Jump to content

Chris Death

Member
  • Content Count

    1864
  • Joined

  • Last visited

  • Medals

Everything posted by Chris Death

  1. Chris Death

    Sandy Rocks Island

    hmm - he would never got aware of this, if you didn't mention it For yer own use you can do alot, as long as you don't release it - who cares about - well the big money safe from the national bank won't be available for yer own use ~S~ CD
  2. Chris Death

    Difference between mods

    You expect little bit too much ... what was this topic about - some new m4's   What about the LOBO mod - (you should find everything at ofp.cz (ofp.info) LOBO - EU WI WS FX :edit - i hope the link shows you what it showed me http://ofp.gamezone.cz/index.php?oblast=news&search=lobo ~S~ CD
  3. Chris Death

    dust stick on moving stuff ON islands?

    Nah - the script i would say is not the question here - look: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~1200 blabla setobjecttexture ..... ~1200 blabla setobjecttexture ...... ~bla bla bla bla ... bla The point is: the vehicles need to get some hidden selection faces, where the dirt textures will be shown. ~S~ CD
  4. Chris Death

    dust stick on moving stuff ON islands?

    But it's not that hard tho - just don't wash your hands for a few days - spend some time outside and practice the 'handstand'. Then go to your pc and clean your hands on the monitor -> voilla - best dirt textures seen ever Nah - seriously - off course addon makers could implement hidden selections onto their vehicles, which would pop up due to lifetime of the vehicle (by a script, being started automatically), but this would mean a lot of scripts in case of a lot of vehicles running in background. More complicated it would become if you want to have the correct dirt in relation to kind of terrain popping up - nearly impossible to be done. :edit - btw - i think with answering your first post, Gandalf already answered your second one - didn't he? ~S~ CD
  5. Chris Death

    Difference between mods

    And where's that PC (partial conversion) in Tonahl then? And where's the PC in SEBNam pack 2? What is the difference between partial conversion and total conversion? I mean i know what's the difference, but what's the difference in your case? A total conversion is like it says a total conversion (nothing is like it was before) A partial conversion is also like it says a partial conversion and means that parts have been replaced. Where's the point, when you say total conversion or partial conversion? ~S~ CD
  6. Chris Death

    Retextured BIS buildings?

    There comes this one into my mind More pics in this: thread About the retextured buildings; i'd rather see different buildings than the already existing ones, as buildings are more for eye candy than use in ofp, related to ai behaviour inside buildings (or around them). Though my buildings will not be much of a help in your case, as they are middle eastern related and not for replacement of BIS' european buildings. Anyways, new buildings with maybe same heights of floors and positions inside would be better imho than just retextured ones with better texture quality. It's just simply the same buildings and players wouldn't be excited for too long time exploring them, 'cause they know them already. ~S~ CD
  7. Chris Death

    AI walk through geolod

    Well, first off i'd like to say; i'm working on some new middle eastern objects: Arabic_objects thread Here's another view of the castle: OK, shown you what is all about, let's go straight to the problem: I got a few different types of walls, each of them 16 meters x-axis (from left to right), 3 meters z-axis (thickness) and 5 meters y-axis (height). 2 with entrance (one bigger, one smaller entrance) 1 corner piece 1 normal wall (only a simple block) 1 with stairs (this is the one where it makes problems) AI walk just straight through it, as it wouldn't be there (only walk - not fire through and not see throug). Here's a pic of the o2 view (only link as it's more than 100kb): o2 View of geolod Here's a pic of the geolod in buldozer: I've tried to mark a few components, so that you can imagine, how the arrangement of components look like. There's the stairs component in front, a big component on the backside, 2 smaller stair components in front (above main stairs), and a component down in the middle. No textures are applied to the geolod. Also i have a working fire-geolod and a working view-geolod. Then there is a roadwaylod and a pathlod, which everything is working fine. The walls are walkable on top of them and on the stairways. Both - roadway- and pathlod do not collide at any point with one of the collision lods. Now I've tried everything i know (and a bit more) to avoid that ai walk/run through it. a) i've checked all vertrices and faces, nothing wrong there; The number of components in relation to number of faces and vertrices is fine. Also there are no gaps between the components, and no components are overlapping (colliding). Also i've made structure/convexity/component convex hull b) i've checked for wrong faces (which might look in the wrong direction); Nothing wrong - each faces looks into the right direction c) I've tried to vary the mass, which was applied to the geolod: i've tried 20000/100000/800000 No success d) I've tried to remove the pathlod and the geolod, to see if the problem is caused by them; No success e) I tried in properties: e1) everything on "keep height fence" No success e2) everything but the ground vertrices on "keep height fence", and the ground vertrices on "normal" No success e3) everything but the ground vertrices on "keep height fence", and the ground vertrices on "on surfacel" No success e4) everything but the ground vertrices on "keep height fence", and the ground vertrices on "under sufacel" No success e5) everything on "normal" No success e6) everything on "above surface" No success f) I've made a script, which places the walls that way, that no gaps between the single objects are - i thought that it could be the reason, that editor placing is not that exactly. No success g) I've tried to make everything in smaller pieces, if maybe ofp doesn't like the bigger ones. No success h) I've tried to add a roadwaylod on the outside of the wall (from bottom to top). No success i) I've tried to add a component in geolod, which is as big as the whole object (to have one piece covering everything, and i placed this component down under ground. Then i placed roadwaylods over this, but only in front and on backside of the wall, so that you're able to walk to the real wall. This roadwaylod did not collide with the geolod at any point. No success j) I've tried to use standard BIS units, to make sure it isn't caused by any 3rd party units. No success k) I've tried to make the whole addon one meter into ground, what was then 5 meters above ground-level and one meter below ground level. No success Summary: It seems that OFP doesn't like geolods, which are not in one single piece. The only object, where AI did not walk through yet, was the simple wall-block. If this is the case, then the whole useable/enterable building making idea will die, and turn into rather eye-candy objects. I hope that someone will come up here with some new suggestions/tips, or maybe even with a solution. ~S~ CD
  8. Chris Death

    arabic objects

    Some new pics; ~S~ CD
  9. Chris Death

    Iranian soldiers

    This error belongs to the iraqi troops, aswell as the one, Canadian Terror mentioned. ~S~ CD
  10. Chris Death

    arabic objects

    Yeah Commando, i already considered to build the one ore other "Kran" crane as static object. Maybe even to add some interactivity (as far as possible). It'll offer a good sniping position also and off course the whole const.site buildings look two stages more realistic that way. ~S~ CD
  11. Chris Death

    arabic objects

    Which ones you mean exactly? Buildings will be available in more than one texture variant, as already mentioned in a previous post. I'm gonna try to make some good light-brown concrete textures for the construction site building too. ~S~ CD
  12. You may want to follow this thread maybe? arabic objects project ~S~ CD
  13. Chris Death

    Flashpoint Photography 4 - No images over 100kb.

    Lately at the construction site; Unreleased stuff from my arabic objects project and BB's desert grunts beta (UKF weapons) :edit - and how could i forget - UKF landrovers ~S~ CD
  14. Chris Death

    arabic objects

    Just a few shots of some new objects; ~S~ CD
  15. Chris Death

    Pilots

    hmm - the helmet is not high enough me thinks, and because of this it looks like a shrink head (no offence meant). It looks like the guy has no neck. And for the textures i would recommend a lil bit of search on google, and if you can't find anything, maybe some photoshop work (if you got one) could do the job also. ~S~ CD
  16. Chris Death

    Pilots

    wowowow - why such a haste for release? What about fixing the proportions (looks at helmet - looks at driver)? What about trying to find some better looking textures for the clothes? At the moment it looks a little bit like you selected some wrong faces when applying the textures (i mean the legs especially) ~S~ CD
  17. Chris Death

    SW-2

    Old pic.. That is fixed But i have a problem I finished the config but now it says "sw-2\config.cpp/: '-' encountered instead of '{'" Thats never happened to me when i'm playing around with configs before And where's your config then, so that somebody can give you a helping eye? ~S~ CD
  18. Chris Death

    arabic objects

    Well, off course the rusty iron pillars gonna come too I'll add a few smaller construction site buildings - some near completion, some half finished - some near completion but ruined, etc. There's one thing i'm not sure about; The scaffold is actually a seperate object to be used as proxy or to be placed from editor also. It has it's own ai pathlod, so that you can send ai up on the scaffold too. Now the scaffold has only one point for entry/exit - down on the ground - this means that ai can't enter a building by using the scaffold, but player can. If i now add entry/exit points on every floor of the scaffold, it could happen that when the scaffold isn't placed good, you'll see an "ai lemming run" What you guys think? AI able to enter a building over scaffold, or only player? Other variant: It's possible to add the scaffold as a proxy in o2 and create the ai pathlod for the building itself. If i now remove the ai paths from the scaffold and add it to the building, i could make it that ai can enter the building over scaffold, but then again if somebody place the scaffold seperately -> no ai can use it. One more variant: I could let the scaffold have no ai paths, but then i could create two seperate path addons for the scaffold. One with more exit/entry points and the second with only one exit/entry point on the ground. Then you just need to place the scaffold, and the ai-path addon (by your choice) on the same position. What you think about it? ~S~ CD
  19. Chris Death

    Geometry & Proxies

    hmm - i've tried adding some proxies too to some of my buildings. Put proxy into resolution lod - geolod / fire geo / view geo. In buldozer it always show me the resolution lod proxy, from whatever lod i select. This means that in geolod i also see the proxy like it looks in resolution lod, etc. It's always the same object, and not like it should be: e.g: a solid block in geolod without textures. I tried both variants: copying the proxy from one lod to the others, and adding the proxies seperately by create / proxy. Maybe it's ok to just add the proxies into resolution lods, and for the collision detection lods create a component where the proxy should be. Then the collision detection would work for sure, as it's part of the addon itself and not the proxy. ~S~ CD
  20. Chris Death

    Pilots

    What? More and more OFP is moving out of battlefield sim. maybe someone will want to make this addon... Dude, if u got nothing helpful to say, well don't say anything! thats what these forums are for... you didn't need to post here. [...] isnt this public forum Dude ? if i want i can say whatever i want as long as i dont insult others and i stick to the topic. so DUDE, main your own buisness and be so nice to let me have my own opinion on this. and in my opinion, its rather strange to turn battlefield sim into racing game. but whats more on topic is that Joe wants someone else to make this addon for him, so chances we will see that comming are kinda low. why ? becouse most of ppl think its battlefield sim, not racing game. and those who think different... welll theres not many of such ppl. Thats why my advice to Joe was to start learning o2 ;-) @Joe so, did you try those tuts ? :-) BTW Fragster. whats so helpful was in your post ? dont answer, let me ques ;-) Nah Offtime, i heard about somethin' like: if you don't have to say some constructive stuff, then better don't post Ey - what's up guys - well ofp is a battle sim, but it's the most wide open range on modding a game because of your ability to move free around all over the map. I don't know if you maybe havin some personal probs with Joe Miller, but you're not showing him a mature face of the ofp comunity here. I'm sure Miller Joe would find (at least inspire) someone to make these guys - still 200% better idea than making a new M4 Sorry Joe i can't help you, 'cause i'm working on static objects and never touched yet anything with legs or wheels/wings. ~S~ CD
  21. Chris Death

    Island editing

    Shadow, why don't you try your luck in the: right corner of the forums This thread is far from being any useful FAQ for island making, and more a call for help on implementing runways on islands. ~S~ CD
  22. Chris Death

    arabic objects

    OK, shrinked the construction site like mentioned above and then i added a scaffold; ~S~ CD
  23. Chris Death

    arabic objects

    hmm why? I mean i'm pretty busy with working on my own houses at the mo. Why should i jump on half way now over to somebody else's work to fix it? @Honchoblack Well, i came to the conclusion that i will shrink the height to 3/4 (75%) of what it's now. Should mean that the distance from floor to roof will become 3 meters *pretty fair - isn't it * Also i was comming along nicely today with working on a scaffold (no screens yet) to fit into the scenery. ~S~ CD
  24. Chris Death

    arabic objects

    I'm not sure about the proportion. Actually it's 4 meters difference from floor to roof. If this building is going to become an office building, then 4 meter should be ok, if it would be a building for apartements, then 3 or 3.50 meters should do it. I found a lot of screens, where there were workers, being only half of the size from floor to roof. But i think this will look different anyways, when there are some more objects inside. However, i need to check out more construction site photos, to get some more impression about the lookalike and proportions. ~S~ CD
  25. Chris Death

    arabic objects

    Well - here's a pic of another new building; And is there maybe some lack of raw buildings? Stuff like metal-pipes or steel-sticks are built in as proxies, and will become alot'a more. Like; pallets with cement or wooden planks, scaffold around the building, cables etc. ~S~ CD
×