Chris Death
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Everything posted by Chris Death
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And there's life in the desert tho; Some more unreleased stuff from my arabic objects project. ~S~ CD
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Should be no problem Honchoblack, just yesterday i made one big from 3 small, so it shouldn't be a big problem for me to revive the single pieces too ~S~ CD
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Due to an ofp bug (at least everything seems to be like that), the castle walls only absorb ai in case you have an entrance on each of the four sides. If there's no entrance -> ai walk through the wall Well, because of this i've created a 48 meter wall section including a ramp piece, an entrance piece and a normal piece. The corners are seperately, and like you said - can be used for inner and/or outer corners. The castle on the picture is placed by an invisible object from the editor and starts a script, which places the walls like seen on the pic. I made two of those pre-built castles: one 64 meters into each direction and the other 108 meters into each direction. The bigger one is the one on the pictures. ~S~ CD
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It starts getting a face; already a nice looking town: also i started working on some interior: ~S~ CD
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Well, some new screens featuring 3 new houses; ~S~ CD
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anybody seen this yet? iraqi national guard ~S~ CD
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hmm - i agree that both solutions do their job, but the result has nothing to do with eachother's. I can't say that any of those two is better, because they just don't do the same thing For what Cain2001 was asking in the other thread (mentioned in Gnat's first post), the scripted version is a nogo, because he wanted exactly what Gnat made. These shields absorb bullets, which means that you cannot kill anybody inside (nothing else). If you want you can see everybody inside, you can walk inside and outside and more better, you don't even notice that there is something unless you try to fire from outside to inside. Then you notice that your bullets stop there - nothing else. No variable (publicVariable), array, or script anywayz is needed to prevent ppl from getting killed inside the protected area. This would then lead to: NO DISCUSSION why one killed another one, even if he would get a penalty for that (could still become a flame fest). No lag, because it's a static object, and it is invisible, no rendering - requires no extra resources. The scripted way deals about detecting who has killed who (remember - guy a is dead and that's a fact) and giving the killer some kind of penalty for that. ~S~ CD
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InqWiper; Right now you're comparing pizza's and noodles The shields are not here to check for who was killed by who and how far from respawn zone, just to setpos the killer somewhere - they are here to prevent somebody from killing over there - no graphics resource are required for this (in case of the invisible ones), and no script running anywhere. No physical barriers, as it's just a firegeo-lod. btw - Gnat - if you want to avoid AI from reporting targets on the other side, you should go for a viewgeo-lod aswell. ~S~ CD
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hmm - now should be the time to start offering some advertisement space on your walls Gnat. What about some panorama textures or some nice wallpapers, posters, pic of a skyline mountains - you get the idea? ~S~ CD
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You don't have an Alpha channel then. You need to create an Alpha channel with a selection of where there should be transparency. You could try to select first everything that you want to be visible and then invert the selection then selection/save selection. Then look again in channels pallette and you should see a fifth channel. That's it. ~S~ CD
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When you click on channels, do how many channels you see there? You gott'a link for the texture, so i can look myself and tell ya what todo then? ~S~ CD
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Or if you are using photoshop 7.0, then upgrade to version 7.01 as 7.0 has a bug when trying to save alpha channels to tga format. ~S~ CD
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And to complete scouse Jedi's tip about texture path changing: after cntrl-dbl-click on the texture in the texture library you need to: alt-right-click into any of the windows in o2 else button E will not do anything. -------------------------------------------------------- Another one: Pathlod: If you want to create a building including a pathlod there are a few things you need to take care about; The pathlod consists of simple faces (4 or 3 vertrices) connected to eachother. This means that if you press F2 (select object) and select any vertex, the whole pathlod should be highlighted. If you create two seperated objects as pathlod, AI will not move to the correct positions. example: a house with two floors - one door down and stairs leading up onto first floor. If pathlod was not built in one piece, you will have troubles to send AI up to first floor. There must be at least: one Inx selection one Posx selection (x stands for the number 1-upward counting) The In selection is required for AI to enter/exit the pathlod The Pos selection is required to send AI to certain positions inside the house. If you are missing one of those positions and you try to send AI to the object, the game will crash. ~S~ CD
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Yeah Offtime - knowing basics of addon making wouldn't hurt anybody, but knowing basics only will not be enough. There will come up problems of what the experienced addonmaker doesn't even think about when talking about an object like this fire shield. And most of the problems aren't covered in the tutorials - you must start read thru o2 forum, or post questions, etc. Off course you're right that it's better for ppl to learn how to do easy stuff themselves, but if it's only this shield what he needs then this could be maybe a reason to give up because of so many things to be considered to learn. For an experienced addonmaker this shield should take a few moves in o2 and voilla: for a newbie it can take a week. example: question: "why my bullets seem to impact not on the right place when firing onto the object i've built in o2?" answer: "check your fire geo for; correct faces - solid components - non-convexities - right size - blablabla" You get what i mean? OK, if cain is like me - who wants to figure out things on his own and who wants to make his own pizzeria then give it a go cain and learn - i'll be there in case you need some help or hints (and so for sure the rest of the addon comunity). If not - my offer is still up ~S~ CD
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Lol - kind'a amusing to see when someone is asking for something really simple and you guys point him to become addon maker. It's like if i want to eat pizza i have to go to italy @Cain: 400m ain't possible for a working collision lod. All you can do is 64m. You could off course make same invisible walls and use a script to put them on the map correctly. The fortress from my arabic objects will use a script like this and i already have it - if you want i could make you summit, as walls and buildings is the stuff i'm working on, and this shouldn't be too much time consuming. Just gimmie some more specific sizes (height) and i'll make it for ya. Result will be: one object to pick from editor => the required ammount of invisible fire absorbing walls to cover the area you need. ~S~ CD
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@Lt Hunter - Canadian Terror already know IM:UC units, but they don't cover post Saddam era - i had same idea like you, but i've checked IM:UC thread over here first and saw Terror's request and answer from IM:UC ~S~ CD
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But to some it's not thx for that one Gnat, o2 converted paa looks pretty much like the tga version but same filesize like the textview converted pac ~S~ CD
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I created yesterday a concrete texture: 2048 x 2048 (576 pixels) tga: 8.193kb pac: (converted with textview): 1.366kb *unfortunately i can't find any working link for pan-tool* I then applied them both onto one of my buildings and guess which did look sooo much better Yeah the tga one. It's also a matter of the size of the texture window when applying it in o2 (off course something what is only logical, but should be mentioned in case you don't think on this). But remind that it's also a matter of how many pixels a picture contains - the more pixels per cm/inch, the higher the quality. Picture size then again deals about how the dimension of the picture is, when applying it onto a face. plz correct me someone, if i spoke total crap now, but that's how i understand and experienced it. ~S~ CD
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thx for the compliment Honchoblack Actually the industrial buildings aren't more than cubes with some not so good quality textures applied, but i think they will give some atmosphere to middle eastern maps. At the moment i'm adding a little bit more 3d detail to the industrial texture-cubes - should mean that windows or doors aren't flat like the rest of the wall - they will be about 0.5 meters inside (now when it's raining you'll have a place to take cover - although not so mauch rain in those areas), and i'll make some garage-like holes, where you can at least park the one or other vehicle inside the buildings. Also i'm going to create some own industrial buildings, which will be enterable too. ~S~ CD
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maybe we could need some middle eastern industrial buildings to be continued... ~S~ CD
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I found a bug right after extracting the rar file; liesmich.txt is features english text and readme.txt features german text. lol everything else i'm goin to have a look now  :edit - btw - same goes for online version ~S~ CD
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OK, this should do it then; ~S~ CD
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OK Gandalf, then i think i got it; Well, if i make them now a little bit bigger, it should be fine i think (maybe one more meter from left to right and 2 meters on the length). :note - the poles are brighter too now Off course i still must add a little bit of detail, like how the ropes are bound onto the poles, and maybe small poles, like you can see at tents to fix the ropes on the floor. :further note - i've added a fourth canvas colour - now it's two carpets and two kinds of some stuff. ~S~ CD
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err what? Don't put them into addons or res\addons folder and use mod folders instead - or make a screenshot of standard only addons folders for that However - since the use of tags is recomended anyways, i see no need for opening a thread about this. ~S~ CD
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hmm - i just can't find the ocean Rommel Here's some unreleased stuff of mine and a handfull BAS Rangers - seen on desert island and on Afghan Everon; ~S~ CD