Jellybelly
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Hi Hope it's ok to reply here. Just wanted You to know we (Tigershark & Jellybelly Productions) are making the CRRC...and it should probably be finished not too long from now. You can see some beta screenshots of a quick draft untextured model on the front page of the TJP site. Please accept my apologies for the poor renders...however, I think You will still be able to see that the model is highly accurate in terms of proportions. Engine and engine mounting will be improved. Cheers Jellybelly
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Thank's for info Maruk. Cheers Jellybelly
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Hi all Thank's to BIS for the tools, most appreciated. Ok, now to the problems...does anyone else have to unlock the program (enter unlock codes) every single time You restart O2? Second, I opened the program...made some changes in the options and when restarting I get a "program fault" error and can't get in the program anymore. Now I had to apply for a new set of unlock codes...since I need to reinstall the program. Just asking if anyone has a clue about some certain "no no's" as far as setups are concerned? Thank's in advance Cheers Jellybelly
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No...I haven't heard anything new. However, I won't try to find out either. This is why: First of all...as You pointed out, the month has not ended yet. And second, even if this month passes whithout it being released...Marek clearly stated that they would try their best to have it released before the end of this month, but no guarantees whatsoever given. So...even though I haven't heard anything new, I wouldn't want to bother them with asking when it will come. I doubt that such actions would make it arrive faster. I think it's safe to say that BIS are very much aware of the fact that this tool is extremly desired by the OFP editing community. I for one trust BIS to do their best for us OFP editors, and I understand that just the task of putting together documentation for a tool of this kind alone, is a very timeconsuming task. Also...I believe that they probably have some commersial products as well that they need to work on, that has a higher priority for them as a company. Remember that this is a free public release, and it's great that we even get it in the first place, and that they are willing to put so much work into it for us (documentation, 3DS Max format support etc). I don't know about You, but for me...getting good documentation is alone worth any waiting that we might have to endure. It will be released when it will be released...I think we'll just have to trust Marek and the other guys at BIS...and let them do their stuff in peace. Just my 2 cent's Take care Jellybelly
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Will we be able to Create pistols?
Jellybelly replied to 2G4U Assulter's topic in ADDONS & MODS: COMPLETE
Hmm...might be another way around it? There is a .pbo file called "Anim.pbo" in the installed OFP\DTA folder. If You DePBO (using the PBO exctractor utility) this file You'll get a load of ".rtm" files, which most likely are files holding animation data. Now...my Czech is non existant I'm afraid, but many of the filenames seem (at least to me) to suggest animations that are related to units both separately (running, throwing grenades etc) and in interaction with vehicles (crew animations and/or positions etc). Here's a little theory: If a .rtm file (and it's animation) can be called upon in association with a specific object (a pistol for example), one might be able to add new animation data into the Anim.pbo file, which then maybe could be accessed by all units who may need them, including "standard" units as well? There is also an text file called "dir.txt" included in the Anim.pbo. This file seems to categorize the animations and also state the time duration (in seconds) of each animation...again in Czech. For example...heres a category from that file in Czech that I'm guessing might have to do with unit combat movements: "pohyby v combat rezimu (vcetne sbirani, pouzivani zbrani, variantnich pohybu atd.)" I have no idea what this means, but if someone can translate it I'd be most grateful. Now...if anyone here is seriously interested in this problem and it's possible solution (and preferably can read Czech), You're most welcome to look into it further, as I'm afraid I don't know the language required, nor have the coding skills that might come in handy. If it's obvious to someone else here that I'm completely off track with this, please correct me...in which case You of course will have my sincere apologies. Thank's in advance Take care all Jellybelly -
Will we be able to Create pistols?
Jellybelly replied to 2G4U Assulter's topic in ADDONS & MODS: COMPLETE
Hi 2G4U Assulter Well...we will probably be able to make just about anything except for terrain as soon as the Oxygen 3D tool is released. However, the problem with pistols will probably be the posing of the hands as You suggest. Putting a pistol in a player models right hand as they look today (which is most logical since the left hand is turned upwards), would most certainly look very silly indeed. For one, it will probably look as the unit is shooting himself/herself in the left hand, as it is directly in the line of fire. This could of course be corrected by altering the position of the hands, thus making a "pistol using" unit addon. Here's the real problem with this as I see it: If You make a new "pistol using" unit addon, that altered model will most likely be the only one looking good with a pistol. Now, how does one provide for the fact that all weapons should be usable by all units? If a "non-pistol" original OFP unit or example, finds a pistol on the ground, should he/she be able to pick up and use it (and look very goofy when using it), or should he/she be denied the possibility to pick it up altogether (wich is not very realistic)? If You are able to use an assault rifle for example, You are most likely able to handle a small sidearm as well, don't You think? Well...that's just my two cent's anyways. Take care all Jellybelly -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And? I still want more info.<span id='postcolor'> Well my friend...what You may "want" is Your own problem then, because You have no right whatsoever to demand it. *Jellybelly puts his teachers hat on* Another proverb then: "Give someone Your little finger, and he might take Your whole hand". Did that one ring a bell maybe? Or how about this simple statement: "Never take the pure kindness of others for granted". No? Nothing? Anything? Jellybelly
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Ok...thank's Noon (thank's AL), good luck with the mod. About the Israeli vs Palestinian issue...it's been genetically proven beyond any doubt that the Israeli and the Palestinian originate from the exact same ethnic group not that long ago. So being an Israeli or Palestinian playing OFP, it doesn't really matter much which side You choose, as You either way will be playing "as Yourself" in that respect. Take care Jellybelly
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Hi All Noon...that Israeli Blackhawk chopper, shouldn't it be a much darker color? Do You have someone working on it, or are You in need of one? Just curious. Thank's Jellybelly
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Dawdler...ever heard the proverb "Never look a gifted horse in the mouth"? A-Lone-Wolf did this tool on his free time and without any compensation as far as I know. To even expect (or worse to demand) more of him would by many be considered more or less presumptuous I'm sure. Therefore, his making this tool can not in any way be compared with Your hypothetical scenario of BIS releasing OFP and then not giving support for it. Last I heard OFP was a commersial product made and sold by BIS...or did I get that all wrong? Jellybelly
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Hi all First...it's most likely that any other existing fileformat with the ending ".p3d" is not compatible with the OFP ".p3d" format in terms of converting. Various possibilities regarding this has been tried over and over gain by many, and it now seems pretty clear that the OFP .p3d format is an complete inhouse creation, or at the least an inhouse modification of a pre-existing format. Second...as far as getting self modified objects back into OFP, it's pretty clear that there are a lot of parameters in the .p3d format necessary for a fully functional and interactive object that we do not have access to at this point. Even if we could get a modified object back into OFP using the technique A-Lone-Wolf did on the MP5 objects, we can not set our own texture coordinates as far as I know. This means we could only move pre-existing parts without changing their individual geometry. At the most we might able to move some vertexes and the coordinates might follow, but that would most probably result in texture deformation (stretching), depending on how the texture coordinates are implemented in this specific format. Any creation of new geometry, would mean new faces, and thus require new texture coordinates set for it as well. Finally @ Dawdler: To begin with, the name of the tool itself (P3D2OBJ) pretty much states what it is...namely an exporter converting from .p3d to .obj format...nothing  more, nothing less. My guess is that making a custom tool to convert .obj files back to .p3d probably was just too much work for him, or had some complications. Mind You, writing tools of this kind is no easy task. I also think A-Lone-Wolf included pretty clear instructions in his "P3D2OBJ.txt" file. He tells You about getting the files from the first OFP demo (ver.0.36), and instructs You to unpack them as well. It's just that the decryption method itself is basically common knowledge for anyone whith some previous experience of addon making, and I think he figured that too. Nevertheless, there are lot's of good tutorials on that subject on various OFP editing sites (for example OFP Editing Center) to check out.  I think we should appreciate what we get instead of complaining about what we don't. A-Lone-Wolf put a lot of hard work into this tool...and then gave it to us, and he deserves a great amount of credit for that indeed. See this as an excellent oppurtunity to study the original OFP objects...and learn all You can. That way You will be better prepared once making fully functional models for OFP might become reality to us. Take care Jellybelly PS Sorry for long text
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Hi all  Firstly, You need the .obj import utility for gmax: gmax at Digital Arenas - Import Utilities (second download from bottom of page) Second, it's a MaxScript that You execute from the tools menu in gmax. Please see the "readmeobj.txt" file included in the .zip file for further instructions. Tested this myself (to import P3D2OBJ converted files) on the gmax consumer (free) version, and it worked just fine. Take care Jellybelly