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KKB

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Everything posted by KKB

  1. KKB

    Rules of a addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">ever seen a shadow that is made by using less 300 polys? it does not look so good useing a 300 poly lod as shadow gives a better shadow<span id='postcolor'> I haven't read anywhere that it is not allowed to have more then 1 LOD with less than 300 faces.
  2. KKB

    Rules of a addon

    I think the 300 for lowest poly count is too much (as 4500 is too much for highest), but why should other ppl suffer from me having still an Athlon 700 As much as I am in favour for a standard like this implemented by all major sites, I don't think it will happen because they would have to remove some popular addons.
  3. KKB

    Oxygen faq

    I would like to work in the technical section, my capabilities as an artist are not this advanced  I think my biggest knowledge so far is in everything about the different "invisible" LOD's (geometry, memory, hitpoint, fire geometry) For instance have I brought a bike into the game and all I had as reference was a online czech -> english dictionary, the BIS Jawa and a hexeditor   (and Eviscerator who told me how to tweak the geometry lod to stop the bike from diving into the ground  ) So I could for instance compile lists with memory points and selections needed for different type of addons (allthough I would prefer them to be land vehicles and/or static objects, haven't much looked into planes/choppers). But thats of course up to the Chief KTottE to decide  cheers KKB
  4. KKB

    Oxygen faq

    I would like to work in the technical section, my capabilities as an artist are not this advanced  I think my biggest knowledge so far is in everything about the different "invisible" LOD's (geometry, memory, hitpoint, fire geometry) For instance have I brought a bike into the game and all I had as reference was a online czech -> english dictionary, the BIS Jawa and a hexeditor   (and Eviscerator who told me how to tweak the geometry lod to stop the bike from diving into the ground  ) So I could for instance compile lists with memory points and selections needed for different type of addons (allthough I would prefer them to be land vehicles and/or static objects, haven't much looked into planes/choppers). But thats of course up to the Chief KTottE to decide  cheers KKB
  5. KKB

    Oxygen faq

    If I have something valuable to contribute to the FAQ I won't hold back. So lets do this
  6. KKB

    Oxygen faq

    If I have something valuable to contribute to the FAQ I won't hold back. So lets do this
  7. KKB

    Oxygen faq

    If I have something valuable to contribute to the FAQ I won't hold back. So lets do this
  8. KKB

    Hummer with opening doos

    Whats there to fake? It is no ingame screenshot. After all stated on natosoldier.com it could be just a rendered pic, a static object or whatever. FlipeR never (at least I'm not aware of it) said that he made a Hummer with working movable parts on it. I don't see the point in the "IT'S FAKE" - "IT'S NOT" arguing. KKB
  9. KKB

    Hummer with opening doos

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (B@ZOOkA @ Aug. 18 2002,03:32)</td></tr><tr><td id="QUOTE">if its true that its a fake then i can understand very well why fliper leaves just now<span id='postcolor'> He does? When did that happen?
  10. KKB

    Hoping everyone at bis and in prague are ok

    Unbelivable. Back in 1995 I had my medical exam for the Army in Dresden (I failed ) and was using the very Railway Station that recently became part of the river. Looking at those pictures is so Twilight Zone. I can't really believe it.
  11. KKB

    A good place to start

    I started with static objects. It'll take a while until you can't run throu it and it is destroyable. But in terms of complexity I think you're right, personal weapons have the least amount of LOD's, memory points etc... KKB (Now Playin: "I asked for new codes on friday, but they didn't show by now" (from the ModMakers Nightmare Compilation) Â )
  12. KKB

    Xa-188 patria by dkm-mod released

    I really like it. But one thing, you need to lower the weight! As it is now it doesn't even move a centimeter if I drive a T72 at full speed right into it. The T72 just bounces back. I don't think thats very realistic. Other than that, great job! KKB
  13. KKB

    Problems with wheels

    Wheels: depbo data3d, xunpack the p3d for the scud launcher (8 wheels too), open file in hexeditor, search for levy and youll find the selection names for the wheels. the rest is trying. (of course for the right side you'll have to use pravy instead of levy) lights: it's the phenomenon formerly known as muzzle bug, you need to define cfgmodels in the cpp KKB
  14. I've seen quite a few addons with 5 or more resolution lods where all LODs were exactly the same (ok, most have at least 1 shadow lod). What up with this? Is it cool to have BIG p3d files? I really don't get it. If you don't have lowpoly models to stick in the different LODs ok (I don't blame anyone, I know it is hard to do lowpoly models), but why putting in the same over and over? The Idea behind the resolution LODs is AFAIK that you provide less detailed models which are used when they are far away from the players point of view, so the computer can spend more power dealing with those models that are closer to the player and hence should have more detail. If you have no low poly model to put in the 'far away' LOD why making it worse and increasing the size of the p3d (and therefore giving the game more to load)? If someone can give me 1 good reason why it makes sense to stick the same model in diferent resolution LODs, I'd love to hear it.
  15. KKB

    Property entries

    Since Suma is in answering questions (highly apreciated) I'd like to bump this topic up to blatantly draw the attention of an 'Official' to it
  16. KKB

    Property entries

    Hi While studying the demo Models I found some entries in the 'named propertys' window and I couldn't figure out what they do affect In the UH60 Geometry LOD: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">canOcclude  =  0<span id='postcolor'> In the BMP Geometry LOD: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class  =  vehicle<span id='postcolor'> Maybe needed for the cfgModel class in in the cpp? Besides that a </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">autocenter  =  0<span id='postcolor'> entry in a normal resolution LOD seems to make it possible to affect the position of a weapon for instance in the game (not sure) Anyone here who knows what other entries are possible and what the entries mentioned above do? Someone from BIS maybe? (I guess you guys know for sure  ) Greetings KKB
  17. KKB

    Kegetys' editor addon v1.00

    Fuelstations on Nogova work no more with the editorupgrade in the res addon folder, in the normal addonfolder they do work so I guess is has to do with the addon beeing loaded before the noe addon (?). Not sure about the fuelstations on the other Islands, I think they work regardless where the addon is installed. Bug since first released version.
  18. But if the highest resolution LOD has 13000 polys (never thought I would ever see something like this ) than "low"poly models will still be around 2000 polys which is not really desirable. How about a selfrestriction, kinda like a standard for o2 addons? A max polycount for the level 1 LOD that anyone here can agree too? A standard like the OFPEC Tag-System? OK, maybe i'm dreaming now re: Pins Thanks for not reading my post but replying regardless
  19. KKB

    Pistol proxies

    If I knew how to place it I would be in sitting on the lovely beaches of an Island somewhere in the Pacific Ocean, counting the money my knowledge would have earned me But unfortunately I don't speak ODOL...
  20. KKB

    Pistol proxies

    So you saying the proxy.beretta.01 entry in the p3d file is only there for the hell of it and there is nothing associated with the definition? I found it in every "dude" p3d file from resistance I checked (including the black op), and I found it in none of the 1.46 p3d's
  21. KKB

    Mlod mystery models?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ July 23 2002,03:37)</td></tr><tr><td id="QUOTE">..ah well i was hoping to be one of the only people that knew that but ah well...<span id='postcolor'> This is the attitude that makes this Community the lovely one it is today Â
  22. Hi all! I put a bike ingame, so far it works really well, everything whats supposed to turn, steer and smoke does exactly that. There is only one problem. When driving fast on bumpy roads it sinks into the ground... I fiddled with the geometry and landcontact LODs forever now, no luck. The BIS Jawa does it too, but on a much smaller scale so you won't notice if you don't look for it. How did they do it? Anyone here has a working geometry lod for bikes and is willing to share his secret? Thanks in advance KKB
  23. KKB

    How to make hud work

    Since you brought it up, how did you solve the issue?
  24. KKB

    New codes for my o2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Forrestal @ July 21 2002,00:03)</td></tr><tr><td id="QUOTE">Yes the license to 45 day's is stupid ,the next is to 60 day's. But i have a question. When I defrag. my hd i must ask BIS for the new codes?? Sorry for my bad english <span id='postcolor'> I defraged more than once and O2 runs fine with the first set of codes.
  25. KKB

    My oxygen doesn´t work right

    Try A in A; B in C; C in B and D in D
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