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Everything posted by colonel_klink
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@ Tankieboy: Have a look in the class helicopter section of the config.cpp the entries are in there <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Helicopter : Air { vehicleClass="Air"; .... mainRotorSpeed=1.000000; backRotorSpeed=1.500000; maxMainRotorDive=0; maxBackRotorDive=0; minMainRotorDive=0; minBackRotorDive=0; neutralBackRotorDive=0; neutralMainRotorDive=0; Â Â Â Â Â Â Â Â Â Â Â Â .... }; It might be an idea to play around with these too <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> neutralBackRotorDive=0; neutralMainRotorDive=0;
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Engine limitation busters hall of fame
colonel_klink replied to Wonder's topic in ADDONS & MODS: DISCUSSION
I'll second that. -
Engine limitation busters hall of fame
colonel_klink replied to Wonder's topic in ADDONS & MODS: DISCUSSION
You probably are, but I'll lay claim to the ejection seat (in the Sea harrier), opening aircraft canopies, and psuedo missile proxies, animated afterburners (ok so it was on a Skyhawk which didn't have a/bs, but I notice the same principle on other aircraft addons). Â Actually the innovators of OFP were the ones that created all the setpos'd structures that we used pre O2. And all the artists who painstakingly created new units by modifying the existing BIS ones. -
Engine limitation busters hall of fame
colonel_klink replied to Wonder's topic in ADDONS & MODS: DISCUSSION
Forum is still up last time I was there DC3D Official Forum. DIB isn't dead or forgotten, just on hiatus. -
I've had a little play with Blender a while ago. These two Blender Python scripts might help. 3DS Importer http://bane.servebeer.com/programming/blender/import-3ds-0.7.py 3DS Exporter http://bane.servebeer.com/programming/blender/export-3ds-0.71.py I haven't tried these personally. Hope this is helpful.
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Fishing Boat by Colonel Klink/Pappy B.?
colonel_klink replied to Uziyahu--IDF's topic in ADDONS & MODS: DISCUSSION
After about 6 hours of trial and error the lifejacket script is wrking really well. So far it has been tested with the A4 Skyhawk mainly for pilot survival. Features: No boat wave/wash when moving through water. Walk out of the water without using any action commands. Board BIS and CWK boats from lifejacket Pickup, wear, and discard lifejacket Future features: Standard issue on my aircraft/boat addons Standalone so that the lifejacket can be used with any aircraft/boat (hopefully). I'm not sure how the extraction from sea by chopper works. I'll have to confer with Pappy over that. -
Fishing Boat by Colonel Klink/Pappy B.?
colonel_klink replied to Uziyahu--IDF's topic in ADDONS & MODS: DISCUSSION
The pack will be updated. Its just a matter of when. ATM I'm working on an improved lifejacket/lifering routine. -
Old pics, but development still ongoing. The general idea was to be able put on a "jacket" then go into the water; ie walk in, jump in. Then be able to be picked up by or get into boats, rafts or choppers. The update has not been forgotten for addons, just other pressing things in r/l. Yeah there is a limitation with the use of a car or boat for the life jacket but it can be lived with. The next A4 uses a version of this
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The next update of the A4 Skyhawk has a useable lifejacket.
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Who will continue work for ArmA?
colonel_klink replied to Espectro (DayZ)'s topic in ADDONS & MODS: DISCUSSION
You are correct: Q4 2006 Game2 expected release. However continuing DIB still depends upon what ArmA is compatible with and what features it may have. -
Who will continue work for ArmA?
colonel_klink replied to Espectro (DayZ)'s topic in ADDONS & MODS: DISCUSSION
Sorry. Personally I'm waiting for Game2 more than I am ArmA. Shoot me if I'm wrong, but I'm under the impression that ArmA is an updated OFP with improvements to the engine. Also if the release of Game2 is early 2006, then the lifetime of ArmA for most OFP fans will be shortlived, as they will be delving into the glorious depths of Game2 and modding their little hearts out. When the two games were announced and I saw that Game2 had destructable buildings, I concentrated on other things rather than DIB. However DIB is not just destructable buildings, it is a method of object placement that means one piece aircraft carriers, and large buildings can be made easily. The DIB project isn't dead. I'm still improving on the methods, and I'm sure at least some of it will be adaptable to Game2. When I get my greasy mitts on ArmA I will incorporate DIB into that. Perchance if Game2 is delayed and DIB works without problems (I now have the ability to MP test locally now), then it is possible DIB may be released for ArmA. -
Who will continue work for ArmA?
colonel_klink replied to Espectro (DayZ)'s topic in ADDONS & MODS: DISCUSSION
I'll update any addons I've released to the new games. Depending upon what the engine has (improvements) will be a big factor whether or not I continue the DIB project. It has been on hold since BIS announced their destructable buildings for Game2. I felt there was not much point in spending a lot of time developing something that would be superseded by a better system. That said, some of the DIB functionality may still be useful. If it is then that side of the project will get continued. -
LOL thanks Lt HuNTeR. Its funny. I had actually gone back into O2 to check then typed in the wrong key combination. That is the trouble when one has a break from modeling. Sorry, ch_123. See how teamwork gets things done
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1. Select the model or part to scale. 2. Ensure the UNIFORM SCALE toolbar button is selected (depressed). 3. Hold down CTRL + SHIFT and the RIGHT MOUSE BUTTON and move the mouse. The scale shown in percentage (Scale = 100 etc) should appear on the lower left of the O2 workscreen. If it doesnt ensure that the STATUS BAR is selected from the Windows menu in O2.
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For some time I've been wanting to update this. A4 Skyhawk Download Page
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AFAIK there are three distinct centers of a model in O2. For the purposes of this exercise create a non proportional model with a concentration of vertices more to the left than to the right. Example create a sphere with 5 x segments and 5 y segments. next in tront view select some of the vertices and drag them away from the center, to give the object an unbalanced shpae. Doesnt matter how it looks for this exercise. Test the Model centers: The first is the center of the model vertices, Do this by selecting all the vertices of a model and then press C. The centerpont Pin represented by a '+' will go to the center of the selected vertices. I.E. if there are say more vertices on the right of the model than on the left the Pin will be closer to the left. The second center I believe is the center of the solid object represented by the size and number of faces. (I'm not totally sure of this however). Select all vertices as before then Select from the Menu bar Structure>Center All. This time the model will move in the 3D space. Press C again and note where the center is. (Note: using the Center All command will move every lod, so it pays to be careful with this). This confused the bejabbers outta me when I needed to discover the true center of an object. Quite often when you open up a BIS object you will notice that the object (truck, chopper, plane, etc) don't all sit tin the same area in O2 screens, I am presuming that the BIS modellers used the Center All command. How significant this is I have no idea. Third center (sort of) Additionally proxy objects are placed according to the proxy model's O2 center, so if the model is set according to its center in O2 by using Structure>Center All it is possible the model is offset to the O2 program center. Anybody who has placed Proxies, particularly driver or cargo proxies will know what I mean.
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Back in the late 70's early 80's there where a rather large number of DPM colour variations, many manufacturer's had been involved but they did not use the same colour mixes so there was quite a variety in production and use. Â This is not so common now as the number of manufacturers has been reduced significantly. And thanks about SG, my Favourite place.. If any one of you have been in the military you will know that continual laundering of DPM, or other fatigue uniforms used in combat fade considerably. While one would like to look pristine going into battle, the bottom line is that it is very rare that a soldier wears brand new, neatly pressed combat clothing, and the colors are usually quite far from the manufacturers original. Mind you this is 2005 and how soldiers dress going into a warzone may be different from 1970 in the Meekong Delta
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A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
This sounds like a good idea. Thanks, UNN. -
A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
Two seater model has been started but wont be in next release. Next pack/s have current USS Hancock, and USS Intrepid versions. Cockpit textures are being worked on, but dont expect miracles at this stage As stated above crew is as it is so I dont have to create separate OFP/VBS versions of the packs. Perhaps when it gets closer to final version (ie when I'm happy there are no bugs etc) I might consider alternative crews and separate packs. The intention at the moment is to get this right (for those that remember the very early beta of this wasnt a shadow of the current release). -
A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
At this stage I don't want to have the A4 addons relying on external addons. This is mainly because of the cross platform issue. I may update the pilot textures later, perhaps when Armed Assault is released then we have a better idea about cross platform compatibility... or not. -
The Cruel Sea is probably one of the best post WW2 war at sea movies ever made. A 500 page novel abridged to 120 minutes of film was a great achievement. Where Eagles Dare is still one of my favourites. While Jacob's Ladder isn't essentially a Vietnam war story, some scenes in that still chill me to the bone. Ice Cold in Alex, Taxi to Tobruk are two WW2 desert films. One I saw many many years ago which was based upon a stage play is The Long and the Short and the Tall. And if you ever want to see a brutal bayonet charge I suggest you watch Bataan which was made soon after the fall of the Phillipines and was created to boost morale in the US. Sounds like a lot of nostalgic stuff here, but some of the best, IMO, war films ever made were on low budgets but had solid storylines and political correctness wasn't even thought of. In those days there was a clear distinction between the good guys and the bad guys, unfortunately that isnt the necessarily the case these days.
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A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
That's true. I was going to create a new pilot but because the addon is cross platform It is easier to keep the pilot as the standard west one in the meantime. I've never done any soldier models before, hence the use of standard crews. The base addon pbo is nearly ready, now converting the current USS Hancock A4 addon to fit with the base. USS Intrepid is 98% complete. -
A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
Oh no! Not the serious bugs!!!! -
A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
*Homer Simpson mode: Hmmmmm... truncheons! Well the Public Beta is ready now really, but with two packs sharing the same basic sound and scripting files I'm doing a repack so that the end user will d/l a base pack (small), and then version (skinned) specific packs without the double/triple/quadruple etc amounts of sounds and scripts. So depending upon the version all you will need to do is d/l the base pack and the version your heart desires Dunno if that makes a lot of sense at all. -
A4- Skyhawk re-release Public Beta
colonel_klink replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
The two versions I'm currently working on are Vietnam era. From what I gather the Navy versions were as skinned. I'm not sure of the skins for the USAF or Marine ones at this stage as my concentration has been the Navy ones. Here's a mockup of the USS Intrepid version currently being done (ignore the 300/400 marking error - this has been fixed Expect public beta by weekend... possibly