

vektorboson
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Everything posted by vektorboson
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Add information box to custom weapon?
vektorboson replied to Wildebeest's topic in OFP : CONFIGS & SCRIPTING
And what about this? <a name="EQ_carlgustavlauncher"></a> It is EQ_ followed by the weapons class name. You can check this for all other entries: They all relate to a class in the config. It is possible; I have no sample right now, but AFAIR the FFUR 85-mod had custom info. -
campaign: take weapons to next mission
vektorboson replied to hit-man's topic in OFP : MISSION EDITING & SCRIPTING
Hi all; since my tutorial was mentioned I'd like to ask if anyone still has it on their HD and can put it up somewhere, or mail it to me, so I can put it up? Anyway; those are all commands that are relevant to saving information in a campaign: http://community.bistudio.com/wiki/addMagazinePool http://community.bistudio.com/wiki/addWeaponPool http://community.bistudio.com/wiki/clearMagazinePool http://community.bistudio.com/wiki/clearWeaponPool http://community.bistudio.com/wiki/deleteIdentity http://community.bistudio.com/wiki/deleteStatus http://community.bistudio.com/wiki/fillWeaponsFromPool http://community.bistudio.com/wiki/loadIdentity http://community.bistudio.com/wiki/loadStatus http://community.bistudio.com/wiki/pickWeaponPool http://community.bistudio.com/wiki/putWeaponPool http://community.bistudio.com/wiki/queryMagazinePool http://community.bistudio.com/wiki/queryWeaponPool http://community.bistudio.com/wiki/saveIdentity http://community.bistudio.com/wiki/saveStatus http://community.bistudio.com/wiki/saveVar -
I just looked, it's still in my winecfg; there's nothing special. I just set Windows XP, ALSA-sound and I disabled Pixel Shaders (the night desaturation effect is overdone IMHO). I didn't test MP, but mods worked without any problem. Perhaps you should check your command line parameters!
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This looks fantastic; need to try this out soon. And I have a suggestion (if it isn't already covered): There are some addon weapons which allow you to fire smoke grenades (for example M79 or M203). Also some Kiowas of BAS OH-58-pack fire smoke discharging rockets. It would be nice, if the "smoke" could be used as the target for CAS.
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OFP ran very fine under Wine for me (don't have it installed under my Linux right now), actually it ran better than under XP. I had for example less problems with sound, which can be pretty horrible under Windows. I am an openSUSE-user and if I remember correctly, the Wine-version was at least 1.1.17. So I suggest you update Wine, since 1.0.1 sounds like stone age.
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@daraofp Since it sounds as if you already laid some rails, I suggest that you keep those AEF-rails. They still can be replace later in the config; thus you could have two versions of the island: One with working rails (for the AEF-train) and one with not working rails. I can modify the AEF-models that they no longer have the class 'house'. But another thing: Weren't there rail models in the Invasion44-objects? They might fit your island better, since it's WW2. I'm doing only modern stuff, and if you read the thread title, it's even unfinished stuff. --- Anyway, I'm still going to add a few objects to my objects pack, and even release a binarized version, that can be used in WrpTool. MLODs will be provided, of course.
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WW2 island_Beta release by Daraofp
vektorboson replied to daraofp's topic in ADDONS & MODS: COMPLETE
If I remember correctly it was specifically the 'class' 'house' in the P3D that caused the lag (Someone might look into the Lechistan-thread). So it should be enough to remove that entry from the railway-models. But then the train-scripts are supposed to stop working... -
Problems encountered when trying to create an island from GIS data
vektorboson replied to Ardiden's topic in OFP : MAP EDITING (VISITOR)
I'd suggest to you, that you load the Wrp-file with a script (for example Python), add the objects and save the Wrp-file again. If you don't want to wait, here's the documentation: http://community.bistudio.com/wiki/Wrp_File_Format_-_4WVR And a simple Python script to load and write a Wrp-file: import sys import struct class WRPError: def __init__(self, value): self.value = value def __str__(self): return repr(self.value) class WRPObject: def __init__(self, rotation, position, index, path): if self.rotation: self.rotation = rotation else: self.rotation = (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0) self.position = position self.index = index self.path = path def pack(self): tmp = ("9f3fi76s", ) + self.rotation + self.position + (self.index,self.path) return struct.pack( *tmp ) def __str__(self): return "WRPObject(%s, %s, %s, %s)" % (self.rotation, self.position, self.index, self.path) def __repr__(self): return "WRPObject(%r, %r, %r, %r)" % (self.rotation, self.position, self.index, self.path) def shortToFloat(packed): return float(packed) / 22.222; def floatToShort(number): return int( max( -1800.0, min(1800.0, number) ) * 22.222 ) class WRPFile: def __init__(self): self.width = 1 self.height = 1 self.textures = [] self.elevations = [] self.textureIndices = [] self.objects = [] def readFromPath(self, path): file = open(path, "rb") self.readFromFile(file) file.close() def readFromFile(self, file, close=False): magic = struct.unpack("4s", file.read(4))[0] if magic == "4WVR": self.read4WVR(file, close) elif magic == "8WVR": raise WRPError, "8WVR is not supported yet!" else: raise WRPError, "Only 4WVR WRP files are supported, not '%s'!" % magic def read4WVR(self, file, close): self.width, self.height = struct.unpack("2i", file.read(8)) if self.width != self.height: raise WRPError, "Width and height are supposed to be the same, not %d x %d!" % (self.width, self.height) cellcount = self.width * self.height elevReader = ( struct.unpack("h", file.read(2))[0] for x in xrange(cellcount) ) self.elevations = [ float(x)/22.222 for x in elevReader ] # now the same number of texture indices! self.textureIndices = [ struct.unpack("H", file.read(2))[0] for x in xrange(cellcount) ] # now the texture paths! # Every path is 32 byte 0-terminated/padded string; there are always 512! self.textures = [ struct.unpack("32s", file.read(32))[0] for x in xrange(512) ] # now comes the tricky part! The objects have the following layout # float[9] rotation; /// rotation matrix # float x, z, y; /// the position of the object # uint index; /// the index on the map # char[76] path; /// the path to the object # # those are 13*4 + 76 bytes = 128 # now we read 128 bytes as long as buf = file.read(128) while len(buf) == 128: obj = struct.unpack("9f3fi76s", buf) self.objects.append( WRPObject( obj[0:9], obj[9:12], obj[12], obj[13] ) ) buf = file.read(128) if close: file.close() def writeToPath(self, path): file = open(path, "wb") self.writeToFile(file) file.close() def writeToFile(self, file, close=False): file.write("4WVR") file.write( struct.pack("ii", self.width, self.height) ) for elev in self.elevations: file.write( struct.pack("h", floatToShort(elev) ) ) for index in self.textureIndices: file.write( struct.pack("H", index) ) # first texture should be '\data\more_anim.01.pac' for texture in self.textures: file.write( struct.pack("32s", texture) ) # if there were not enough textures, fill them up! for i in xrange( 512 - len(self.textures) ): file.write( struct.pack("32s", "") ) # now the objects... for obj in self.objects: file.write( obj.pack() ) if close: file.close() def generate(self, size, defaultHeight): self.width = size self.height = size self.textures = ['\\data\\more_anim.01.pac'] self.elevations = [ defaultHeight for x in xrange(size*size) ] self.textureIndices = [ 1 for x in xrange(size*size) ] def printInfo(self): print "Size: %d x %d" % (self.width, self.height) print "Number of elevations: %d" % len(self.elevations) print "Number of texture indices: %d" % len(self.textureIndices) print "Number of (non-empty) textures: %d" % len(self.textures) print "Number of objects: %d" % len(self.objects) The objects you add, need to be realigned to ground in WrpTool manually, since there is some extra data from the models (the offset value) required to place the models correctly. If you have any questions, don't hesitate to ask them! -
It's an internet tablet, not a phone. Please don't make uninformed statements.
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Well, there was already the Nokia N800/N810 'pads': http://www.youtube.com/watch?v=oaBJb8nkXac (which btw can do multitasking...)
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Read the docs? Look into the config scripts? I remember that everything is extremely well documented...
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I hope I remember this correctly. If you have created a zone with a camp, then units get created in the mid of the mission a few times. But basically units are created at the start. If you're unsure, you should turn on the debugging messages of DAC (look in the config scripts), or even the map symbols.
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I guess it'll take some time till you learned O2 good enough, but can you already say which O2 functionality corresponds with Blender functionality? Let's take LODs for example: How can the O2 LODs be simulated in Blender? My experimental P3D importer has put the LODs into different layers. But the LOD resolution value (or LOD type) is lost in that process... Beside this, how to do 'named selections' in Blender? You can selected Vertices and Faces in O2 and give this selection a name. And I guess that the new Blender alpha has changed the python API?
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Panavia Tornado IDS/ECR/ADV
vektorboson replied to panzergrenadier3's topic in ADDONS & MODS: COMPLETE
I think this will be the same; I only renamed the archive name. I didn't assume people were too lazy to look on ofpr.info :) -
Yeah; I have looked at Blender again and again and I could never motivate myself to learn it enough to use fully. I hoped that someone here used Blender for modding OFP and could give a few hints how to use it effectively with O2. The reason I ask: I have a semi-working P3D importer/exporter for Blender; but since I had not enough experience with Blender I did not know how to map some features of the P3D (for example selections, or named properties) to the Blender interface.
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Panavia Tornado IDS/ECR/ADV
vektorboson replied to panzergrenadier3's topic in ADDONS & MODS: COMPLETE
EDIT: Removed link. -
@sanctuary Since you mentioned Blender; did you try using Blender to make any OFP-stuff? Do you think Blender is a good modeling tool to create OFP models?
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Here you go: http://home.arcor.de/vektorboson/fw10dSource.zip
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Kegetys has released the source to fwatch; look for his announcement. In case you don't find it, I can upload it.
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Well technically it's not tools troubleshooting, but I don't know a better place to post this question. Has anyone documentation on the WSS file format? I have found out that there are at least two different audio formats in WSS files: - uncompressed PCM data - compressed 16bit PCM to some 8bit encoding I'm interested in the compressed data format; I have found out, that it is differential (it indicates differences in the original data) and it is on a logarithmic scale; it is similar to the µ-law algorithm since decoding it with µ-law almost sounds like the decompressed stream. I'm glad for every help!
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I don't believe this will happen, but just out of interest: Of the few remaining OFP-players, how many would actually pickup the code and work on it? How many have enough programming experience that they actually could work through it?
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Why don't you release the island, as seen in the screenshots, anyway? It looks nice enough, and there were island releases that looked much less finished!
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Nope; once selections are deleted, they are gone. But so I understand: You used that M4 with iron sights as the base for all other variants, and they are all much smaller than the base? Is the P3d of the M4 with iron sights still big after you copied all Lods into a new file? I can think of another two reasons: - In case you are using the O2-version for ArmA and export it to 'old' P3d, then I can tell you that there is extra data exported (namely another uv-set) In that case copying the model into a new file should get rid of it - I remember that the P3Ds of the turkish mod (the Franziska) had an inflated file size; it was because that P3D hat animation data stored and they didn't know how it came to it at all. I don't know if copying is enough to get rid of the animation data; anyway I have some code to load/store P3Ds that could get rid of it
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Do you use many named selections? Those take really lots of space; if you want to have slim P3Ds then delete all unnecessary named selections, which are basically all except 'zasleh' (if there is a muzzle flash) and the animated one (can't remember the name)
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First, thanks for the link you provided. As Suma stated in the post, if the average alpha value (weighted by face size) is below a threshold, then the object is considered to be 'transparent'. Now in the case of the building: The building has so many non-transparent parts that maybe the engine considers the building to be 'opaque'. Now for your soldiers: They all have spectacles, which uses a transparent texture, perhaps, by sheer chance, those spectacles bring the average alpha value right under the threshold, and thus those soldiers are always drawn after the building. Funny thing is: In my unfinished objects pack I released a bus station with glass, and I always wondered why the transparency on that station worked, but not a train depot building I've been working on...