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AirwolfPL

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Everything posted by AirwolfPL

  1. AirwolfPL

    1989 Pontiac Trans Am GTA

    The real thing ('89 Camaro IROC-Z 305cid :( V8 TPI, TH700R4, All Stock For Now (but gutted cat, custom subframe connectors, some small 'free' mods...) oh... and I've polished the TPI plenum, runners and throttle body (it was a hell of a work... I wouldn't do that again ;): I'm going to put a set of shorty headers, custom exhaust with the cut-out and I'm going to build up the rear-end a little (it has 10-bolt with weak 2.73 gears and worn off limited slip posi... I'm planning to put 3.23 or 3.42 gears and torsen posi unit...). Maybe I'll build up tranny a little too... I'm not going to make any major upgrades to the engine tough... there is no sense to invest money in 305... I'm 'killing' all the riceboys on the streets anyways even with this loose timing chain I have right now and weak rear-end ;) The model I've been working on: It's not very detailed model, but I wanted to use some high-res photo textures (I have an access to the actual thing so it wouldn't be a problem) - just like on mine Mi-2 choppers...
  2. AirwolfPL

    1989 Pontiac Trans Am GTA

    Looking good! Oh, btw - I drive '89 Camaro IROC-Z - very close cousin of this car, I've been thinking about making one of these for OFP... The model is almost complete, unfortunatelly I have no time to finish it PS.: Make sure to 'weld' centerline vertices before releasing the model!
  3. AirwolfPL

    Redwolf

    I'm glad that everything is clear now. Of course I'll continue to support talented addonmaker - Xavier by hosting his files. vektorboson - thanks for your support regarding ofp.at issues. I'm not asking anyone to boycott their site (it's true I had problems with Gunship's behaviour in the past (on public forum - maybe I provoked him a bit, and especially later in the private 'channels')), and this news is Redwolf's fault (Redwolf appears to be one of the newsmans there) but I hope that this service has some reasonable guys on-board as well, and they'll moderate such pitiful news or threads in the future :/
  4. AirwolfPL

    Redwolf

    Hi it's Airwolf Mod's (The Original One) leader. To German Airwolf Mod addonmakers: do you have any proof that Xavier stole your model? If yes - then let us see it. Place it here. Screenshots of the model's mesh will do I think. Please notice that French addonmaker Xavier PETIT isn't the member of the Original Airwolf Mod, he isn't working for us, and his addon's are not a part of our Mod. We are just hosting his addons, because he doesn't have a place to put them before release. I also want to add, that I don't see a point in slanders regarding mine Mod (and eventually whole Polish nation :/// ), like those posted on the www.ofp.at (yet another time ofp.at editors and users have proven how short-sighted and naive (or maybe jealous) they are :((( ) PS.: If it's really true - then at least the German Airwolf Mod realized how it feels when someone steals or uses your work without permission. Of course in such case I'll remove Xavier's addons from mine servers and I won't let him to use mine server space / news site for his future releases.
  5. - 13 versions of the chopper (various paint schemes and armament variants - most of them created as response to requests I received after release of the first pack) - Bugfixes and improvements        Don't ask what the heck the "Tu-36 Dodger" chopper is. If you are not hardcore fan of the Airwolf series, you probably won't understand it ;P awmh500_v17.zip (13.5MB) awmh500_v17_readme.txt
  6. In fact I'm totally out of time, and the mod is in stasis... It won't be released in the form we planned before (full blown campaign etc), but we'll try to finish addons and release them anyways...
  7. Can I do that?(is it posible fro a adon maker to do that) STGN Not directly, you can do that using setObjectTexture function in the loop... Anyways this method has some issues: 1). You've got to assign all of the textures to some faces in your model, otherwise textures you'll switch will be blurred/washed out 2). You have to make those textures in as low resolution as possible 3). Those textures probably won't appear after loading game from save etc
  8. OFP doesn't support GIF files. You can use TGA, JPEG and native PA* files (last option is strongly recommended).
  9. AirwolfPL

    Texturing in 3dmax

    Place this texture on your _damn_I_don't_remember_it's_name_ (perhaps diffusion ? - I'll check this when I'll back home) slot of your material. You'll have transparent material in MAX (where white isn't transparent and black is). Edit: OK It's Opacity slot - put your transparent TGA (same you're using as texture) there and then check Mono Channel Output: Alpha option in it's properities.
  10. It's pretty simple. I'm using modulo division for that. First you've got to check from which side first missile is fired. Then, you've got to create a script - you can start it up using init event handler (infinite loop in this case will be necessary), or fired event handler. OK. Let's say first missile is always fired from the left side - and you running the script using fired event handler - put something like this into script: _missilesleft = _unit ammo "missile" if(_missileleft mod 2 > 0) then {>>>something<<<} else {>>>something else<<<}; Knowing which missile is fired first, using modulo division and the number of missiles left you can determine if the right or left missile was fired. PS.: Of course it only works for missiles launched from "raketa" or "strela" points - not those launched from proxy-defined locations.
  11. AirwolfPL

    Mlod models

    They have not. Stop whining.
  12. AirwolfPL

    Texturing in 3dmax

    TGA textures should be 32bit AFAIR. There should be no problems with UVWmapping - but remember to collapse your modifier stack (into Editable Mesh) before exporting model to 3ds format. Be aware, that mapping properities set by material editior won't be converted - so use only those set by mapping modifiers. The best place to set your addon folder is inside your's buldozer folder (c:\ofpedit in this case) otherwise you'll have missing texture warnings etc.
  13. AirwolfPL

    Texturing in 3dmax

    Just export your object from MAX to 3ds format (through File menu) - make sure that 'use max texture coordination' is checked. Then import it to O2 - if you'll place the TGA textures in the correct location (described by the path and prefix in the O2 Import dialog) - they'll be automatically converted to paa/pac format.
  14. AirwolfPL

    Pzl mi-2 pack of polish army released v1.3

    Nice to hear you like it. Anyways I don't think GROM uses Mi-2 - more likely Mi-8/17's (with removed rear doors for rope insertions) or PZL W-3 choppers (I'm not sure about it anyways ;)
  15. I've updated LWP PZL Mi-2 Pack. It's a major update, which features whole new PZL Mi-2 URN version (armed with PK, NS-23 cannon and 32 S-5 unguided rockets) and plenty of minor fixes/improvements. DOWNLOAD (8,5MB) README.TXT
  16. AirwolfPL

    Shadows

    Don't need to make them,your model needs less than 300 faces to generate one Put in "named properties" a selection named "lodnoshadow" , "1" for any visual lod that has more then 300 faces In fact more than ~500 (at least for vehicles) - some mine models have around 480 faces in the shadow lod and the shadow is still visible. (Of course it's not very good for performance but sometime you just have to use more faces ;)
  17. I've just released updated PZL Mi-2 of the Nogova Police. It's a major update, with plenty of fixes and improvements (loudspeaker works in MP mode now). DOWNLOAD (6,8MB) README.TXT
  18. AirwolfPL

    Pzl mi-2 of nogova police v1.2

    The question should be how NO is different from mine, cause mine was first AFAIR ;-))) Anyways, mine has more feature (like additional searchlights, loudspeaker system, and 'gunner' equipped with binocular, randomized objects), it's interior also looks like interior of the actual Mi-2. And since previous version all of it's doors are working. It also has BAS flaming/smoking/downwash script. But it doesn't have animated gear.
  19. Maybe it's not about O2, but some of you can be interested. If you're looking for powerfull modelling software which has more features and is easier to use than O2 Modeller, you can now download Maya for free and use it for learning purposes http://www.alias.com/eng/products-services/maya/maya_ple/index.shtml PS.: I didn't tried this software out yet, so I don't know if they ripped something off, but I think they don't.
  20. AirwolfPL

    Problem with the in game

    Typical Z-Buffer problems. Make sure you'll set OFP to work in 32bit mode, and your Z-Buffer is set to 24-bit in your's graphic card's settings. You can also try to play around with W-Buffer settings.
  21. AirwolfPL

    Music composer

    /me is under great impression of the Jesper Kyd's soundtrack for "Freedom Fighters" game. Great tunes! (and great game BTW) You'll find several samples here: http://www.music4games.net/freedomfighters.html
  22. AirwolfPL

    Females.....

    Look for something like in the OFP's config file: class Woman1: Civilian { }; Then just configure your addon to inherit from this class class myPrettyBabe: Woman1 { }; (You'll find decrypted config.cpp's on aLoneWolf's page: http://web.quick.cz/fholesinsky/OF/ - download this one: http://web.quick.cz/fholesinsky/OF/config185o.zip ). Eventually put following lines into the config of your addon: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> moves="CfgMovesMCWoman"; woman=1; and it should do the thing as well...
  23. AirwolfPL

    Females.....

    Set her class to inherit from Woman class and she will have woman animations.
  24. AirwolfPL

    Animation program

    1). WRPAnim 2). RTM Files used to animate characters and objects (refer to the commented configs and search for "rtm") 3). No, but you can use Maya with some freaky script or plugin 4). I'm not sure
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