# KKB

Member

156

1. ## Easy way of making roads in wrpedit

I understand you perfectly, we're not talkin rocket science here You can CALCULATE the coordinates which you have to type in manually in WRPEdit after the CALCULATING process. Did I say otherwise? But since you refuse to understand me I explain want I mean in higher detail: Is the CALCULATOR capable of CALCULATING the coordinates for bend road pieces as well? Do I have to enter the length of every road piece before CALCULATING or does the CALCULATOR has a build in database where the measurements of every road piece are stored? A screenshot of the input window would be extremely helpful to get a Idea of what your CALCULATOR is capable of doing.
2. ## Easy way of making roads in wrpedit

I have to enter the length manually? mhh... Does it work with bend roed pieces too?
3. ## O2 autorization

Do you have tried at all??? How long does it take to try all possible combinations (12 total)? 2 Minutes maximum (thats less then it took you to start your browser come to the forum and ask this question). You can even aproach the problem with logic: There are 4 numbers and 2 fields to fill them in to. The first 2 fields are greyed out, so why not fill in the 3rd number from the BIS-mail in the 3rd field and 4th number in the 4th field? That did it for me.
4. ## Easy way of making roads in wrpedit

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Aug. 31 2002,10:51)</td></tr><tr><td id="QUOTE">I have a tool for calculating the coordinates. It's somethink like calculator with new function. Look at this picture:<span id='postcolor'> Does it work with all types of road? You plan to make it available to the public?
5. ## Easy way of making roads in wrpedit

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MDRZulu @ Aug. 31 2002,01:16)</td></tr><tr><td id="QUOTE">Dont zoom in too much either or they will disapear. If only it had copy and paste, I think everything would go atleast 5 times faster.<span id='postcolor'> Copy and paste would be nice, but IMO a routine that calculates the coordinates for the next piece of road based on the piece you just placed and the one you want to place next would be much more practical.

Oh, ok. Ups

Oh, ok. Ups
8. ## Oxygen faq

Unless the organisation of the FAQ compiling process goes on behind the scenes I have to say it is nonexistant. KTottE, please post a overview, which sections the faq will contain, who is in charge of the sections etc. There is no structure, no clear job assignments etc.
9. ## Oxygen faq

Unless the organisation of the FAQ compiling process goes on behind the scenes I have to say it is nonexistant. KTottE, please post a overview, which sections the faq will contain, who is in charge of the sections etc. There is no structure, no clear job assignments etc.
10. ## O2 interface tutorial

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KKB @ Aug. 26 2002,17:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here.<span id='postcolor'> I did some testing (model was basicaly only a big cube in the geometry lod). It is like I thought, if there is no view geometry LOD then the engine uses the normal geometry lod ( including not rendering objects behind it)
11. ## O2 interface tutorial

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KKB @ Aug. 26 2002,17:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here.<span id='postcolor'> I did some testing (model was basicaly only a big cube in the geometry lod). It is like I thought, if there is no view geometry LOD then the engine uses the normal geometry lod ( including not rendering objects behind it)
12. ## To the aircraft makers

After the recent release of the MIG 29 (BTW: what machine am I supposed to have to use this 13000 vertex monster? Â ) and seeing that it is hovering over the runway regardless of the position of the landing gear (like all the other 3rd party airplanes i seen so far) I'd like to share my findings with you (I thought everybody knows this by now but I might be wrong) In the LandContact LOD instead of any tlumic definitions name the point for the nose wheel 'predni kolo', left whell 'levy kolo' and right wheel 'pravy kolo'. Now the plane should lie on its belly after the landing gear is retracted. cheers KKB
13. ## To the aircraft makers

No, it's a LandContact LOD issue, no osa's involved. Just name the 3 vertices that define where the wheels of the plane have landcontact in the LandContact LOD like I said: nose wheel 'predni kolo', left wheel 'levy kolo' right wheel 'pravy kolo' This way they will be raised and lowered with the gear if you retract it.
14. ## Announcing the airwolf mod

4--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Aug. 27 2002,154)</td></tr><tr><td id="QUOTE">the wheels on that helciopter have to be extracted by hand from the outside thats what he told on the breathe forum its a simple door animation so i think landing would be hard <span id='postcolor'> I'm sure Airwolf apreciates your comment. Can't you keep the stuff from the breathe forums to yourself? Â
15. ## A small useful addon

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Intruder @ Aug. 27 2002,13:49)</td></tr><tr><td id="QUOTE"> Oh cool , great work, any other animated objects to look forward to?<span id='postcolor'> Thanks Â I have ideas, but there are no other animated objects in the work right now. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ Aug. 27 2002,13:59)</td></tr><tr><td id="QUOTE"> How to make it open on the trigger ? <span id='postcolor'> Do you have looked into the README? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Albert Schweizer @ Aug. 27 2002,14:O2)</td></tr><tr><td id="QUOTE"> grrr, I thought about that for such a long time. I would love to model a train from 1985. but since I have no access to the tools. And rails would be easy to make, simply edditing the road-textures! <span id='postcolor'> If you have a solution to let the train stay on the tracks let me know Â
16. ## A small useful addon

There is no automatic door, or to be exact, the automatic door is the same thing as the gate. I guess they just added the gate 2 times to their download section.
17. ## A small useful addon

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ Aug. 27 2002,08:56)</td></tr><tr><td id="QUOTE">on serious note, i wonder if that is taken from one of OFP objects in data.pbo.<span id='postcolor'> It is not, the model is new. I take it as a compliment that you think I used a BIS model The textures however are 100% BIS, but I never claimed to have made those (if you look in the pbo you will see that there are no textures in it). KKB
18. ## O2 interface tutorial

Good tutorial. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">6. View LOD. Â Not named for a crew position, so I'm not really sure what it does.<span id='postcolor'> There is no such LOD available in my copy of O2 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">7. Hit Point LOD. Â Not used it yet, presumably for defining damage taken in various areas of the model. Â Confirm. <span id='postcolor'> Yes. You can define in the cpp how much dammage each part can take and if the bullet will pass through that part or not. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Components â€“ These are parts of the model that define Geometry LODâ€™s<span id='postcolor'> Not neccesarily. Component## is the name O2 uses if you let it search for the parts of the model. A single vertex can be a component too. You can use them in any LOD, however naming of the modelparts like this is essential for the geomtry lod's AFAIK.
19. ## O2 interface tutorial

Good tutorial. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">6. View LOD. Â Not named for a crew position, so I'm not really sure what it does.<span id='postcolor'> There is no such LOD available in my copy of O2 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">7. Hit Point LOD. Â Not used it yet, presumably for defining damage taken in various areas of the model. Â Confirm. <span id='postcolor'> Yes. You can define in the cpp how much dammage each part can take and if the bullet will pass through that part or not. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Components â€“ These are parts of the model that define Geometry LODâ€™s<span id='postcolor'> Not neccesarily. Component## is the name O2 uses if you let it search for the parts of the model. A single vertex can be a component too. You can use them in any LOD, however naming of the modelparts like this is essential for the geomtry lod's AFAIK.
20. ## Oxygen faq

Thanks Denoir
21. ## Oxygen faq

Thanks Denoir
22. ## Oxygen faq

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTottE @ Aug. 25 2002,12:19)</td></tr><tr><td id="QUOTE">I was completely unaware that there was a working export function. Shows what I know Â Anyway, if you all could post here with something that you are very good at, or have a lot of info about, then I'll team you guys up and you can work out the details yourselves. But for now, the only decided thing is that FlipeR takes care of the advanced stuff like LODs, selections and memory points, since he already has some documentation on this. And SelectThis, the 'addon rules/Guidelines' will be a very essential part of the Oxygen FAQ =)<span id='postcolor'> I'd like to team up with zwadar, if he wants to, I think the technical field is the one I can say most about. FlipeR will proof-read the technical section and add the stuff we have not covered.
23. ## Oxygen faq

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTottE @ Aug. 25 2002,12:19)</td></tr><tr><td id="QUOTE">I was completely unaware that there was a working export function. Shows what I know Â Anyway, if you all could post here with something that you are very good at, or have a lot of info about, then I'll team you guys up and you can work out the details yourselves. But for now, the only decided thing is that FlipeR takes care of the advanced stuff like LODs, selections and memory points, since he already has some documentation on this. And SelectThis, the 'addon rules/Guidelines' will be a very essential part of the Oxygen FAQ =)<span id='postcolor'> I'd like to team up with zwadar, if he wants to, I think the technical field is the one I can say most about. FlipeR will proof-read the technical section and add the stuff we have not covered.
24. ## Oxygen faq

I wrote a quick Introduction to the some O2 Options that are not ccommon with other 3D modeling programms. Maybe we can add some screenshots to it in the final version. I don't explain in detail here what the purpose of the functions is since some are worth a chapter in it's own. Don't hesitate to correct my english, it's not my primary language ----------------------- The O2 Interface The O2 interface doesn't differ much from the Interface you find in normal 3d modeling programs. It has however some unique options. This quick intro is designed to give you a short overview how to use this functions. Lods (ALT+L) To change between Lods just doubleclick on the one you want to open. After you rightclick in to the LOD window you have the following options: New: creates a new LOD Duplicate: adds a copy of the LOD you rightcliked on as a new LOD Delete: deletes the LOD you rightcliked on Show at background: The LOD you rightcliked will be shown in the background of every lod. Hidden parts will not be shown. Useful for making low detail resolution LODs. Display: Toogle display of how many vertices/faces each LOD has Properties: change the type of LOD (Resolution, Geometry etc.) Named Selections: Redefine: Curenntly selected parts of the model are grouped together as the selection u choose. Note: Deleting/Redefining does not delete or somehow regroup stuff at the model itself. The components of the model can be part of numerous different selections. Mass (ALT+M): Only active if geometry LOD is displayed. ------------------------------------ Anything else that needs clearification? I think we should expect them to have at least seen a 3d modeling program, so the rest of the options should be clear or is to trivial to explain. I will add a quick intro about the Topology section in the Structure Menu. A list of keyboard shortcuts for selecting deselecting, rotating etc should also be included. Thats it for now KKB PS: Would be nice to know if the FAQ has to be ready in a couple of days, weeks or month. Just to give us a general idea how much time we have to complete this.
25. ## Oxygen faq

I wrote a quick Introduction to the some O2 Options that are not ccommon with other 3D modeling programms. Maybe we can add some screenshots to it in the final version. I don't explain in detail here what the purpose of the functions is since some are worth a chapter in it's own. Don't hesitate to correct my english, it's not my primary language ----------------------- The O2 Interface The O2 interface doesn't differ much from the Interface you find in normal 3d modeling programs. It has however some unique options. This quick intro is designed to give you a short overview how to use this functions. Lods (ALT+L) To change between Lods just doubleclick on the one you want to open. After you rightclick in to the LOD window you have the following options: New: creates a new LOD Duplicate: adds a copy of the LOD you rightcliked on as a new LOD Delete: deletes the LOD you rightcliked on Show at background: The LOD you rightcliked will be shown in the background of every lod. Hidden parts will not be shown. Useful for making low detail resolution LODs. Display: Toogle display of how many vertices/faces each LOD has Properties: change the type of LOD (Resolution, Geometry etc.) Named Selections: Redefine: Curenntly selected parts of the model are grouped together as the selection u choose. Note: Deleting/Redefining does not delete or somehow regroup stuff at the model itself. The components of the model can be part of numerous different selections. Mass (ALT+M): Only active if geometry LOD is displayed. ------------------------------------ Anything else that needs clearification? I think we should expect them to have at least seen a 3d modeling program, so the rest of the options should be clear or is to trivial to explain. I will add a quick intro about the Topology section in the Structure Menu. A list of keyboard shortcuts for selecting deselecting, rotating etc should also be included. Thats it for now KKB PS: Would be nice to know if the FAQ has to be ready in a couple of days, weeks or month. Just to give us a general idea how much time we have to complete this.
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