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EartHQuakE

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About EartHQuakE

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  1. EartHQuakE

    The Sqm Decrypter

    hi rob, there are 2 formats for the mission.sqm files. One for the files exported with the ingame-editor (all custom missions) and one for the files normally found in official missions. Depending on the format of your file you have to use different programs to decompress it. besides my own tools (which i will publish next week) there are 2 tools available: cmiss-uncompiler (perl or executable, for official files) and unpack (perl and executable, for custom files). Try to use both tools if you dont know what kind of file you want to decompress.
  2. EartHQuakE

    unofficial.configAddOns130.cpp

    hi aLoneWolf, plz read my message, its really urgent. thx, EartHQuakE
  3. EartHQuakE

    random, setpos

    Flashpoint is really kind if it comes to number-conversion, 'cause the script-interpreter does this automatically. So you could group your items in an array and select one item in this array using "select" with a random number. Take a look at this example: cams = [trigger_cam1, trigger_cam2, trigger_cam3, trigger_cam4, trigger_cam5]; rand = random 5; campos = cams select rand; titleText[ format["Cam selected: %1 at pos %2", rand, getpos campos], "plain"];
  4. EartHQuakE

    Adding new overlays

    d*amn, it is a shame that i cannot post a sample mission here, i thought i did post one in the thread i mentioned above. But anyway, to answer your question: No, you could place your picture everywhere you want in your mission folder as long as you set the path in the "text"-attribute of the RscPicture class you used in your resource.
  5. EartHQuakE

    Adding new overlays

    hi planeshifter, there are the same restrictions for RscPicture-class objects (like your jpg-overlay) and normal textures (size, color-depth). Your picture should be smaller then 256x256 pixel and in some 2^n x 2^k - size (like 64x256 or 128x128 and so forth). If your picture is bigger then that you could easily tile your picture and define new RscPicture-classes for each tile. Using the position-attributes you could resample your picture with these tiles. if this was not the problem, post your description.ext and jpg here and we could work it out together.
  6. EartHQuakE

    Adding new overlays

    There are a list of fonts available, each with a fixed size (see the above mentioned thread to learn more). Fonts are defined using bitmaps, so technically it would be no problem to define your own font BUT there is another binary file coming with each font that likely holds all needed information to extract specific characters from the bitmap (like position and size). This file is not decyphered yet, so you may have problems to get your newly created font work in the game.
  7. EartHQuakE

    Adding new overlays

    as an overlay, yes.
  8. EartHQuakE

    Adding new overlays

    rob: this example defines an overlay called "TIM" (that is also listed under Waypoint/Effects/Resources). This overlay consists of only one layer ("called "Background") which is a picture ("malden.jpg"). If your scripts activates this overlay (with cutRsc or titleRsc command), the player sees this picture. You could use alpha-channel to define areas in the overlay (picture) where the player could see the underlying scene. i dont think it is possible to change the color of the text druing gameplay ... but i never tested that. PlaneShifter: i quoted myself ;)
  9. EartHQuakE

    Adding new overlays

    you are welcome boot. check opfeditingcenter.com and its forum regularly for more tips and tricks like that ;)
  10. EartHQuakE

    Adding new overlays

    try http://www.ofpeditingcenter.com/cgi-bin....6435847 ... i explained there how to include self-defined overlays (objects and resources)
  11. yeah, right. but keep in mind that these are based on 16-bit@12khz mono samples ... pretty lousy material. So you just need a good microphone, some audio-editing tools (to denoise the samples for example) and you are done.
  12. hey rob ;) what sounds do you mean ? speech, environment, soundFX, music ?
  13. EartHQuakE

    camera question

    i actually developed my own tools to modify the game files. the whole tool set will be available as soon as possible (no obvious errors, user friendly). i have sent you the mission (w/o the sounds and voices) a couple of minutes ago.
  14. it is really easy to find, claymor ;) try: ftp://www.flashpoint1985.com/fp/TexView_11.zip
  15. EartHQuakE

    The SDK Realesed

    could you be a bit more specific, Devil ? like: next week, next month, next year ?
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