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

#RaBBit#

Member
  • Content Count

    14
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About #RaBBit#

  • Rank
    Private First Class
  1. #RaBBit#

    ShadowVolume...how?

    Thank You !!!
  2. #RaBBit#

    ShadowVolume...how?

    Other model is black: http://img510.imageshack.us/img510/9217/a1sh3.jpg My shadowvoume is normal : http://img99.imageshack.us/img99/218/aa2hp5.jpg How make black model??
  3. #RaBBit#

    ShadowVolume...how?

    How do make ShadowVolume??
  4. #RaBBit#

    My addons

    Plagiarism ?? http://ofp.gamepark.cz/index.php?showthis=5222 http://www.psionic3d.co.uk/gallery/displayimage.php?album=2&pos=8
  5. #RaBBit#

    My addons

    Plagiarism? I have informed author want to make about with this model that it. But there is that for plagiarism example... "Berghoff's Nature Pack 3" There is in it Textures From game Brothers in Arms: Road to Hill 30 example Contacted it with authors of games berghoff? ...Head has 4000 faces sorry my language
  6. #RaBBit#

    head

    delete topic please
  7. #RaBBit#

    My addons

    I'm making new head. I make model, but texturing this is difficult. Help me, please.
  8. Model its still not animating ingame. That is bad here : #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class pol_unit { units[]={}; weapons[]={}; }; }; class CfgVehicleClasses { class pol_unit { displayName = "pol_unit"; }; }; class CfgSkeletons { class Default; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "lBrow","head", "mBrow","head", "rBrow","head", "lMouth","head", "mMouth","head", "rMouth","head", "eyelids","head", "LLip","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = { "weapon","", "launcher","", "Camera","", "Spine","", "Spine1","", "Spine2","", "Spine3","", "Pelvis","", //Left upper side "LeftShoulder","", "LeftArm","", "LeftArmRoll","", "LeftForeArm","", "LeftForeArmRoll","", "LeftHand","", "LeftHandRing","", "LeftHandRing1","", "LeftHandRing2","", "LeftHandRing3","", "LeftHandPinky1","", "LeftHandPinky2","", "LeftHandPinky3","", "LeftHandMiddle1","", "LeftHandMiddle2","", "LeftHandMiddle3","", "LeftHandIndex1","", "LeftHandIndex2","", "LeftHandIndex3","", "LeftHandThumb1","", "LeftHandThumb2","", "LeftHandThumb3","", //Right upper side "RightShoulder","", "RightArm","", "RightArmRoll","", "RightForeArm","", "RightForeArmRoll","", "RightHand","", "RightHandRing","", "RightHandRing1","", "RightHandRing2","", "RightHandRing3","", "RightHandPinky1","", "RightHandPinky2","", "RightHandPinky3","", "RightHandMiddle1","", "RightHandMiddle2","", "RightHandMiddle3","", "RightHandIndex1","", "RightHandIndex2","", "RightHandIndex3","", "RightHandThumb1","", "RightHandThumb2","", "RightHandThumb3","", //Left lower side "LeftUpLeg","", "LeftUpLegRoll","", "LeftLeg","", "LeftLegRoll","", "LeftFoot","", "LeftToeBase","", //Right lower side "RightUpLeg","", "RightUpLegRoll","", "RightLeg","", "RightLegRoll","", "RightFoot","", "RightToeBase","" }; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = { "swap_hhl", "hide_eyewear" }; }; class pol_unit: Default { skeletonName = "OFP2_ManSkeleton"; sections[] = { "swap_hhl","swap_wound_head","swap_wound_body","swap_wo und_legL","swap_wound_armL","swap_wound_armR","swap_wound_le gL","swap_wound_legR","hide_eyewear","hide_medic",&quot ;swap_bdu", "hide_teamcolor" }; }; }; class CfgVehicles { class Land; // External class reference class Man : Land { class ViewPilot; // External class reference }; class CAManBase; class pol_h_sniper: CAManBase { model = "\pol_unit\pol_h_sniper.p3d"; scope = public; vehicleClass = "pol_unit"; side = TGuerrila; weapons[] = {""}; displayName = "snajper"; magazines[] = {""};
  9. Model its still not animating ingame. That is bad here : #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class pol_unit { units[]={}; weapons[]={}; }; }; class CfgVehicleClasses { class pol_unit { displayName = "pol_unit"; }; }; class CfgSkeletons { class Default; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "lBrow","head", "mBrow","head", "rBrow","head", "lMouth","head", "mMouth","head", "rMouth","head", "eyelids","head", "LLip","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = { "weapon","", "launcher","", "Camera","", "Spine","", "Spine1","", "Spine2","", "Spine3","", "Pelvis","", //Left upper side "LeftShoulder","", "LeftArm","", "LeftArmRoll","", "LeftForeArm","", "LeftForeArmRoll","", "LeftHand","", "LeftHandRing","", "LeftHandRing1","", "LeftHandRing2","", "LeftHandRing3","", "LeftHandPinky1","", "LeftHandPinky2","", "LeftHandPinky3","", "LeftHandMiddle1","", "LeftHandMiddle2","", "LeftHandMiddle3","", "LeftHandIndex1","", "LeftHandIndex2","", "LeftHandIndex3","", "LeftHandThumb1","", "LeftHandThumb2","", "LeftHandThumb3","", //Right upper side "RightShoulder","", "RightArm","", "RightArmRoll","", "RightForeArm","", "RightForeArmRoll","", "RightHand","", "RightHandRing","", "RightHandRing1","", "RightHandRing2","", "RightHandRing3","", "RightHandPinky1","", "RightHandPinky2","", "RightHandPinky3","", "RightHandMiddle1","", "RightHandMiddle2","", "RightHandMiddle3","", "RightHandIndex1","", "RightHandIndex2","", "RightHandIndex3","", "RightHandThumb1","", "RightHandThumb2","", "RightHandThumb3","", //Left lower side "LeftUpLeg","", "LeftUpLegRoll","", "LeftLeg","", "LeftLegRoll","", "LeftFoot","", "LeftToeBase","", //Right lower side "RightUpLeg","", "RightUpLegRoll","", "RightLeg","", "RightLegRoll","", "RightFoot","", "RightToeBase","" }; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { skeletonName = "Head"; sections[] = { "swap_hhl", "hide_eyewear" }; }; class pol_unit: Default { skeletonName = "OFP2_ManSkeleton"; sections[] = { "swap_hhl","swap_wound_head","swap_wound_body","swap_wo und_legL","swap_wound_armL","swap_wound_armR","swap_wound_le gL","swap_wound_legR","hide_eyewear","hide_medic",&quot ;swap_bdu", "hide_teamcolor" }; }; }; class CfgVehicles { class Land; // External class reference class Man : Land { class ViewPilot; // External class reference }; class CAManBase; class pol_h_sniper: CAManBase { model = "\pol_unit\pol_h_sniper.p3d"; scope = public; vehicleClass = "pol_unit"; side = TGuerrila; weapons[] = {""}; displayName = "snajper"; magazines[] = {""};
  10. #RaBBit#

    Moving grass

    Error : class CfgVehicles { class House; class mori_grass3d : House { class CfgWorlds { class clutter { class GrassGeneral : DefaultClutter { model = "mori_grass3d.p3d"; vehicleClass = "mori_grass_class1"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; displayName = "grassplona";
  11. #RaBBit#

    Moving grass

    My config: #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class mori_grass_test1 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgVehicleClasses { class mori_grass_class1 { displayName = "mori grass"; }; }; class CfgDestroy { class BuildingHit { sound[] = {}; }; }; class CfgTextureToMaterial { #include "include\classes_textomaterial.hpp" }; class CfgMaterials { #include "include\classes_matrials.hpp" }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building{class DestructionEffects;}; class HouseBase; class Land_VASICore; class House : HouseBase{class DestructionEffects;}; class mori_grass3d : House { affectedByWind = 0.3; scope = public; simulation = "house"; vehicleClass = "mori_grass_class1"; model = "\mori_grass\grass3d.p3d"; displayName = "trawa polna"; }; class mori_grass2d : House { scope = public; simulation = "house"; vehicleClass = "mori_grass_class1"; model = "\mori_grass\grass2d.p3d"; displayName = "trawa polna 2"; }; help
  12. #RaBBit#

    Moving grass

    Write to me, where J must write this in config, please
  13. #RaBBit#

    Moving grass

    Write to me, where J must write this in config, please
  14. I'm making new grass What I must do to have moving grass, as BIS grass.(I'm sorry by my english)
×