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Flashpoint_K

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About Flashpoint_K

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  1. Flashpoint_K

    Problem with selections on unit

    so, the problem with the legs is nearly solved, I selected some more points under the selection i still had. But there is one more problem. The back of the Unit has a little crater here is a pic of it: and one of the model in o2: would be nice if someone mybe can mark the faces/points in the picture so that I know to which selection they belong. Thanks so far regards Flashpoint_k
  2. Flashpoint_K

    Problem with selections on unit

    hmmm, i still have the problem. Tried to select some more points in p/lzadek. In the model it looks like this now. Is it possible that i'm not allowed to have such "forms" or anything else at the model? pic:
  3. Hi I am currently working on reworking the coc diver (with their permission) but I have a few problems with the selections in the model. It's a bit difficult to explain which points are not animated correctly in game by ofp so here are two screens: first: The Edge at the hip shouldn't be there (on both sides). and here is the other one in which I colored the selections: lstehno -> yellow lzadek -> red body_front -> blue pzadek -> green can someone see where the fault is? regards Flashpoint_K
  4. Flashpoint_K

    Addon Optimization

    Interesting discussion. And nice guide. I also think it is better not to use low-res textures in the last lods of a model except the case you can save faces this way. For example by using textures with alpha channel. Also considering texturing. Can someone explain the gizmo-mapping function of o2 or is there already a tutorial about this topic? When numbering the lods, it is also important how big an object is. When binarizing a model, binarize automaticaly calculates a number and gives this number to all lods which have bigger numbers than this one. So very big objects can have very big lod numbers and this makes sence when you think about how long you can see these objects on your screen. Details on small objects disapear very fast in ofp because they are simply to small to render (because of the pixels), such models can switch their lods quite fast, so the lod numbers should be smaller.
  5. Flashpoint_K

    Real life photography/photo editing

    yes, and it looks really good! --------- btw: I didn't know that the pics may only have a size of 100kb. Thought these regulations are only for the "screenshot thread", sry.
  6. Flashpoint_K

    Real life photography/photo editing

    hmm, a few month ago I also thought about buying me a model helicopter (Hummingbird from ace...) nice photos @ all. ------------------ Two phtotos I took last weekend in the area of Münklingen, a few km west of Stuttgart:
  7. Flashpoint_K

    Real life photography/photo editing

    Some nightshots (if this is the right word... )
  8. Flashpoint_K

    DMA LIBYA

    hi I made some tests the last days myself and here is now how you can get the oil-pumps working: 1) (Not tested) Easily place one pump in the editor on the map. Than it should be possible to use the MAP_OA_PumpOn function on the pumps placed with wrp. Example: object (5393) call MAP_oa_pumpOn 2) (Tested) Write in one init line of a unit the following code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (format [{%1}, MAP_OA_Load] == {scalar bool array string 0xfcffffef}) then {[object 5393] call loadFile {\MAP_OilAddon_script\MAP_init.sqf}}; [object 5393] exec {\MAP_OilAddon_script\MAP_OA_pumpInit.sqs} the object xxxx should be a pump. After you have done this you can use the MAP_oa_pumpOn function as mentioned above. regards Flashpoint_K
  9. Flashpoint_K

    Mapfact.net releases a rucksack addon

    ok, I think we could silently say that there are lots of ideas that could be realized I would also be very happy if we could get as much of them in the next version of the backpack. Will only take some time But thanks a lot to all of you for the feedback.
  10. Flashpoint_K

    Mapfact.net releases a rucksack addon

    right. The german winter camo backpack looks a little different  btw: Has someone good pictures of the backpacks used by the UK forces?
  11. Flashpoint_K

    Mapfact discussion thread

    well, depends on the amount of ai used in the map. I wasn't involved in the development of dac, I only can say what impressions I have from our tests and these are completely good. While a mission is in progress I never noticed that the fps broke in because of dac. But I'll ask silola, maybe ha can write something further here.
  12. Flashpoint_K

    Mapfact discussion thread

    well, we had a some tests with DAC (ok, Silola had surely some more ) and also in mp the performance is really good! Afaik the performance is sometimes even better when using the dac to move units over the Island instead of moving the same number with waypoints. It's really amazing. And you don't need to write extra code (scripts) to run the dac. But if you want to use all its posibilities you should read the (detailed) readme when dac is out.
  13. Flashpoint_K

    OilAddon1 by Flashpoint_K & raedor

    HI so, I am back  the problem that the ai is not willing to walk under the keep-height pipes when they are set in wrp-tool is solved, so there will be a patch the next time. I don't think that mapfact nogova 1.22 will be updated with the oa, but Sniping-Jack is working on his own version of nogova and this will use the addon. @SGT_SAVAGE hmmm, because the points are set to keep-height they will ever be above the surface, maybe... but I think I will add such an object to the addon with the next patch. Like the idea. Greetz Flashpoint_K
  14. Flashpoint_K

    OilAddon1 by Flashpoint_K & raedor

    what is it now? Still a hint or a real error? If it is a hint, what does it say? I tested the input and it should work fine ([this,140,0,[],[[20,"MAP_Pipeline_Entrance",25],[70,"MAP_Pipeline_Entrance ",-20],[130,"MAP_Pipeline_16m_Broken"]],1,0] exec "\MAP_OilAddon_script\Pipebuilder.sqs") Is your start object one of the 16m Pipes?
  15. Flashpoint_K

    OilAddon1 by Flashpoint_K & raedor

    thank you! ou, the ladder action should not be there, thats right. Little config error... Yes, your suggestions sound good! Could be realized in the next update btw: got the pm? the pipes should have another sound than the island ground when walking in them. Should sound like metall. Greez
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