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.pablo.

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Everything posted by .pablo.

  1. .pablo.

    dynamic optics

    this was taken from a video of an ah-1w cobra: as you can see in the picture, the gunsight contains dynamic elements, such as the direction indicator, a weapon indicator, what looks like a gps indicator, what looks like a distance to target indicator, as well as dynamic crosshairs. what i'm wondering is, would it be possible to recreate those kinds of dynamic elements in ofp? ***from the little i know about the way sights are defined, it looks like it would have to be done via graphical overlays (a la CTI menus) rather than through a .p3d, but even on this point i'm unsure. on a second note, i recently contacted kegetys to see if it was possible to desaturate the screen and perhaps even add a slight blur effect through post-processing effects (like those done by dxdll). ***the program would have to somehow be able to detect when the person was using the gunsight, which led me to believe that perhaps using Fwatch to detect when the player hit the "v" key might work, but again, i don't know much about it, and so i'm looking for anyone else's opinion on what could be done. any ideas?
  2. .pablo.

    dynamic optics

    k, that's what i thought; the reason i asked was because the GBU's in ofp don't seem to currently "steer" to their target in ofp, and rather act like "dumb" bombs. this is very noticeable when using the MFD, as the GBU will frequently miss the target. anyone have an idea of how hard it would be to implement a guidance system based on the type of bomb dropped? also, i was asking because in all of the videos i have seen, it is missiles (and not bombs) that come in from some random angle to destroy the target; i was curious as to why the missiles come in from such peculiar angles, and why i don't recall ever seeing an MFD video of a GBU being dropped...anyone have any ideas?
  3. .pablo.

    dynamic optics

    any chance of releasing an early version for people to play with? i suggest you check out WGL's new A-10 cockpit textures: yeah those are good videos, and the AGM ones show the missile videos i was talking about. anyone know the difference between GBU's and missiles (in terms of how they behave)? what addon was that for? i wouldn't mind checking that out...
  4. .pablo.

    dynamic optics

    very well done! it's still a little rough around the edges, but even still, i had more fun in the 5 minutes i tested it than i have ever had before with aircraft in ofp. this is seriously something that needs to go into WGL; i can already see the RECON feature being used in CTI. i'm going to post about it right after i'm done here (see my sig for the link to the WGL forums). anyway, to stay on topic, what were you trying to do with the apache MFD? when i tried your MFD i remembered that using graphics seems to disable the ability to look around; can that be disabled? also, do you know anything about how the r/l versions are controlled? or anything about the r/l versions at all, for that matter? i'm really in the dark right now, and i'm looking for anyone who could enlighten me.
  5. .pablo.

    dynamic optics

    hmm, i'm not sure that i understand...setting it up so that hitting the optics view enables the effect, and then hitting either the optics view or the third person view disables it, wouldn't work? Â i'll have to do some testing later to figure out exactly how switching from optics to third-person works... all this trouble over something i don't even use...honestly, i say screw anyone who uses third person. whoops, fixed; do you know anything else about optics on ah-1s? Â one thing i haven't been sure about was whether the older models used different optics (or the new z model for that matter), and also exactly how the optics worked. Â you can see the crosshair type change at different points in the video, but i couldn't figure out what purpose it had (for example, the gunner uses both crosshairs when using the 20mm cannon). Â also, i couldn't exactly figure out what all the indicators on the HUD meant...
  6. .pablo.

    dynamic optics

    couldn't you just set it up to also detect when the thirdperson button was hit? have any more info about what the project will involve? that's what i was thinking; i was hoping that a combination of ofp dialogues and external programs (like dxdll) could achieve the desired effect.
  7. .pablo.

    What sort of physics do you want for the heli's?

    this is already standard in WGL5, the Franzeunit AH-64 pack, etc. apparently the Our Weapons russian mod team was able to accomplish this with their new Mi-8 pack. i haven't tried it out myself yet, though.
  8. .pablo.

    Sniper Units

    the best two sniper guillie suits i've seen for ofp are both unreleased and probably will never be released unless someone is able to contact the makers (hint, hint): Code Blue USMC Pack (with snipers) http://ofp.gamezone.cz/index.php?showthis=7613 PMS-Sniper Pack http://ofp.gamezone.cz/index.php?showthis=6988 this one isn't as pretty, but it is released: Ghost in the Grass Sniper Pack http://ofp.gamezone.cz/index.php?showthis=6685
  9. .pablo.

    Sniper Units

    the best two sniper guillie suits i've seen for ofp are both unreleased and probably will never be released unless someone is able to contact the makers (hint, hint): Code Blue USMC Pack (with snipers) http://ofp.gamezone.cz/index.php?showthis=7613 PMS-Sniper Pack http://ofp.gamezone.cz/index.php?showthis=6988 this one isn't as pretty, but it is released: Ghost in the Grass Sniper Pack http://ofp.gamezone.cz/index.php?showthis=6685
  10. .pablo.

    f-18 anyone?

    dude those things are gorgeous. submit those to ofp.info ASAP, or at least put 'em up on yousendit so i can d/l 'em .
  11. .pablo.

    What sort of physics do you want for the heli's?

    well, is it the flight model itself that is unrealistic, or the manipulation of the necessary buttons? i remember reading the acounts of several former huey heli pilots talking about flying the hueys in Vietnam Medevac was just about exactly what it was like to fly a real huey (in fact they said it was harder in the simulation due to the lack of peripheral vision). of course, a vietnam era uh-1 is no uh-60 blackhawk; a modern blackhawk surely has much more complicated computer systems that the pilot has to be able to interpret and manipulate. my point is, one of the things we should clarify is the difference between flight model realism and manipulation realism (having all the bells and whistles). another thing to consider is how a realistic flight model will necessitate changes with other parts of the game. for example, once you allow a blackhawk/apache to go up a couple thousand feet, you have to start thinking about viewdistance, engagement distances, ai, etc. everything is connected. it's certainly exciting thinking about all the possibilities!
  12. that bridge looks like it could use a few more supports...looks good though! looking forward to the next release!
  13. .pablo.

    f-18 anyone?

    yeah i was thinking the same thing a couple weeks ago; IkaR's f-14 was pretty cool, it would be nice to see him do an f-18.
  14. .pablo.

    Nature Pack - European 3

    quick question: what was the region of the first nature pack, and will 3 contain 1's trees, or will it be only new stuff? i ask because i saw some trees listed as being in both packs, and was curious about what that meant... i can't wait for this to be released!
  15. .pablo.

    A math quiz for you all

    thanks, i wasn't sure if there was some joke behind the answers themselves or not.
  16. .pablo.

    Zeus Gaming Nights

    11mb Varta Heights AAR (mirror)
  17. .pablo.

    A math quiz for you all

    can someone can explain the answers?
  18. .pablo.

    NIMOD Dynamic Weather

    none of their screenshots have shown anything approaching what you have developed; if you are able to automate this weather addon, it will be the most revolutionary addition to ofp's natural ambience since the llaumax sky pack.
  19. .pablo.

    NIMOD Dynamic Weather

    here's something that the NI Mod Team could look into in an attempt to get their weather automated:
  20. .pablo.

    AHHHHHHHHHH

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Rangeley #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 #define private 0 #define protected 1 #define public 2 class CfgPatches { class Rangeley { units[] = {}; weapons[] = {}; worlds[] = {"Rangeley"}; requiredVersion = 1.46; }; }; class CfgVehicles{}; class CfgSurfaces { class Default {}; }; class CfgEnvSounds {}; class CfgWorlds { class DefaultWorld {}; class Rangeley: DefaultWorld { access=3; description="Rangeley"; icon="_eden.paa"; worldName="\Rangeley\Rangeley.wrp"; plateFormat="RL$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; startTime="12:00"; startDate="26/4/87"; centerPosition[]={6375,6375,0}; startWeather=0.300000; startFog=0.000000; forecastWeather=0.300000; forecastFog=0.000000; seagullPos[]={6375,6375,100}; ilsPosition[]={0,0,0}; ilsDirection[]={0,0.080000,1}; ilsTaxiIn[]={}; ilsTaxiOff[]={}; class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { class Rangeley_Maine { name="Rangeley, Maine"; position[]={11542.8574, 12428.5713, 0}; }; }; }; }; class CfgWorldList { class Rangeley{}; };
  21. .pablo.

    reversing height values

    works perfectly! thank you! it looks like my struggles with dems are over for now (until i get the urge to put the world map in-game...); i'll keep posting pictures of my progress in here, but it looks like the rest of my problems are going to be wrptool related and not microdem/terragen/wilbur/wrpedit/dem2ter/etc. related. thanks again for all your help planck!
  22. .pablo.

    reversing height values

    i just used snYpir's config.cpp from his wrp tutorial: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #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 Rangeley { requiredVersion = 1.46; }; }; class CfgWorldList { class Rangeley {}; }; class CfgWorlds { class DefaultWorld {}; class Rangeley: DefaultWorld { worldName="\Rangeley\Rangeley.wrp"; description="Rangeley"; icon="_eden.paa"; startTime="12:00"; startDate="26/4/87"; centerPosition[]={6375,6375,0}; startWeather=0.300000; startFog=0.000000; forecastWeather=0.300000; forecastFog=0.000000; seagullPos[]={6375,6375}; ilsPosition[]={0,0,0}; ilsDirection[]={0,0.080000,1}; ilsTaxiIn[]={}; ilsTaxiOff[]={}; class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { class Rangeley_Maine { name="Rangeley, Maine"; position[]={11542.8574, 12428.5713, 0}; }; }; }; };
  23. .pablo.

    reversing height values

    what dems specifically did you use? how did you find them? i was selecting a state->county->area, but i couldn't find any other areas nearby... are the imperfections caused by missing data? i think they could be fixed by using microdem->in/out->edit->fill dem holes, if i had the dem. could you send me the old version of microdem (using yousendit or something)? i was able to get the 25.6km map in-game, and it is just gorgeous; there are problems, however: - there are land elevations in the map that are below the level of the lake, so that if i were to put the lake under water i would also put these land elevations under water. - also, the island is 50mb with just forests on it, which leads me to believe it will be absolutely huge with the rest of the objects. but other than these small problems, it seems to be working fine; now i'm gonna have to make a decision on which version to work on (the 12.8 or the 25.6)... oh yeah, by the way, i've been getting this weird error with all of the versions whenever i go in-game: No entry 'config.cpp/CfgPatches/Rangeley.units' any idea what it means? thank you again for all your help planck!
  24. .pablo.

    reversing height values

    how did you do that?? where did you get the dems?? thank you so much!!
  25. .pablo.

    reversing height values

    that's what i originally wanted to do, but i couldn't find any more dems for that region at the GIS data depot... edit: i just rechecked, and there actually is more dem data that i didn't notice! i now have enough horizontal data for a 25.6km map, i just have to look for the 3 dems that are north or south of the three i have now in order to fill out the vertical data...
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