseammostore2 { scope=2; vehicleClass="Objects"; side=TCivilian; cost=1000; mapSize=1; destrType=destructengine; displayName="DWL1"; armor=650; icon="unknown_move"; model=\wl1\wl1; }; }; I don´t think that its because of the cpp I send it again
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Oh sorry sent you the false file: now with the texture. And DWl1 in the editor. empty\objects\DWl1 I send it now to you
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Is in your addy (hopefully ) you can find it in empty\objects\wl1
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Your shadow works perfect with that: Believe me  You have to write in the property name box: In the lod 0.00 "LODNoShadow" And as value "1". Also in lod 1.00 the same. In lod 1.5 write absolutly nothing. then your shadow works wonderful   . I can send it with my config.cpp to you if you want (then an e-mail addy).
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Ok, few things: 1. Geo-lod supports only objects that are not bigger then 64m. Parts that are bigger will be not solid. 2. Use only simple objects like boxes for your geo lod. 3. Set a mass and apply. 4. Go to "Structure"-"Topology"-"Find Components". 5. Then after that to "Structure"-"Convexity"-"Component convex hull". 6. Only 128 components are supported. If you have more in the geo-lod they are not solid. (but maybe it helps to copy a component and make so new components. So you have 128 components and could also use more with this trick. But only 128 components will be showen in the box. Don´t know if it works always). 7. Enjoy your solid object Â
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Yeah, I know the shadow thing is a bit weiard. Hope that you find someone who knows more then me in this shadow things. Good luck, and
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Dec. 16 2002,07:30)</td></tr><tr><td id="QUOTE">Is it possible to make high-res textures so the bricks don't look so big? Otherwise it's pretty fun <span id='postcolor'> You know, that if you have a texture and you want to enlarge it to a big stone texture it gets a bit rough, if you want just this texture to enlarge and no other, because you like it. nik Â
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Now, after a long time of working on my castle, its ready to get released   . It has a tower and many, many more features. Hope you´ll enjoy it. I think it could be fun in multyplayer. Sorry I have no webside, so if you want to see some pics go to the org  in the news: http://www.opflashpoint.org You could download it there. And don´t say that castles are useless in flashpoint: There are castles on everon and Nogova. Ruins, ok, but it would be more fun if they arn´t. So I made one. nik
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I´m no expert in this case. I would be also pleased to hear a solutuin of this from someone. And: Do you have lower then 300 faces? Because, you can only have a shadow with under 300 in the lod with the shadow. nik
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"No" says that this first lod is NOT used for a shadow and the first lod, where no LODNoShadow is written will taken for the shadow(in this lod you ´don´t have to write LODNoShadow). And after this lod you don´t need to write the LODNoShadow again. For example: 1.00 : LODNoShadow (value 1) 1.5 : (here is nothing written, so DON´T write in the second lod LODNoShadow) Geo-lod fire-geo
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Try to write in the first lod: LODNoShadow  (value 1). You have forgotten to write "No" in LODNoShadow  nik
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Good that I could help you . And to the 128 components: You can only have 128 components in the fire lod and geo-lod, so that every component is working correctly. For example: If you have 129 components in the fire lod, only 128 will be shown in the box, because you can have only 128 working components. One component of the 129 will not be fireproof. nik And
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9--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (A.W.O.L @ Dec. 15 2002,009)</td></tr><tr><td id="QUOTE">When checking if it is corrupt do u mean clicking on each component number on that little mnu on right hand side and checking that each one is made up of something. Is a corrupt component one that is not made of any faces?<span id='postcolor'> Yes, you have to check every single component: From 01 - 128 (if you have so many). There is a good way to do this: Open a new o2lights windows and cut a part from your geo-lod from your model in the new o2lights windows and then check if the invisible wall is gone now in the game, if you make a p3d. If it is, then one (or two?) of this 30 components  is corrupt and you have to cut a part from the new window from the 30 into your original geo and check if it is working also with the new components you have added now. If not, then in this new cutted components (of the 30) is the problem. Do this aslong as you find the corrupt component(s). When you have found the corrupt component, then you have to delete it out of your geo (don´t know, if it is similar to the fire lod this solution) (in my case the fire geo) lod and make a same new component. I don´t know why it is corrupt, but it is very strange to have invissible fireproof walls, because of one single component.
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I don´t know, if this will help: I had a quite simmilar problem with the fire-lod. For some strange reasons, I had some invisible walls, that were fireproof. And this walls were in the air. The solution is that I searched every component, if it is working and always found a component, that was corrupt: So I decided to change this component to a working one and the invisible wall was gone. Maybe similar to your problem.
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Maybe you have forgotten to convex your fire geo . nik