teacup
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Everything posted by teacup
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I know what it is. It's another thing having to do with the parser going bonkers, but again.. no time to fix. However, if you did step #4 correctly, you shouldn't get that error. After you opened the "old school" MLOD P3D in the old (OFP era) O2, you should re-save it. Or save it with another name. As long as the final file you feed to NamedSelections2obj is written by the old O2, you shouldn't get that error when importing to Maya. If problem persists (shouldn't be the case though), you will have to do some simple editing of the OBJ file before handing it over to Maya. The error you get means that the OBJ file references an inexistent vertex index (in your case: 243021). Search the OBJ file (in Wordpad for instance) for that number, and delete all occurances of it. Overstepping the index happens when NamedSelections2obj doesn't know when to stop, and keeps writing nonsense into the OBJ. It usually hangs and you need to kill the process. But like i said, do step 4 right and it should work properly. If you're still having issues after this, just PM me and we can take a closer look. Edit: It seems with newer versions of the VB libraries the formating of floating point numbers is affected. Commas are used instead of periods as separators. So if anyone has the same problem, replace all "," with ".".
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The new MLOD P3Ds are different from the old ones, and are throwing the parser off (The old O2 can't read them either). The list of LODs displayed is all garbled - you should be seeing proper LOD numbers and names. Don't have the time to rewrite now, but here's a workaround: 1 - Open the file up in the new O2 2 - Export to "P3D Old Version.." 3 - Open the resulting file in the old O2 (you can still d/l it from the Breathe page) 4 - Save 5- Try NamedSelections2obj again.. Hope this solves your problem.
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Thanks for the kind words and the mirrors guys. To answer a few questions: The script will allow you to export/import animations for any kind of objects. You just need to get your selections into Maya, and rig them. You also need to figure out the whole Right-/Left-Handed coordinate systems as well. So yeah, it's not super simple but you can. You can fix the animations, but the config does not support switching animation trees depending on what kind of weapons you just picked up. And it would be a lot of work too. In principle yes, but it's work intensive. I suggest you wait for the next update on the tools if you mean to go ahead with something like that. This is not yet a mature and versatile toolchain. Not exactly suited for big jobs, major overhauls of the animation system and whatnot. I'm hoping the next version will do the trick. But until then, this should be pretty decent for animations that don't need to connect to other animations, static "animations", minor tweaks, etc.. Before i forget: all bodyparts have controlling curves except for the fingers. To animate the fingers, display the skeleton and animate the finger bones directly. There's a few vertices with wonky skin weights in some of the fingers, dont mind that. It will be fine in the game.
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This is more of an addon aimed at modders rather than players, but I'll just link it here and get it over with. TCP_AnimPack_v0.1 It contains 4 new animations. Two of them will help you jump or step over small obstacles in the game (yes, even those cursed waist high fences ). The other two will make you walk like a zombie. Just for funzies..  For a quick preview of the animations, just drop the PBO in your AddOns folder, fire up the editor and place out BLUFOR -> TCP_AnimTest -> _TCP_AnimTestSoldier. Start the mission and walk up to a small fence. Stop 30-40 cm in front of it and trigger the salute and sit down actions. Then place out Civilian  -> TCP_AnimTest -> _TCP_Zombie. Make him walk and run. That's it, hope some of you will like it.
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The "unused" action slots that Locke found and DMA lean mod used later are still there, But there's something about having to press 2 of the already busy movement keys at the same time, that makes me not want to try it. There might be other possibilities as well tho: can someone explain to me the difference between "Prone" and "Go prone" for instance? Is this a case of 2 distinct actions doing the same thing?
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There are several ways of adding these anims to the game. Â All have their advantages and drawbacks. Should it be an addon, or should it be a mod/replacement? Should we trigger it via Action Menu or some other way? Or should I perhaps stop this annoying question talking ffs?! Â If it was for my own private use, i'd only adopt the jump, and replace the sit down with it. It's more useful in movement/combat, more deserving of it's own keyboard shortcut IMO. Sit down and salute are both "emotes", thus not crucial to the core movement set. There might be a way of replacing salute without touching the salute state btw. You can just redirect the salute action to point to a new jump state that is appended to the Moves class. That way, cutscenes that use salute via "playMove" or "switchMove" would remain intact. If those cutscenes used "action" however, we're back to square 1. Edit: i suck at writing and logic.
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No handky pandky. Morshuncapshure. No vidz, soz. Tee-hee.. how you give teaCup laugh Â
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If anyone wants to use these animations in their addon/mod, help yourself to them. Repack them, reconfigure them, do what you like. It wasn't my intention to replace saluting and sitting in ArmA, it was just a demo of how they can be triggered easily in the game. Some would like the ability to swing over tall fences as well, I'm not going to try that. Let's face it, ArmA is not Assassin's Creed or DICE's upcoming parkour fantasy.. thank god I just found those little fences frustrating and figured it wouldn't be too much of a clumsy hack to animate the soldier jumping over them and raising the collision model. But scaling tall fences and walls could look weird and be sploiting-friendly (the player can already go through things he's not supposed to sometimes, due to collision geometry being less than the visible model). Don't see a way to teach these moves to the AI either.. I appreciate all the suggestions but don't count on my help in realizing them. If I like an idea I might work on it in my spare time, but I'm no Saudi prince, and a full time job can be a pain in the ass if you know what I mean.. I do have plans to bring more anims (and not just) to ArmA, but only time will tell. To answer another question: these anims weren't in the game. I made them myself: put on the mocap suit, recorded the moves, cleaned up the optical data, retargeted to game skeleton, tweaked, exported, configured.. and here they are. Peace out.
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I hope you can tell by the inflated wording that i was just kidding.. I don't concern myself much with EULAs. In fact, i sometimes knowingly break them, and i break them hard  From a legal standpoint, they are often not worth the paper they're printed on..
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Although i don't care for his tone, ITZHAK is right about being able to use "SLX_OFP2Skeleton.p3d" as a template for setting up the selections. And if you create linking and pivots info, you might be able to use it in OFPAnim, to make new animations for ArmA. However, that file is a pretty crude mock-up: And also, Solus missed the idea behind the roll-bones. Roll-bones are used mostly by experienced riggers to compensate for excessive twisting of the wrists. They achieve this by splitting the forearm into 2 roughly equal segments (upper half: forearm_bone, lower half: forearm_roll_bone), and transfering half of the wrist's rotation onto the roll-bone. This technique eases the pressure on the wrist by 50%, and leads to nicer deformations of the mesh. In ArmA, roll-bones are used for both upper- and lower- arms and legs. So if you want your models to inherit the animations correctly, you might want to do a proper job on these selections. If you care about quality, that is.. These roll bones are normally controlled by automated setups that do all the work. And OFPAnim can't do that. Which means you'll have to compensate for their functionality manually. Enjoy.
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At ~2000 $ a minimal setup these things are dirt cheap (by today's mocap gear standards). I'm not sure of the quality though. And you need to consider setting up a pipeline for actually getting the raw data cleaned up, retargeting onto the ArmA rigs, further tweaking and exporting to the game. Sounds like quite the enterprise to me..  @Abs: Why, i'm absolutely flabbergasted you'd suggest using 3D Ripper DX to grab the models (instant breach of license agreement), and all of it in broad daylight.  I will probably make a new Maya rig (and will try to make a decent one this time around  ). And i will probably update my Maya anim-kit and re-release it. But this is only for Maya users. I don't feel like spending a minute more than what  i have to (at work) in 3D Studio MAX. For those of you who don't have/know MAX or Maya, and have a healthy dose of masochism, there's always OFPAnim. You just need a MLOD .p3d for it from BIS, or you can make your own. If you read through this thread carefully, you should know how.. Â
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Well, it's not that bad really  We know the selection names. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> weapon launcher RightShoulder RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand LeftShoulder LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand Pelvis Spine Spine1 Spine2 Spine3 Neck Neck1 Head RightUpLeg RightUpLegRoll RightLeg RightLegRoll RightFoot RightToeBase LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase RightHandIndex1 RightHandIndex2 RightHandIndex3 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 RightHandPinky1 RightHandPinky2 RightHandPinky3 RightHandRing1 RightHandRing2 RightHandRing3 RightHandThumb1 RightHandThumb2 RightHandThumb3 RightHandRing LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 LeftHandMiddle1 LeftHandMiddle2 LeftHandMiddle3 LeftHandPinky1 LeftHandPinky2 LeftHandPinky3 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 LeftHandRing camera You can just open any RTM and read them. As far as i can tell the file format hasn't changed, so both OFPAnim and my Maya script/converter should be usable in the future. What we don't have yet, is a sample soldier model from BIS (e.g. MLOD P3D). But it's possible to work without that too.. I wanted to make a few tests so i just made a mock-up of the ingame soldier and it looks ok. We don't need a vertex-by-vertex accurate model to be able to animate. And we don't even need the exact skeleton they used. I just took a few screenshots of the model in the default pose, modelled the dummy to fit the outlines, placed the joints using common sense and voilá! See if you can recognize the animations..  Puny DivX AVIs: Anim 1 Anim 2 Yes, i know the model is mirrored, i'm not worried.. Â
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I'm absolutely fuming! I want to punch someone in the face.. Instead, i'll just take a breath, and post a request: BIS, i beg of you to inforce drastic and thorough filechecks, with automatic kicking for everyone having modified files. I just had it with loser server admins, allowing loser cheatzors to spoil the game for tens of people, crash servers, etc.. I'm a regular on several servers, that will always block and ban these little retards, but as soon as i step out of their safety zone, it's one bad experience after the other.. Please help those people who can't help themselves set up a cheat free server. As for you little cheating fudgepackers out there, feel free to send me your adress and i'll fly there to personally explain you why cheating is bad. I'll bring brochures and PowerPoint slides. Honest. I'm sure this issue has been brought up before, in a less hateful tone. I just couldn't resist. For me it has never been as bad as today..
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Filechecks nowadays (over)react to all sorts of things: CWC + Res installs, Russian version, etc.. When it's infact the same game. They do however catch the mods/cheats as well. Problem is, admins are sometimes flooded by mod messages, they have to scroll up, read tens of lines, and make a judgement call on the spot, whether they think that person is a cheater or not. And when there's players joining quickly one after the other for say a 15v15 c&h match, they just give up. Stricter admins lock the server temporarily to allow them time to check the new arrivals, then reopen to take more players. And whenever in doubt, they just kick the modded player. Just to be on the safe side. I'm sure better filechecks can be set up, with autokick and everything, without shooting ourselves in the foot, or limiting the use of legitimate addons/mods.
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All servers list their mod requirements. You can see it in the Gamespy browser before you connect. And if you connect, and fail to match those, you can safely be kicked, with the appropriate message: "missing addons a, b, c" or "modified version of addon x". I suggest autokick because often, admins, are flooded with modfile messages from filechecks, and they prefere to just cross their fingers, hope no one cheats, and start the game. All it takes is one sloppy admin and one cheatzor kiddie to crash the game for 30 people. And if that happens 3-4 times in a row, you end up with raging lunatics like me posting on the forum. And FYI: replacement mods like FFUR do crash the servers. As i said, i play mostly on trusted clan servers, where clannies treat me like one of their own. It's just that sometimes i wanna shake it up a bit and see what else is out there.. And that's when my bloodpressure goes through the roof..
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I have to agree with that. It's not game-real, it's photo-real - and it stands out. Honestly, i'm underwhelmed by the looks of the game. Judging by the screenshots, it will look much like the current OFP. Sure, normalmaps here, higher res there, it's all great! But visually, the game still doesn't shine. And my major beef here is with the shading/lighting.  Just as with OFP, éverything seems to be made from the same dull material: ground, cars, human flesh, clothing, plants, asphalt, etc.. Given the nature and scope of the game, they can't have uber-expensive shaders, fancy shadows or pre-rendered light and whatnot, But still.. Maybe it's all that eyecandy E3 brought with it this year that's clouding my reason, but these are my 2 cents. Peace. Â
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Operation Flashpoint: 5 Year Anniversary
teacup replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Happy birthday OFP! Maaaahn i feel old.. i better go play me some c&h to take my mind off it.. -
The first link in this thread still works Â
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There's a set of 25 selections that you need to have in each LOD, responsible for mapping the animations to the soldier: "pchodidlo", "lchodidlo", "pprsty", "lprsty", "lholen", "pholen", "pstehno", "lstehno", "pzadek", "lzadek", "bricho", "zebra", "hrudnik", "krk", "prameno", "lrameno", "hlava", "pbiceps", "lbiceps", "ploket", "lloket", "roura", "zbran", "pruka" and "lruka". They correspond to a bodypart, weapons, etc.. My advice is to check out each of them in one of the BIS files, and replicate them in your models. Cheers
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Hey guys, A buddy of mine tried to play MP last night for the first time. And 8 out of 10 servers not only disconnected but apparently even banned him. Which is "funny", since he had a fresh install, patched up to 1.96, no addons, no custom face or sound, etc.. He reinstalled the game, patched it again.. same story. Servers complained about modified data files (e.g. "hwtl/merged.pbo"). So we tried simple Direct3d (without HWT&L). No go.. I'm guessing he looks like a cheater to the servers. And he's not. The first time he patched his GOTY, he made a mistake, but there were no complaints from the patcher: he went 1.75 -> 1.91, then applied the 1.75 -> 1.96. The second install was patched 1.75 -> 1.91 and 1.91 -> 1.96BETA. He has a GOTY edition like mine, applied the same patches i did, still he's having problems. The only difference seems to be his hardware: he has an nVidia 6600GT card, and from what he told me, he pushed all the settings to their upper limits. Could that be a problem?? Any ideas?
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Thanks for the help guys, but so far no luck.. He managed to connect to Roughnecks, without any error. But other servers are still giving him a hard time. He had no user made addons or mod folders and used HWTL. As far as i know, 96BETA is identical to 96. And in his first patching attempt, he did use the final 1.75->1.96. beta = final release Next, we'll probably try to replace .PBOs from his install with the ones from mine. Thanks again.
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Agreed. To answer the second part of ebns72's question: to avoid the "prims stacked together" look, you can use "Create Polygon Tool" to "draw" poly faces. You can, for instance, use it to trace the contours of your reference images (if you have such things in the scene). It would ensure not only accurate proportioning, but it's also an easy technique to quickly obtain the main profiles of your model. The resulting face can then be extruded into a 3d shape. But in principle, starting from a simple cube, you should be able to create any shape using only a few tools like "Split Polygon" and "Extrude". Plus component level transformations. Texturing is also pretty simple. First you would create an initial projection. You can choose between Planar, Cylindrical, Spherical and Automatic - whichever suits your model best. Then you might want to fine tune the mapping in the "UV Texture Editor". Now i have a question of my own: how are you planning to export the geometry from PLE? Just curious..
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I promise i'll take a peek
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Darn! It looks like my intimidating macho shit wasnt intimidating enough Fair enough. Everyone is entitled to their opinion. And i can respect you not liking Maya as a modeler, but your verdict pisses me off. "[it] suxx". Isn't that a bit harsh? I don't think you're giving those Alia programmers enough credit. You see, i've ben making a living doing mainly animation in Maya for the past 5+ years (since v2). And i've heared people complain about Maya's software renderer, or the poor integration of RenderMan, but never about modeling. And i've known quite a few modelers working almost exclusively with Maya. None of them comitted suicide And haven't traded Maya in for O2 either. It may not be hyped the best modeler around, but i really don't think it deserves the trashing.
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You're welcome. *Update* If there's anyone out there still interested in using Maya Private Learning Edition for animation, Brooks made a package that will allow for that. It's here. But it's his baby, so bust his chops if you're having any troubles with it.. Â