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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Binarize exclude.txt

    If you have a look in the folder where you put the Binarize utility from BIS you will see a file called exclude.txt. It should have the following file extensions which causes the Binarize tool to stop copying any files that may be in the folder but not belong to the addon. .p3d .paa .pac .bak .backup Because i usually save my .tga, .gif, and .psp (Paintshop Pro) files into the addon folder while i am building the addon. if you add the following to the exclude.txt file Binarize won't copy those files into your new /op/addon Name folder: .tga .psp .gif .jpg .3ds .3ds was added because sometimes i create the model initially in 3d Studio or Truespace. If you use Phoposhop and save in the Photoshop format include the extension for that too.
  2. colonel_klink

    Binarize exclude.txt

    If you have a look in the folder where you put the Binarize utility from BIS you will see a file called exclude.txt. It should have the following file extensions which causes the Binarize tool to stop copying any files that may be in the folder but not belong to the addon. .p3d .paa .pac .bak .backup Because i usually save my .tga, .gif, and .psp (Paintshop Pro) files into the addon folder while i am building the addon. if you add the following to the exclude.txt file Binarize won't copy those files into your new /op/addon Name folder: .tga .psp .gif .jpg .3ds .3ds was added because sometimes i create the model initially in 3d Studio or Truespace. If you use Phoposhop and save in the Photoshop format include the extension for that too.
  3. colonel_klink

    Binarizeit!

    I tried posting this last night but things went horribly wrong, so here goes: Here is a visual tool that works with BIS' bin.bat tool to binarize your addons. Place the file in your folder with bin.bat. Needs VB6 Runtimes.. not included to keep file size down. Webmasters. Don't put on your websites as this program is beta and under development Get it from: http://www.dc3d.co.nz No warranties etc apply to this tool.
  4. colonel_klink

    Binarizeit!

    I tried posting this last night but things went horribly wrong, so here goes: Here is a visual tool that works with BIS' bin.bat tool to binarize your addons. Place the file in your folder with bin.bat. Needs VB6 Runtimes.. not included to keep file size down. Webmasters. Don't put on your websites as this program is beta and under development Get it from: http://www.dc3d.co.nz No warranties etc apply to this tool.
  5. colonel_klink

    Vtol script available

    You guys are geniuses. This has been a problem that has boggled me for a while. Thanks. I'll test it out on the harrier. Cheers Klink
  6. colonel_klink

    Proxy objects - and interaction

    yeah. Mine work ok as standalone addons, but unfortunately i haven't been able to get the collision thingee to work proberly either. Back to it I guess.
  7. colonel_klink

    Proxy objects - and interaction

    yeah. Mine work ok as standalone addons, but unfortunately i haven't been able to get the collision thingee to work proberly either. Back to it I guess.
  8. colonel_klink

    Proxy objects - and interaction

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think Roadway a Landcontact are not supported in proxy objects. As for collisions: did you try the objects you use for proxies as standalone objects? (One thing that might prevent collisions from working is too low mass, another is some mistake in component definition.)<span id='postcolor'> Ok.. so its back to the drawing board on using proxies to add extra buildings or rooms. Or even as fences. Suma, is there a way of including multiple models to create a single addon. I tried it with the radar bunker a while ago, but that meant creating models specially for the addon as a group, which resulted in some pretty weird positions if one part was moved in the editor.
  9. colonel_klink

    Proxy objects - and interaction

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think Roadway a Landcontact are not supported in proxy objects. As for collisions: did you try the objects you use for proxies as standalone objects? (One thing that might prevent collisions from working is too low mass, another is some mistake in component definition.)<span id='postcolor'> Ok.. so its back to the drawing board on using proxies to add extra buildings or rooms. Or even as fences. Suma, is there a way of including multiple models to create a single addon. I tried it with the radar bunker a while ago, but that meant creating models specially for the addon as a group, which resulted in some pretty weird positions if one part was moved in the editor.
  10. colonel_klink

    Usefull vehlices

    Personally Mehanic did a great job with his addons, considering, he like all other addon makers had to learn how to use Oxygen, do texturising, etc. So rather than give addon creators a hard time, be supportive and give positive feedback. There is a heap of weaponery, military vehicles, and aircraft being made, so you guys who don't create addons create a list of things that you think would add to the game. Then perhaps someone out there will take your idea and create them for everyone to play with.
  11. colonel_klink

    Proxy objects - and interaction

    Hi Prospero Here's the entire config: // CWKSubstation by Colonel_Klink #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 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class CWK_SubStation { units[] = {CWK_SubStation}; //weapons[] = {}; requiredVersion = 1.20; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; Â Â class Land: AllVehicles {}; Â Â class Static : Land {}; Â Â class Building : Static {}; Â Â class NonStrategic : Building {}; Â class CWK_SubStation: NonStrategic { side=twest; Â vehicleClass="Objects"; Â displayName="CWK_SubStation"; Â accuracy=1.000000; Â scope=2; model="\CWKSubstat\substation"; icon="\CWKSubstat\sub.paa"; Â armor=200; }; Â }; class CfgNonAIVehicles { #define PROXY_CWKsubstat(x,mods) \ class Proxy##x \ { \ model=\CWKsubstat\mods\x.p3d; \ autocenter=false; \ scope=public; \ reversed=false; \ simulation="alwaysshow"; \ }; PROXY_CWKsubstat(Trans,mods) PROXY_CWKsubstat(Shed,mods) }; 1. No I don't have the proxies in the memory lod.. might try that. 2. posted above 3. I use DePBO And here's the result: I'm getting some wierd things happening with them. Like the player being caught up in the transformers or the walls of the building. And bullets pass through them.
  12. colonel_klink

    Proxy objects - and interaction

    Hi Prospero Here's the entire config: // CWKSubstation by Colonel_Klink #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 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class CWK_SubStation { units[] = {CWK_SubStation}; //weapons[] = {}; requiredVersion = 1.20; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; Â Â class Land: AllVehicles {}; Â Â class Static : Land {}; Â Â class Building : Static {}; Â Â class NonStrategic : Building {}; Â class CWK_SubStation: NonStrategic { side=twest; Â vehicleClass="Objects"; Â displayName="CWK_SubStation"; Â accuracy=1.000000; Â scope=2; model="\CWKSubstat\substation"; icon="\CWKSubstat\sub.paa"; Â armor=200; }; Â }; class CfgNonAIVehicles { #define PROXY_CWKsubstat(x,mods) \ class Proxy##x \ { \ model=\CWKsubstat\mods\x.p3d; \ autocenter=false; \ scope=public; \ reversed=false; \ simulation="alwaysshow"; \ }; PROXY_CWKsubstat(Trans,mods) PROXY_CWKsubstat(Shed,mods) }; 1. No I don't have the proxies in the memory lod.. might try that. 2. posted above 3. I use DePBO And here's the result: I'm getting some wierd things happening with them. Like the player being caught up in the transformers or the walls of the building. And bullets pass through them.
  13. colonel_klink

    Proxy objects - and interaction

    Hi Prospero Here's what i experimented to day with and it works: I've commented some of it for you. class CfgNonAIVehicles { #define PROXY_CWKsubstat(x,mods) \ // CWKsubstat = name of the addon // x leave as is. It represents the proxy name.. i think // mods = name of the sub folder within CWKsubstat class Proxy##x \ { \ model=\CWKsubstat\mods\x.p3d; \ // straight forward enough: the name of the addon, the sub folder inside the addon and x.p3d is for the name of the addon. Leave it as is if you are putting more than one proxy model. you'll see why below autocenter=false; \ scope=public; \ reversed=false; \ simulation="alwaysshow"; \ }; // there are the two different models here that I used as proxies: trans.p3d and shed.p3d. You'll see that I had them in the mods sub folder just to keep it tidy. PROXY_CWKsubstat(Trans,mods) PROXY_CWKsubstat(Shed,mods) }; The above works well, but my ftp wasn't to post a piccy. Question for Suma. Although I have set all the geometry and fire gemeotry lod for the proxies i am still able to shoot and walk through them. I have even added the proxies to the fire geometry and geometry lods of the addon. I have a small building as a proxy but even when there is a roadway lod and I cannot walk acroos the floor.. any ideas? Also I have experimented with a flag on a car but i can't get the thing to flutter.. any way around this? Btw, Suma, I'm enjoying this latest challenge. thanks.
  14. colonel_klink

    Proxy objects - and interaction

    Hi Prospero Here's what i experimented to day with and it works: I've commented some of it for you. class CfgNonAIVehicles { #define PROXY_CWKsubstat(x,mods) \ // CWKsubstat = name of the addon // x leave as is. It represents the proxy name.. i think // mods = name of the sub folder within CWKsubstat class Proxy##x \ { \ model=\CWKsubstat\mods\x.p3d; \ // straight forward enough: the name of the addon, the sub folder inside the addon and x.p3d is for the name of the addon. Leave it as is if you are putting more than one proxy model. you'll see why below autocenter=false; \ scope=public; \ reversed=false; \ simulation="alwaysshow"; \ }; // there are the two different models here that I used as proxies: trans.p3d and shed.p3d. You'll see that I had them in the mods sub folder just to keep it tidy. PROXY_CWKsubstat(Trans,mods) PROXY_CWKsubstat(Shed,mods) }; The above works well, but my ftp wasn't to post a piccy. Question for Suma. Although I have set all the geometry and fire gemeotry lod for the proxies i am still able to shoot and walk through them. I have even added the proxies to the fire geometry and geometry lods of the addon. I have a small building as a proxy but even when there is a roadway lod and I cannot walk acroos the floor.. any ideas? Also I have experimented with a flag on a car but i can't get the thing to flutter.. any way around this? Btw, Suma, I'm enjoying this latest challenge. thanks.
  15. colonel_klink

    Binarize addons

    Good one, Maruk. Thanks.
  16. colonel_klink

    Binarize addons

    Good one, Maruk. Thanks.
  17. colonel_klink

    Infantery killer

    This guy should be making these models for 3d movies.
  18. colonel_klink

    Proxy objects - and interaction

    Thank you Suma. This has solved a major dilemma and I can now continue with my building addon.
  19. colonel_klink

    Proxy objects - and interaction

    Thank you Suma. This has solved a major dilemma and I can now continue with my building addon.
  20. colonel_klink

    Turn off ship wakes and bow waves?

    My guess is that the bow waves and stern wakes are part of the ship simulation routines within OFP engine. I know waht you mean about the being able to turn them off or even move them for larger, or smaller boats. However I don't think there is a way to turn them off. If there is I'd be interested as well.
  21. colonel_klink

    Turn off ship wakes and bow waves?

    My guess is that the bow waves and stern wakes are part of the ship simulation routines within OFP engine. I know waht you mean about the being able to turn them off or even move them for larger, or smaller boats. However I don't think there is a way to turn them off. If there is I'd be interested as well.
  22. colonel_klink

    Proxy objects - and interaction

    Hi Prospero. As 'an old hand' with oxygen, I can admit that I have experimented with the proxy problem, and have posted questions both here and in the oFPEC forums. Sadly there has not been too much information about proxies and I am still stuck where I am. How proxies react to collisions and destruction, I have not been able to ascertain. My major problem has been with using object proxies e.g. using a chair object as a proxy within my own addon was fine, as the chair object is in the data3d.pbo file with ofp. i've been trying to use my own p3d objects as proxies, e.g. wall objects placed around a building. Try as I can, I have not found any method of making them appear. My last resort would be to recompile the data3d.pbo file with my objects in it. But then the problem arises.. I would not be able to distribute my addon without distributing the data3d.pbo. which is nigh on impossible because of its size and, probably against BIS terms as well. I can see some exciting complex addons being created with the use of proxies. That is proxies that are new to OFP. Sorry I wasn't much help, but this is as far as I've got. BTW, I think you will find that a lot of the guys who have had O2 for a while are still learning, I know I am. Cheers.
  23. colonel_klink

    Proxy objects - and interaction

    Hi Prospero. As 'an old hand' with oxygen, I can admit that I have experimented with the proxy problem, and have posted questions both here and in the oFPEC forums. Sadly there has not been too much information about proxies and I am still stuck where I am. How proxies react to collisions and destruction, I have not been able to ascertain. My major problem has been with using object proxies e.g. using a chair object as a proxy within my own addon was fine, as the chair object is in the data3d.pbo file with ofp. i've been trying to use my own p3d objects as proxies, e.g. wall objects placed around a building. Try as I can, I have not found any method of making them appear. My last resort would be to recompile the data3d.pbo file with my objects in it. But then the problem arises.. I would not be able to distribute my addon without distributing the data3d.pbo. which is nigh on impossible because of its size and, probably against BIS terms as well. I can see some exciting complex addons being created with the use of proxies. That is proxies that are new to OFP. Sorry I wasn't much help, but this is as far as I've got. BTW, I think you will find that a lot of the guys who have had O2 for a while are still learning, I know I am. Cheers.
  24. colonel_klink

    Entry points

    Ok I'll do the best I can here. In the memory lod create points for driver, codriver and cargo. Name each of these respectively pos driver, pos codriver, and pos cargo. You can have more than one point for each of these, good for vehicles where passengers can board from more than one place. Next place each of these points at the correct places around the model. I sometimes create a primitive (box) shape for the vehicle the exact size of the model. Ensure that the points are above ground level. Hope that helps.
  25. colonel_klink

    Entry points

    Ok I'll do the best I can here. In the memory lod create points for driver, codriver and cargo. Name each of these respectively pos driver, pos codriver, and pos cargo. You can have more than one point for each of these, good for vehicles where passengers can board from more than one place. Next place each of these points at the correct places around the model. I sometimes create a primitive (box) shape for the vehicle the exact size of the model. Ensure that the points are above ground level. Hope that helps.
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