flaber
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Everything posted by flaber
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I give you a link to compare FAT - FAT32 - NTFS then you can choose: FAT32 vs NTFS I recomended you to use NTFS, you wouldn't have any problem transfering your data from one to another computer. There is also a tool that let you convert your FAT32 unit into NTFS easily without loosing any data. (in windows XP ) convert FAT32 to NTFS under WinXP (link) hope this help you. Flaber
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We don't know how to make anims, the ones we have are from ballistic studios (gunners positions) and another ones we don't know exactly who is the owner, that are the ones for the open version humvees. If any of you guys can give us an anim with these caracteristics (Liying down cargo anim) Â I promise I will add to the humvees, take a picture and show here to see if it likes to you. flaber
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Great.. .finally i can update my desert and woodland humvee pack loooking for this improvement for too long... so big thanks Flaber
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looking very good BlackDeath , this new textures are great yeah... Cpt.Bazikian, about the mp humvee, well is not in our list, at least now. but it's not a closed list ;)
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Any report about the 412 ? I'm waiting for that heli for a looooooooooong time (I can wait until finished, just want to know if something goes wrong with the project)
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I had follow your tutorial, Thanks for doing it, but someone has an 1.96 config files, or a tool to unbin the ofp config.bin ? It gives me some errors, and I think that are because the bin folder has the config files for 1.91 version instead of 1.96 Or someone has a bin folder that can show the menu(gui) that is independent from the game version ? If yes, please post here.
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We still working on the humvees, but there is not a release date. Don't ask for it, when we consider we could release a new version, we will do it. We are also thinking in the people that have 56kb and can't download a new pack again and again. We worked hard to have the pack near bug free, and playable, but improvements in the pack need lot of time, and we do this in our spare time. Thanks Flaber.
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1 Euro is 1.2 U.S Dolar.(more or less) I Will pay 20-30 Euros (24-36 U.S Dolars) for an OFP update if they improve the engine and add JIP, like seems to be in the xbox version.
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Blackdeath is working with us in the humvee pack, (retexturing woodland pack). No release date for a new update, we have to fix some things, (first i have to study how fixing, like steering wheel). Anyway, we couldn't make a release every two weeks . We will continue working on this pack. (As we had been doing)fixing errors and if we can improving the pack Shadows is one of our mainly problems, as we have to make new low detailed LOD for the humvees.(with less than 300 faces) and texture it. Flaber
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Very nice pictures and very nice work. thanks for helping us improving the rfl_hmmwv pack Flaber.
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wasn't answered before, not fixed, i'm studing who fixing.
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new link for the humvees: Humvees Pack v0.76 now russians use small weapons against the humvees. Flaber.
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there is no mirror, we delete the addon from internet due to some little bugs (IA didn't fire the vehicles with small weapons, now do it but need to be tested a little.) I'm working with BobCatt, but we have a 9 hours diference between our countries, you don't have to wait long time, so after testing the pack we will post the link about the TOW version, Seems to be one from quakergamer in ofp.gamezone.cz http://ofp.gamezone.cz/index.php?showthis=2966 Don't know if we will include one versión in the pack. Too many things to do, and time is always running Flaber
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now they do, fixed, I think it was fixed in a previous version. We are testing a little bit more, and maybe we can upload in an hour or so Flaber
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sorry was my fault, I forgot to include the zamerny point in memory LOD (only included in desert version) Flaber. We are fixing it now
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There is a new version of the humvees V0.75 (still beta) we fix lot of bugs that you reported, and change the gunner anim in the vehicles that have an m60 / m249 machine gun. We have change the firegeometry LOD's in all humvees (but not in the m113), and off-road speed, we have change other minor things. There is no incompatibility with previous versions. there is a little float bug with the m113, and some textures that are not right, (but we don't have time now to fix more things, we will fix in the future) report any bug here. Click me to download humvees v 0.75 Flaber
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Anim is changed, and now works perfectly, thanks to all you for your help.
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I'm working on this humvees and I have a problem with the gunner position, I have changed in O2 the gunner proxy position (View-Cargo), I put the gunner proxy as it was in main LOD 0.000 and in the oposite way, and is always watching the same dirección (opposite to the machine gun). How is seen from the cargo positions: How is seen from outside the vehicle: Class Code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class GCDHMMWVopenMG: jeepMG { vehicleClass="Car (Desert)"; displayName= "(D)HMMWV (open M249)"; model="\des_west\deshummwv_openMG.p3d"; camouflage=5; crew="SoldierWB"; picture="\des_west\ihmmwv.paa"; armor = 150; maxspeed=110; side = 1; type=VArmor cost=100000; transportSoldier = 5; cargoAction[]={"ManActCargo","ManActCargo","ManActCargo","ManActJeepCodriverMTP","ManActJeepCodriverMTP"}; getInRadius = 3.5; weapons[]={"GCM249"}; magazines[]={"GCM249","GCM249","GCM249","GCM249"}; dammageHalf[]= { jeep4x4_glass.paa,jeep4x4_glassB.paa, jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa, jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa, scud_sklo.paa,scud_skloB.paa, scud_sklo2.paa,scud_sklo2B.paa, scud_sklo3.paa,scud_sklo3B.paa, scud_sklo4.paa,scud_sklo4B.paa }; dammageFull[]= { jeep4x4_glass.paa,jeep4x4_glassB.paa, jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa, jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa, scud_sklo.paa,scud_skloB.paa, scud_sklo2.paa,scud_sklo2B.paa, scud_sklo3.paa,scud_sklo3B.paa, scud_sklo4.paa,scud_sklo4B.paa }; armorGlass=0.6; armorWheels=0.2; soundEngine[]={\humr\HMMWVengine,db-25,1.25}; typicalCargo[]={Soldier, Soldier, SoldierLAW, Officer}; class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={"",1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-10; maxElev=+20; minTurn=-30; maxTurn=+30; body = "OtocVez"; gun = "OtocHlaven"; }; gunnerAction = "ManActHRLGunner"; ejectDeadGunner=false; hasCommander=0; }; Any Idea ż?
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It was done. But don't worry, I 'm going to change the anim to one that works better, and don't have this problems Thanks for your interest, I will apply those things to the new anim.
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its proxy:gunner.01 The vertex gunnerview was not in the memory LOD. so inserted with standard properties and nothing happens... . but .. hey guys .. lot of thanks, don't worry.
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Thanks for your help Bratty, but the problem seems to be .... impossible to be resolved by me. I've made a composition with the diferent views of the gunner and one from the O2 model. I've used your code, that help me solve some problems, but the one with the 'v' key....... well, Â Â seems to be out of my hands. As you can see in the picture, the proxy gunner has to be turned 180ÅŸ to be right in the game (maybe because the anim comes from a rusian gunner boat) but don't know exactly why. I've insert , and remove the gunnerview vertex in the memory LOD, and nothing change. (I'm pretty sure that there is something that I not doing right but I've tried lot of posibilities and combinations with the info you give me.) Finally, I've write to DeadMeat, and he let me use a similar anim (one which I don't have to insert the proxy 180ÅŸ turned in the O2 model) and seems to don't have this kind of problems. Anyway, I'm very grateful to you because you have tried to help me. BIG THANKS
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Bmot, I finally add the turnCoef , you are right, at high speed steer better, not a great change but better, and doesn't seems to interfiere in the IA. I've also add the unitInfoShip to see how much fuel do you have, damage, or current speed, that was missing in previous versions. I also tested the speed results about 120 km/h (flat road). about 95km/h (off-road). about 145 km/h (running down the hill / road) The release is again postponed, I've had a lot of problems with the gunner view I was trying to set in some humvees, after my absoluty lack of skills to fix it and and after waste lots of hours tryiing it, I have talk/write with DeadMeat from BAS, and give me permision to use one of his anims, the one is used in BAS UAZ PK, that is similar to the one I was trying to implement in the pack, but the problem is that I have to redone all the work I have done with the previous anim.(I hope this time this goes faster) And as I promise, I give BAS the credits in the readme.txt. and I can only say: THANKS BAS for let me use your anim. sincerely Flaber
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Back Again, near the same problem, but with gunner optics, the view that you have when you press the 'V' key. They are turned 180ÅŸ also, It' there any way to disable this optics (or gun view), or turn them 180ÅŸ Thanks in advance
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maxspeed = 110; terrainCoef=1.1; That way, if you are off-road, you can reach near the same speed. I have tested, and is fine, great speed off-road, like real humvees. about turnCoef, I will see if needed after betatesting
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Maybe (sure, due to my english) there is a missunderstanding when i was saying new anim, would like to say that I have replace standard one (gunnerAction="ManActJeepGunner";) used for M2 MachineGuns, with one from another vehicle (gunnerAction = "ManActHRLGunner";) that fits better, BobCatt give me the idea and the name of the anim. BobCatt say this: sorry but no animators here and sorry if this made people get confused