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Bracken

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Everything posted by Bracken

  1. http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=Search&CODE=02&SID=46c421ac0baef9bc Not sure if it will show up on your screen, but thats what I got from searching "music" in topic titles of this forum ' This being one that may help http://www.flashpoint1985.com/cgi-bin....l=music P.s, sorry this Pc's settings are blocking hyperlinks.
  2. Hi, is your computer on a LAN or have more than one connection? I ask because if one of the two connections on our lan, is not running, all the pc's in the Lan hang like that at the menu for about five minutes before coming right. Â If however both are running (even though the second is not being used) then they all start up fine. Â My guess is it spends the time looking for the other connection or something Sorry if this is a completly different issue, just sounded quite alike.
  3. Bracken

    o2 model destruction

    Yep you just select all the verts and it should recalculate. Â Not sure, but as I understand it, you should really do that whenever importing an object anyway. What program are you using to export it to .3ds with, maybe thats where your problem is?
  4. Bracken

    o2 model destruction

    Have you recalculated the normals outside? Not sure what the button is in O2 or if this is even your problem, but can't hurt to try
  5. Bracken

    Addon Research Topic

    Hi, Bit of a strange request, but I have been trying to track down an image of the colour "RAL 7027". Â I have found 7026 but the difference between that and 7024 are quite large so I figure that possibly I should find 7027. Â So does anyone by any chance have a fairly accurate image of the colour, which I could please take a look at? Thank you for any help
  6. Bracken

    AI boarding helicopters

    This is just one way, probably not the best. in the helicopters (named chop) init put this, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop chop;chop land "land" Add a trigger round it with activation by blue, and put something like this in the condition field of it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR (guy1 in chop)) AND ((!alive guy2) OR (guy in chop)) AND ((!alive guy3) OR (guy3 in chop)) where guy1,2,3 are the names of the guys you want to wait on. On the activation of that trigger put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> chop dofollow chop Now give the chopper a move waypoint (or however many you want) to the zone you want to land. In that waypoints activation put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop chop;chop land "land" And again do the same with the trigger exept this time add NOT in, something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR NOT (guy1 in chop)) AND ((!alive guy2) OR NOT (guy2 in chop)) and again on the activation: chop dofollow chop. Atleast I think that should work... thats the only way I know of to get it happening without using extrenal scripts.... apart from just syncing a load waypoint and a getin waypoint, but I take it that didn't work?(sometimes it goes all funny for me as well:)) Hope I didn't stuff anything up there with the not bit and it works, guessing you got a 50/50 shot anyway, good luck P.s wrong forum section
  7. Bracken

    AI boarding helicopters

    This is just one way, probably not the best. in the helicopters (named chop) init put this, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop chop;chop land "land" Add a trigger round it with activation by blue, and put something like this in the condition field of it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR (guy1 in chop)) AND ((!alive guy2) OR (guy in chop)) AND ((!alive guy3) OR (guy3 in chop)) where guy1,2,3 are the names of the guys you want to wait on. On the activation of that trigger put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> chop dofollow chop Now give the chopper a move waypoint (or however many you want) to the zone you want to land. In that waypoints activation put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop chop;chop land "land" And again do the same with the trigger exept this time add NOT in, something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR NOT (guy1 in chop)) AND ((!alive guy2) OR NOT (guy2 in chop)) and again on the activation: chop dofollow chop. Atleast I think that should work... thats the only way I know of to get it happening without using extrenal scripts.... apart from just syncing a load waypoint and a getin waypoint, but I take it that didn't work?(sometimes it goes all funny for me as well:)) Hope I didn't stuff anything up there with the not bit and it works, guessing you got a 50/50 shot anyway, good luck P.s wrong forum section
  8. Bracken

    Arma and VBS2

    Forgive my ignorance, but I always thought Normal maps where there to improve performance? Please understand, I am not questioning your comment ShinRaiden, I am merely trying to understand what normal maps are for, if not to 'fake' polygons and lower the overall count, in the name of better performance? I am very new to all this and am in the process of trying to generate a normal map for the first time, so any insight on this would be very helpful. Regardless, thank you for taking the time to share all this information, ShinRaiden.
  9. Bracken

    modeling

    You can use any modeling program which exports in any of the more common formats.  O2 only imports .3ds though, and it must have KFdata. (as I understand it) With other formats like .obj just import it into one of the many free 3d programs and export it to .3ds in them.  However I would avoid exporting to .3ds in blender as the python script has KFdata disabled by default.  If you understand python scripting you can just edit it abit, but what I do when I use blender, is save to .OBJ then import it into a freeware program called anim8or.  Once imported  (.obj),  go to Options/Debug and make sure Dummy KFdata is ticked.  Then just export it as .3ds and you can open it in O2.
  10. Bracken

    modeling

    You can use any modeling program which exports in any of the more common formats.  O2 only imports .3ds though, and it must have KFdata. (as I understand it) With other formats like .obj just import it into one of the many free 3d programs and export it to .3ds in them.  However I would avoid exporting to .3ds in blender as the python script has KFdata disabled by default.  If you understand python scripting you can just edit it abit, but what I do when I use blender, is save to .OBJ then import it into a freeware program called anim8or.  Once imported  (.obj),  go to Options/Debug and make sure Dummy KFdata is ticked.  Then just export it as .3ds and you can open it in O2.
  11. Bracken

    ArmA: Film of the Year

    My favourites: By FaustFFStudio http://www.youtube.com/watch?v=5Sklhc0L1ZM&mode=user&search= By ArmAVidz Both very enjoyable
  12. Not quite up to the standard of everyone else in this thread, but heres one of the models I have been working on as I get to grasps with the general concepts. Â Just started work on the higher poly turrent so I still need to fix that up and also add some bolts onto the hull, but after that I will see if I can get a normal mapping figured out. Â If anyone has any suggestions, please feel free to add them. http://img182.imageshack.us/img182....MG] @Mehman, Thanks for the feedback, yeah i had alot of trouble with the tracks, one reason being my 32mb pro-savage graphics chip struggled to move things around when I got to a higher poly count, but anyway this is just a learning model for private use, but I will do my best to fix those after I have redone the turrent when I get to transfer it over to my home pc this weekend. Still struggling with the smoothing as you can tell, but hopefully I will get better soon. Thanks again for the comment.
  13. Bracken

    Operation Northstar WIP

    All these models look really amazing, the vehicle's in particular. Best of luck with getting to the final stages
  14. Bracken

    Tutorial ???

    Try Cheetah's, SQF tutorial. It is a very helpful guide to learn the basics of SQF even if you have never used sqs or have never touched a script of any kind. Thanks Cheetah! Edit:here you go http://www.armaholic.com/page.php?id=1619
  15. Hi, Just started learning SQF scripting (never done any sqs) and have gotten stuck on my first proper one and wondered if anyone had the time to put me back on track. I am trying to make a random waypoint for a sector control mission, similar to the SC map that came with Arma (that one is in sqs though, with alot of gotos) for when there is not enough humans.  The main idea is, that its an 8 vs 8 map with AI  (none in a group), who don't always go into the same spots (it's a tight map). After I figure this out, I hope to work torwards getting them to push together forward, if they detect that they have more present in the area than the opponents.  This is what I have got so far, with my errors included in the comments. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_West=_this select 0; /*As I understand it, Ai are server side so random should have no problems here?*/ _x=ceil (random 3); if (_x==1) then {     _west domove getmarkerpos "m1"}      else     {      if (_x==2) then { _west domove getmarkerpos "m2"}     };      if (x==3) then { _west domove getmarkerpos "m3"}; /*Problem now is, I get the hint as soon as he starts on his way to the first marker.  I'm guessing it has something to do with the unitready bit, but can't figure it out.*/ Waituntil {unitready _west;hint "made it"}; if (!alive unit) exitWith {}; //will make the sleep random next, if I can. sleep 10; if (_x==1) then {     _west domove getmarkerpos "m4"}      else     {      if (_x==2) then { _west domove getmarkerpos "m5"} /*And so on until he reaches the last ones before a flag, in which he executes another sqf for the same type of thing.*/ The main problem being the waituntil bit. I have probably gone about things the wrong way, for instance I think, switch maybe what I should be using instead of the if's, but I couldn't figure out how to get it working with the random number. Thanks for any help, should anyone have the time.
  16. Hehe, yeah i just threw it together in afew minutes to learn from but if you can imagine, it's just a simple crate likethese with two extra bits round the middle area. Edit: Ohh ok, thanks again JdB. I see what you are saying now Abs, thanks will look into it all more next time. Â
  17. Great, thanks very much JdB. Feel alot better about heading back to it now. Afew things fell into place as I read it abit Also, I will just add, back when I first started a month or two ago, I used those great models in you LTH_Os pack (hope it was ok) which you offered as a free download. I never touched the actual models but they were a great reference to look at and study and I think they greatly speed things up for me, so thanks for that also. Now off to round four of this crate, can't turn out much worse than my last attempt
  18. hi, Sorry to pull this abit off topic, but had afew questions about UV mapping if anyone has the time  See I think I have learn't the basics of modeling 'ok' (been learning in blender) and have made half a dozen models, now though I am attempting the next stage in UV mapping and wow, for me it's just so much more confusing. Anyway, here are my questions.. Do you guys think UV mapping is the right option for a beginner like me, or would you suggest the other way I read about which you use in O2(placing textures on each face)? My first goal with UV mapping is getting a small 200 sided ammo crate mapped to learn with.  I'm really struggling to know where to put the  "seams" and generally end up with abit of distortion.  I can understand pinning alittle, but can't really get very good results, does anyone have any tips at all to do with any of the above? Does anyone else have this type of trouble with UV mapping, I know it just takes time like everything, but I can't help but feel I might be missing an important  technique.  I even took a break from learning this and am "trying" to learn sqf, which i'm finding a hell of alot easier than, even unwrapping a crate  Ohh and one more, when you guys UV map, do you pull the model into bits, or pull away one side?(like a screen shot from above, side back and hidden parts like a see around abit). All the tutorials I have read say about parting each bit, but when I unpack a game, they all seem to use the side,top thing on their textures? Thanks for anyone that has the time to answer and sorry if some of it does not make much sense
  19. Not sure but you could try, In the choppers init (called chopper) dostop chopper;chopper land "land" Pilot does not get out, turns engine off and waits, And when you want him to leave use, chopper dofollow chopper
  20. Bracken

    Water

    Not sure, but have you tried setvectorup? this setVectorUp [0,0,+0.1]?
  21. Not sure if it is to your liking but have you tried Guild wars? http://www.guildwars.com/ Kind of a fast paced RPG with big focus on player skill over grind stuff. Â In Pve you get big world, decent story and the like. Â It uses whats called instances which create a version of an explorable area for you and your party so you can't get stuff stolen and such. Â You get your party at outpost like places where everyone can met. Â The whole games kinda boxed in abit though but its a big game. Also you can play the whole game by yourself as you can use customized hired NPC's which you can equip and stuff. Â The PvP is where the money is at though, every month they have a $10,000 US dollar built in tournament system(you play from your home pc). Â You earn points through out the month and the teams with the highest at the end go into round robin type stuff. Â And it's not just for teams, 10k prizes for you + 3 ai guys which battle others with the same. Â And if you are wondering about having to grind up to get a character good enough to get in... fear not you can make a lvl20(max level) one right from the get go, with the same armor level, weapon damage ect as everyone else. The key is on balance. The devs are very active and update the game with decent updates quite often. Â Also they are VERY active on fan forums, with like two placebo's helping and such. Â The game engine is great, looks good even at 2 years old and runs on very well on my friends 666 MHz CPU! Â The best part about GW is though that there are NO monthly fees. Â Buy it once way you go . http://www.guildwars.com/gallery/screenshots/ The devs are the same ones who made diablo (ex Blizzard). Â But yeah, pretty sure they have free trails so have a go and see if you like it. Â Guild wars is the sort of game, like Arma that you either really like or don't P.S GW2 is out 2008-09 which drops the full instance system and has open worlds as well. Â Again it's a no monthly fee's game. Â But yeah, try it, it has been the most polished game(in terms of bug free, gameplay, graphics, pc req ect) I have tried thus far
  22. Bracken

    Newb editing questions

    For your random movements question, try this, UPS by Kronzy Â
  23. Bracken

    Newb editing questions

    For your random movements question, try this, UPS by Kronzy Â
  24. Bracken

    Vilas' addons

    He posted a very good config tutorial here afew days ago. Maybe try over there?
  25. Bracken

    Please help!

    Not sure but maybe you could try something like this. http://www.snapfiles.com/get/restoration.html As long as you have not installed to much since you deleted it or have plenty of spare space it should still be hiding away on your drive Why are you blaming the game though..
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