csj
Member-
Content Count
704 -
Joined
-
Last visited
-
Medals
Everything posted by csj
-
Is there a prog that saves tga in 32 bit besides Adobe PS? (which I had but no longer) I still have PSP 8 and have tried all tga save settings 8,16,24 bit - compressed and uncompressed none of which work with O2.
-
Thanks Gordy -- At least O2 now accepts tga but alpha isn't working. I will sus it out tomorrow when I have a bit more time.
-
I have tried the 24-bit uncompressed with no luck. IIRC ? You suggesting the GIMP as Gordy did or the Adobe patch? @ Gordy Is there an install exe for GIMP? All I get is a page full of folders and files
-
I have just recently re-installed O2. Now 9 times out of ten when I start it I get disconnected from the internet. Why is it so ?
-
Trying to write a script that runs from engine EH. Basic two or three liner to make the gunner in the vehicle face a direction say 90 degrees from the vehicles heading. I thought "dowatch" would be the way to go being silent command. My problem is the PC just does not understand the way I write scripts  Would be thankful if someone could help on this.
-
My gunner view has always been attached to the octocvez selection. I could not have it any other way but the res lods and cargo view are as per norm. Maybe this is why I am having problems when trying to set starting view at a different angle, conflict between lods.
-
class UH60MG: UH60 enableSweep=0; same as model I am model I am testing with which is the Medevacs. My gunslingers and slicks have enableSweep=1; (true) and I have not noticed any difference between the flight models. Not sure what it means.
-
Try moving the points ""stopa" things" 1 or 2 metres below the ground level. I did this with my wheelchair to supress the dust effect. Also how close you set these determines the width of the tracks left on the ground. stopa PLL and stopa PLP etc.
-
Thanks UNN Getting much the same - the dotarget only seems to work when driver is out of vehicle and no luck at all with the script. I think I will have to manage this action thru OFP editor when making missions.
-
Footmunch is correct with the heli gunner turret, this problem is sooo Damn annoying. I have tried a sh!t load of different methods and can not get a reaction from gunner until, as UNN said, the driver disembarks vehicle. Thanks for help all
-
roadways added to aircraft can effect alt readings.
-
Thanx for reply LizardX I am talking about a turret gunner. Everything works fine etc., It is just when AI is in gunner posi they face fwd (which looks daggy), until they spot an enemy. So all I want to do is give a silent command to gunner when AI gets in saying to face vehicle dir -90.
-
I had simular problem with Iroquois, not with my PC but some others. In this case the CTD was caused by either two faced proxy or proxy with texture on it. Picked up problem when Binarizing. Hope that helps
-
Angel Flight Farewell Mate Seb Nam Army men, HC Para Mekong and CSJ Dustoff.
-
@BlackScorpion First, thanks for comment on my "thingies", its good to hear I am not the only person using them  The explosive bullets on M134 have gone, except on the Bushranger model with door gunner. I have to use rockets to simulate the fwd guns on this model and I (plus everyone I have spoken to re this) can not find a way to remove the blast effect. @The_Captain One of the main hold ups with Navy birds atm is getting a suitable skin colour. I make one I like then when reproduced in game its blotchy etc.   Will get it sooner or later. scripting help...Always welcome. Any help is welcome. re the cargo capacities, Good point. Yep can do.rappelling, I agree with Bobcatt666 about leaving it to mission maker. I have adjusted a good script to suit these birds and did make mention of it and where to get it in an earlier post. cargo animations are done I just cant get 'em working from cpp so flat floor ver's on hold atm. Will post some update pics when I get a chance to play  ------ @Batdog Sounds like a lot of Bull to me.. Queensland Bull that is.  Carn the Tigers ------ New stokes litter on winch in action.
-
Thanks The_Captain, I have not seen the second link before this was interesting. Thanks for the interest shown and a minigun Seawolf is coming. Re the colours I am getting good advice re the Seawolfs. As with all my projects I spend time talking to ppl that can give me the best information. The internet is so full of crap, it is hard to weed the good sites from the BullSh!t, specially on the Vietnam conflict. All my 'Nam' military models I have made with the co-operation of people that were there and flew, drove or worked with the machines. They are all work buddies, family or family friends, including the  'Albatross 9 Bushranger, Slicks and DustOff'. The U.S models included are just an offshoot from these so I have had to do some further inquiring re some different details on their machines but the overall basic remain the same. ------ Mi-Fred has made a nice winch script for the DustOffs, so now the stokes litter and jungle penetrator are working. Sanctuary has done some new cargo animations but I cant seem to get them working from cpp. bit of a drama but I will figure it out in a few months  and getting Rallel script going as well, not much luck there. If anyone can help plz let me know.
-
"O2 For Newbies" http://www.storiamilitare.org/o2/
-
I suppose leaving crew porxies out of fire geometry wouldn't work.
-
adjust the model to the red horizontal centre line in O2 pretend the line is the water mark you want. Dont use land contact lod. Thats if your APC is a boat, if vehicle then dunno. Adding mass to geo lod wont do anything. Adjusting the mass will adjust how the boat sits in the water but not the depth just lean.
-
maybe if SWIFT88, you could post the script someone could pinpoint the problem. or if it is not your addon then maybe you are missing an addon that the script calls the position of.
-
When trimming a model down in last res lod for shadow etc. Personally I found that its the face count that makes the difference.
-
Thanx hooahman Island is Mekong Delta by HC Para Iroquois and Atc-h are mine
-
If it is a case of too high count then select a portion of the model that you are not working on. for example on a plane I would choose the landing gear coz they chew up a few points. cut this and paste to a new lod, i use commander view but whatever. by doing this you reduce the count in the first res lod and it should show in bulldozer. When you are finished editing then return the cut section back to the first res lod. Be careful not to transform points (move) when cutting.
-
Sorry mate I think I misunderstood your first question and really dont understand the second.