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Bracken

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Everything posted by Bracken

  1. So I guess the credits will be something like this raedor ~ organizer/scripter Planck ~scripter SniperSkull~smuggler of illegal substances onto malden + caravans? Ebud~ texture artist Messiah supplier of cookies ...ect No? ok was just a guess
  2. CPBO opened it fine for me. Thanks though Scar, helped me out also
  3. Bracken

    Vilas' addons

    Thanks Vilas, your work on them is much appreciated
  4. Bracken

    ArmA Modelling Basics

    Edit: Thanks very much for the help Gnat, that was the problem And the BI water tower did have one, so I guess I must of missed it.
  5. Bracken

    Ladder bug...

    Do you have the latest hotfix, as I think it fixes the issue. Not sure if its the exact same ladder problem or not as I have not tried it.
  6. Bracken

    ArmA Modelling Basics

    hi, I'm having problems with my building model in game, which I assume is connected with the geometry. It is a large building, but basic and is about 55x55,.. though I have tried making it much smaller so its not a size issue. Anyway, what happens is that when you stand on it and run, you keep sliding about 10 metres across the ground after you let the key go. It does not matter which direction you ran, you keep sliding along at the same angle.  Vehicles seem to slide less, which would suggest it something about weights?  I ran a search and the only thing I found was about a plane which was sliding, because it was too light.  I have tried changing the weight from 50 to 70,000 and it makes no difference.  Everything is covex and closed and I am certain the area is flat because I have even re-layed it two times.  The area is a large square about 35-40 wide, however I have tried cutting it down into four different ones and even  tried cutting down the entire model to 20x20 but none of it has made any difference. If anyone has any suggestion, I would really appreciate it as its starting to become very frustrating.. and I don't really have any ideas on what to try left.
  7. Bracken

    Nam units

    Hi, LinkerSplit made a good material editing tutorial, which explains how to create them and what most things mean. You can find it on this page, just scroll down to the materials section. Tutorial
  8. Bracken

    SQF revive script

    I agree, thanks for all the hard work Norrin.  Most of our player base does not even have computers (play on a set up LAN) and find Armed assault very hard.  This script gives us a second chance without making things feel like a slog of respawning and going back in over and over again (we use the script with no-respawns).  The later, also kills the feeling of actually having something to achieve, for me atleast.  Athough its all personal opinion as some people will feel the same way about reviving.  The script also adds great game play moments, like when you got to secure an extra positon, because someone thought that they new better and  could get a better spot higher up  Anyway, what i'm getting at is, that if you hadn't made this great script, I seriously dout that we would still be playing this game at all, so thanks again for all the hard work! Have a great break, and if you return to Arma scripting, perhaps you should remember that having time to play arma is fun too!
  9. Bracken

    How do i import models from blender?

    Just export/import in .obj. First though, in blender I would suggest turning normals on and check they are facing the correct direction(bottom left corner of the editing pannel and ctrl+n to recalulate outside,ctrl +shift + N for inside), then on import to O2, via import/ press F5 to recalculate them again. Â If the model is mirred the wrong way, just tick the invert buttons on import. And then sometimes it still acts abit funny, so check in the viewer that everything is correct, if its not, you generally just have to reverse all faces. Â In another thread, from different peoples findings, it seemed to suggest it was caused if you duped anything in blender... If you want to export meshes out of O2, you have to use the older version of it (first arma release). Â Everything seems to export ok (in .obj), you just have to scale it abit because it starts really small. Ohh and don't make the same automatic reaction(dumb mistake I made) of removing doubles on it, as you will need them for when things move around during animation. Good luck.
  10. Bracken

    Special Service

    Very sad I guess that is life though, things don't always turn out as you planned. Thanks, for all the effort anyway Col, it was very enjoyable just to read about what you were planning and the information that you provided with each update. Maybe in afew years, things will change and you might have another go at Arma2 or something Best of luck.
  11. Bracken

    ArmA photography - Questions&Comments

    As said before, great screen shot Parvus! CWC-R team is doing a great job with everything shown so far (imo). Especially looking forward to missions in the longer grass, as that is one of the things that I really enjoy about arma. Not to mention for all the combat games I have played in the past, grass was really pointless as it only lasted as far as your draw distance, not to mention AI ignoring it. Just hope it does not lagg my 6600GT too much, though I would guess not because it does not seem to have as intense shading as the northern Sahrani stuff, (which runs fine) Can you reveal at this stage Parvus(or anyone who knows) what the performance is like compared to North Sahrani?
  12. Not sure but you could try _vehicle=this select 0; _vehicletype = typeOf _vehicle; Maybe you should take a look at this script by norrin, it may help you out abit with ideas/problem solving. Anyway, good luck. http://www.armaholic.com/page.php?id=1378
  13. Bracken

    Lost-World Returns

    Time to get a new computer I think Sure the mod will be great wherever it goes, good luck.
  14. Bracken

    SQF revive script

    New version sounds great! With the amount of updates to the script you put forward, I have to wonder if you ever have time to play arma yourself!
  15. Hello, Am trying to learn configs abit better, but am getting abit stuck with afew things and I wondered if anyone had the time, if they could help out. Updated .. just locked afew things down more I think and split the turret up, still no luck with AI shooting 1/ I am having problems with the commanders turret. Â Everything works fine when I play as the commander but the AI do not shot at anything, unless we are on top of them (enemy is lying under the tank../update/this seems to of stopped now won't fire at all anymore and can't seem to get the fire underneath bit working even when I backtracked). Â Does please anybody know what could cause this, Â I have checked view geo(spots fine so don't think it's blocked?),memory(muzzle/chamber,axis), not sure what else to do. Â I get this in my Arma.rtp which may help also? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model-stucture of turrets in config does not match skeleton. Here is what it looks like, any suggestions on any of it is welcome as i'm sure I have done alot wrong.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; body = "otocvelitele"; gun = "otochlavenvelitele"; GunnerForceOptics = 1; minElev = -7; maxElev = 20; initElev = 10; weapons[] = {"MG34"}; magazines[] = {"MG34_op", "MG34_op","MG34_op" }; outGunnerMayFire = 0; inGunnerMayFire = 1; gunnerAction = "abrams_commander"; gunnerInAction = "Bmp2_driverout"; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", 0.0002, 1.0}; gunnerOpticsModel = "\ca\weapons\optika_empty"; Skeleton <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //bones part "otocvelitele","", "otochlavenvelitele","otocvelitele" //rest class otocvelitele { Â Â Â type = "rotationY"; Â Â Â source = "obsTurret"; selection = "otocvelitele"; axis = "osavelitele"; memory = true; sourceAddress = "clamp"; minValue = rad -45; maxValue = rad +45; angle0 = rad -45; angle1 = "rad 45"; Â }; class otochlavenvelitele { type = "rotationX"; source = "obsGun"; selection = "otochlavenvelitele"; axis = "osahlavnevelitele"; memory = true; sourceAddress = "clamp"; minValue = "rad -7"; maxValue = "rad 20"; angle0 = "rad -7"; angle1 = "rad 20"; }; These are some other errors I get in the .rtp, any suggestions on what area I should look at are very welcome. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Keyfram animation, no "keyframe" property warnings in model/directory.p3d :0 //also ones with :1,2,3,5,10 on the ends, after reading the biki, it seems this is something to do with having the same verts with more than one animation, so again this probably ties in with the first problem? Empty word in sentence ' ' 'xmit' //pretty sure the above is unrelated to this config, but I get quite afew of them ... so hopefully it is easy sorted.
  16. Yes any 3d program will do as long as you can end up in .3ds or .obj format. Keep up the good work Mehman, doing very well. (imo) Edit: and yes, pretty sure all the renders on the last page are from 3ds max. Â
  17. Bracken

    KINGTIGER

    Really impressive, keep it up the great work!
  18. Bracken

    SQF revive script

    Well, that seems really strange to me, because our small player base (2-6) has been using the AI-enabled script for about five months in all of our missions.  We had a few problems to start with, but that turned out largly to just be problems with me not understanding what the heck things did (was just starting out learning sqf). Maybe it's just luck, but we have not seen a bug in any of our missions since (that in anyway could of involved the revive script), exept maybe the bit with the AI not following until you give the order  0-1 (after being hit)... but I think that could be an armed assualt issue as it happens abit when we have a mixed AI/humans group and a non-leader human drives the rest somewhere in a vehicle. My theory is that when the AI become local to the driver they have problems figuring out when the leader is ready to start leading them again, once they get out.  (just a guess as it also seems to pop up from time to time when a Ai/human team is assigned into fire teams) On the chance that it helps anyone, these are some of the third party scripts we have used it with (without having to do any editing to either the AI-enabled revive or other ones) UPS, dgc_reloaded, Vienna Sattelite script, House patrol script (can't remember where I got this one) and probably a few more I can't think of at the moment.  Not sure if it matters, but we are using an older version as we gave up on updating, due to everything working perfect for us.  But this upcoming new version sounds good Â
  19. Bracken

    ArmA photography - Questions&Comments

    Amazing work as always Ebud.  Can only guess at how long it must of taken you to get them craters like that.  Gives me hope for something I have been trying get right for awhile also   Keep up the great work! Edit: Opps sorry, just seen the link, thanks for adding it.
  20. Bracken

    What's the best racing sim

    Haha, I use to play that abit also! Best fun was when you had six people on a small laptop keyboard.. elbowing played a bigger part than the racing i think Making tracks was also fun, don't suppose you have ever played LF2 either have you ? Same sort of style game.
  21. Bracken

    Queen's Gambit system requirements

    I am wondering this also, as I have a 6600GT 128mb which, like others runs arma fine on low/med as long as a keep the view distance ~1100. Does anyone please notice a lower/higher framerate difference between Porto and Saharani?
  22. Bracken

    Has Anyone Got Queens Gambit?

    There is a small review, pictures and a video at armaholic if anyone has not seen already http://www.armaholic.com/forums.php?m=posts&q=1568&d=0
  23. Bracken

    Last Tango in Bangango

    Thanks I enjoyed this very much.  Had alittle trouble with El Cojon(7) not listening to orders at the start (would just stand there) but after seeing the outro, I kinda understand why his mind was not all there  *spoilers* Was really great urban combat also and was a bit different with having to check which guys had shorts on and which didn't before shooting  .  Also I appreciated how you put M113s at all the sites as a clue, otherwise I think it might of taken me half an hour extra searching (with all the things dead) to find the fuel site(didn't save the brother:)).  Was a very well put together mission and I look forward to the next one, should it be made Â
  24. Sorry to spam this again, but after seeing others vehicles here, i'm starting to wonder if I have normal mapped the wrong things.  Here is the wire frame, what i'm wondering is, should I of normal mapped the cables/gear on the main hull?  It is 8,400 (after I lowered it from higher poly) with that stuff on and 5,900 without.  Any suggestions on how I modeled it are very welcome also, as i'm sure there are alot of newb mistakes.  Thanks for any help in advance  Edit: Thanks for help DaSquade.
  25. Bracken

    Ebud's SF's

    Been using these for awhile and they are very very good. Thanks Ebud
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