Helifreak
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Everything posted by Helifreak
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Problem with alphachannels in hiddenselections
Helifreak posted a topic in OFP : CONFIGS & SCRIPTING
I have a working hiddenselection; this is the part in the config, that calls up the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="_this exec {\FW_Basic\scr\init_ZF.sqs}"; }; And this is the "init_ZF.sqs"-script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man = _this select 0 [_man] exec "\FW_Basic\scr\PA.sqs" _man setobjecttexture [0, "\FW_Basic\t\Name.pac"] _man setobjecttexture [1, "\FW_Basic\t\A_ZF.pac"] exit Ingame those parts of the alphachannel are black, which are suppossed to be transparent. The texture itsself is fine, at least it works when I'll put it on other parts of the model. Any ideas what might be the problem? -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Yes, I have (of course ;-) ). But I want to use .pac files, because of other engine issues. I tested around with it two days ago, and after about 2 hours it finally worked. I can't say for sure what change it made working, but I think it worked because I modelled the selection new, and laid the texture on it once more by hand. (maybe that's similar to what Nephilim now also wanted me to do). Now it works, thanks for all your help, Greetings, Helifreak -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
No, it doesn't come from the background -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
They do, but you only have one color for the alphachannel, which means the part is either completely transparent or not transparent at all. As I already said twice, the texture itsself is fine and works without problems, when I don't use them on this selection. -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Yeah, but that didn't solve the bug either. -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Didn't work. As already mentioned, the texture itsself is fine. It has to be another problem... -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
The modell isn't binarized at all. -
I have a problem with one of the addons I built: http://img393.imageshack.us/img393/684/bug6ic.jpg As you can see, the dropparticle seems to be behind the car, although it is behind the car. So why does the car shine through the drop? Anyone an idea? Greetings, Helifreak
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Didn't work either. Any further ideas?
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I used .pac textures, but the textures aren't the problem. If you have a look at the screenshot I made, you'll see that the model on the screen has no textures at all, but nevertheless it won't work. Btw.: It doesn't work with textures on it either... MfG Helifreak
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I have one already
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Try to start OFP with no addons besides the BWMod Basicpack and the Tiger. On Desert Island, don't forget to place the Gamelogic and the BWMOD_Temp_Pilot. If you then get the error again, contact me via PM, then we will try to find the bug. Helifreak
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Thanks for those kind words! The bug with the RMK30 ammo is fixed, new download will be available in about 1/2 hour. These 2 cargo proxys are necessary for the weapon-changing script. Otherwise it would not be possible to give the Tiger the weapon you want  Helifreak *Edit: Damn, Terpentin was faster*
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I build a helicopter addon, but somehow the OFP engine always uses the geometry LOD for detecting if the Helo is hit by a bullet, instead of using the fire geometry LOD, which is also in the model. Any ideas how to solve this?! Thanks, Helifreak Here is the GeoLOD and Fire GeoLOD of the model: ofp.gamezone.cz/_hosted/bwmod/users/Helifreak/model01.p3d
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Fire Geometry LOD not recognized by the Engine!
Helifreak replied to Helifreak's topic in OFP : O2 MODELLING
I've sent you a private message which contains my email adresses. Please describe what you did to fix it, so that everyone knows how to fix problems like that. Thanks, Helifreak -
Panzertransporter Faun SLT 50 Screens
Helifreak replied to TALLA2xlc's topic in ADDONS & MODS: DISCUSSION
man, why don't you guys to let him use it, if he gives you full credits? man, i never understand that! keep up the work mate! Exactly that is the point...people use our addons without asking us or giving credit; it would be no problem if he would give us credits, but he keeps on telling he made it by himself. @Mr.Tea: It is not the same: The MAN (http://www.panzerbaer.de/colours/bw_lkw_07t_milgl.htm) is totally different from the FAUN SLT, which he made (http://www.panzerbaer.de/colours/bw_slt_50-3.htm); if you compare the driver cabine on those pages with the one from the screenshots, you will notice that it has more similarities with the MAN. You can also see that the detailed textured parts are from the BWMOD MAN (http://ofp.gamezone.cz/news/pics2/mmmpre3.jpg), and the less detailied seem to be made by himself. I cannot prove it in more detail, since the pictures talla posted are too small to see details. If you would make a picture of the front, it would be very easy to see if it is a FAUN or a MAN.... MfG Helifreak -
Panzertransporter Faun SLT 50 Screens
Helifreak replied to TALLA2xlc's topic in ADDONS & MODS: DISCUSSION
How about proving it? Just make a few screenshots of the drivercabine, then we`ll see.... MfG Helifreak -
Panzertransporter Faun SLT 50 Screens
Helifreak replied to TALLA2xlc's topic in ADDONS & MODS: DISCUSSION
Seems like Talla used the textures and most part of the model of our BWMOD trucks..... MfG [MMP]Helifreak -
Camo option is already added....only one bug lasts to fix, read about it here: http://www.flashpoint1985.com/cgi-bin....t=43358 I will post a version of the model without the first resolution LODs soon, so you can take a look at it, orson; hope you'll be able to fix the last bug :-P
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When i drive around with my tank, it is not attacked by other tanks; the "zamerny" point exists, so any ideas how to solve the problem? MfG Helifreak
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No Problem...I will try to use this camouflage-setting if you tell me which value to use, just give me an example of an existing addon.
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I don`t have any camouflage setting in my config...but as I told you in my last comment, it isn`t the config causing the problem, but the Geometry Lod.
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There are 4 points in the Geometry LOD, which have a wheight, and keep the tank staying still....if i delete them, the tank will begin to shake around (because he is too small); If I delete those points, other tanks shoot at my tank; so has now anybody a idea how I can keep those points in the Geometry LOD, but also make it work, so that other tanks shoot at it? Helifreak
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The Side is of course right; but now I am a bit confused about the thread thing....at first I thought these values show the engine what kind of vehicles will be attacked by my addon, and not the other way round. Or am I wrong? The problem is that my addon tank does not get attacked..... Helifreak
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I have a little problem on my units; I wanted to add the feature that OFP chooses random face textures, so i made a new selection in the model of the head, and named it "osobnost". And here is the problem: Does anybody know how to solve that bug? Regards Helifreak