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Everything posted by colonel_klink
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Ofp staff: please release a patch with these fixes
colonel_klink replied to Gen.Carnage's topic in OFP : O2 MODELLING
Another idea is sustained smoke from damaged aircraft.. nothing like watching a damaged plane limp back how leaving a smoke trail.. Iknow it can be done with a script, but to have it as a built in feature of aircraft would be cool. -
Thanks for posting that question m8y. I've been wondering about new proxies as well. There must be a way of creating a new proxy path to either the same directory ie model pbo or to another pbo similar to data3d. If this could be done then we could add quite a few new proxy models to our addons.
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Ok I can make a new proxy by reducing the flag_Auto.p3d and rename it something else. The little flag on the car is a resized one. but just static. Any ideas how i can call the new proxy in place of the big one?
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I'm looking for a method of having a flag on a vehicle that doesn't require the use of the flag_auto proxy.. or if it does a way of reducing the size of the flag so that it is about the size of the static one on my Lincoln below.. This is the only thing holding up the release of this car. Thanks
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Ofp staff: please release a patch with these fixes
colonel_klink replied to Gen.Carnage's topic in OFP : O2 MODELLING
VTOL implemented in aircraft so that we can simulate vertical take off and landing without using the helecoptor class. This has boggled me for months:) -
Probably not the right place to post this but OFPPEC is now at http://www.ofpec.com/ test
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To place drivers, co drivers, pilots and cargo (the people version) I did the following: 1. After unpacking the demo data3d file locate the following p3d files: driver.p3d, codriver.p3d, cargo.p3d, jeepdriver.p3d, jeepcodriver.p3d, uazdriver.p3d, uazcodriver.p3d, uh60pilot.p3d, uh60copilot.p3d.. plus others  for the bmp, 5ton truck etc. 2. Use Xpack to convert the p3d files so that Oxygen can load them. 3. Place the unpacked p3d files in the data3d that Oxygen uses (normally on drive c:) To Use: 1. In Oxygen assign a proxy from the  Create> Proxy.. menu 2. Type in the type of driver, codriver etc you want. Note: these must be the filenames of the p3ds above. For example if you wanted the UH60 pilot to fly your new chopper you'd type in UH60pilot. The new proxy will be called proxy:Uh60pilot.01 3. Next move the proxy to the  position you want. Turn it to face the right direction and view in Buldozer. If all is well you should see a model of the pilot, etc with your model. 4. Adjust the proxy position until it is in the correct place and then test in OFP. [edit]by unpacking other p3d files such as the m16 etc you could accurately place these as well.. untested[/edit]
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To place drivers, co drivers, pilots and cargo (the people version) I did the following: 1. After unpacking the demo data3d file locate the following p3d files: driver.p3d, codriver.p3d, cargo.p3d, jeepdriver.p3d, jeepcodriver.p3d, uazdriver.p3d, uazcodriver.p3d, uh60pilot.p3d, uh60copilot.p3d.. plus others  for the bmp, 5ton truck etc. 2. Use Xpack to convert the p3d files so that Oxygen can load them. 3. Place the unpacked p3d files in the data3d that Oxygen uses (normally on drive c:) To Use: 1. In Oxygen assign a proxy from the  Create> Proxy.. menu 2. Type in the type of driver, codriver etc you want. Note: these must be the filenames of the p3ds above. For example if you wanted the UH60 pilot to fly your new chopper you'd type in UH60pilot. The new proxy will be called proxy:Uh60pilot.01 3. Next move the proxy to the  position you want. Turn it to face the right direction and view in Buldozer. If all is well you should see a model of the pilot, etc with your model. 4. Adjust the proxy position until it is in the correct place and then test in OFP. [edit]by unpacking other p3d files such as the m16 etc you could accurately place these as well.. untested[/edit]
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Probably not the right place to post this but OFPPEC is now at http://www.ofpec.com/
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I've tried increasing the mass but the plane slows down even more. So I raised the speed to 300 kph and the plane now takes off on its own without me having to use the elevator to climb. Unrealistic top speed now, but at least it takes off:)
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Hi Guys. Just wondering if you can help me with this: I have created a WWI SE5A fighter, that when in OFP standard took off sluggishly but did take off. Now in Res the plane will get to a max of 85kph and not raise the tail or even look as if it wants to take off. The overallweight is 800kg (possibly a bit light, but I've experimented with different mass weights and adding and subtracting weights from the nose, tail etc). The plane handles well in the air, but the takeoff speed thing bothers me.
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21 You decide to take a cross country detour to your base over rough terrain, when the jeep rolls on to its side and you have to walk the rest of the way. 22. Leading by example into the battle only to have some clot behind you send some hot lead into your unsuspecting back.. or was he trying to frag you.. hmm 23. Surviving a fire fight and discovering your transport back to base has been wasted.
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Good frequently asked question I guess: Xpack is a tool made by A-Lone-Wolf and is available on the OFPEC forum.
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Good frequently asked question I guess: Xpack is a tool made by A-Lone-Wolf and is available on the OFPEC forum.
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I built a hawk SAM unit a while ago, and SelectThis did a cpp for it. The problem with the hawk was that missile proxies cannot be added to rotating turrets:
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The only successful exporting I have had so far is by using the "Send' menu feature and saving as an .asc file. It doesn't export any textures or lods but at least you can save a model that can be imported into another 3d program. I've had to do this a couple of times to use the boolean feature of 3ds max and truespace. So whoever is writing the import/export part you can add this bit, if it is helpful.
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The only successful exporting I have had so far is by using the "Send' menu feature and saving as an .asc file. It doesn't export any textures or lods but at least you can save a model that can be imported into another 3d program. I've had to do this a couple of times to use the boolean feature of 3ds max and truespace. So whoever is writing the import/export part you can add this bit, if it is helpful.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Colonel_Klink, while publishing them right now before the O2 release it would be a breach of agreement, there is nothing stopping you to write them now and make them public when O2 goes public. The only thing BIS will do is to thank you<span id='postcolor'> I kind of thought this might be the case. So I'll get them prepared and then perhaps send a link to BIS for their final approval. Looking forward to doing this as giving something back to the community. Good on you KTotte for taking on this FAQ. JUst give me some idea where you're wanting to go with it and i'll do my best to help.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Colonel_Klink, while publishing them right now before the O2 release it would be a breach of agreement, there is nothing stopping you to write them now and make them public when O2 goes public. The only thing BIS will do is to thank you<span id='postcolor'> I kind of thought this might be the case. So I'll get them prepared and then perhaps send a link to BIS for their final approval. Looking forward to doing this as giving something back to the community. Good on you KTotte for taking on this FAQ. JUst give me some idea where you're wanting to go with it and i'll do my best to help.
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Denoir, I'd be willing to write or assist someone in writing a tutorial. I began one a short while ago on how to build an airplane and another planned to build a chopper using Oxygen. I didn't continue as I thought it might be a breach of the agreement. So give me a nod and I'll continue with them. I have a dedicated website so there is now worries about hosting the tutorial pages either. But again, I will only continue this as long as the people at BIS give me the go ahead. Here's something of what i had in mind. Just the index page DC3D Modelling Zone
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Denoir, I'd be willing to write or assist someone in writing a tutorial. I began one a short while ago on how to build an airplane and another planned to build a chopper using Oxygen. I didn't continue as I thought it might be a breach of the agreement. So give me a nod and I'll continue with them. I have a dedicated website so there is now worries about hosting the tutorial pages either. But again, I will only continue this as long as the people at BIS give me the go ahead. Here's something of what i had in mind. Just the index page DC3D Modelling Zone
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Denoir, I'd be willing to write or assist someone in writing a tutorial. I began one a short while ago on how to build an airplane and another planned to build a chopper using Oxygen. I didn't continue as I thought it might be a breach of the agreement. So give me a nod and I'll continue with them. I have a dedicated website so there is now worries about hosting the tutorial pages either. But again, I will only continue this as long as the people at BIS give me the go ahead. Here's something of what i had in mind. Just the index page DC3D Modelling Zone
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A message for all modmakers
colonel_klink replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
And I am the Other One! Interesting thread. -
Ok here's how I convert textures that have been maspped in 3ds max: 1. Once the model is loaded into o2 and the textures converted to .pac (or .paa), hold down the Ctrl key and double right click on the texture name in the Texture Library window. The part with that texture will become selected. 2. Right click in any of the view windows 3. Press the "E" key and the Face Properties dialog will appear 4. Click on the folder icon on the lower right hand side of the dialog and chose the tga or gif texture file. A warning dialog will appear asking if you want to overwrite the .pac or paa texture file in use. 5. Click OK 6. Click apply and then close the dialog. You may have to refresh the buldozer window to update the texture. Sometimes i close the Buldozer window then reload it before the changes can be seen. I hope this helps as having to remap faces can be a tedious affair. Cheers
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Normal LOD Undercarriage (gear) part names front wheel and strut = predni kolo port wheel and strut = pravy kolo starboard wheel and strut = levy kolo Memory LOD axis points front wheel and strut = osa predniho kola port wheel and strut = osa praveho kola starboard wheel and strut = osa leveho kola