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KKB

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Posts posted by KKB


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ July 17 2002,10:54)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Speeeedy @ July 17 2002,11:47)</td></tr><tr><td id="QUOTE">I have put ALL my new addons which are only working with resistance in my flashpoint addon and never ever had any trouble with them<span id='postcolor'>

    But try to play ofp 1.46 after that wink.gif<span id='postcolor'>

    No Problem, just insert the 46 bytes you have to remove from O.pbo and Noe.pbo (to de-pbo them) at the beginning of your resistance-only addon pbo (for instance the KEGsw44m.pbo) and ofp 1.46 won't even notice it during startup...

    But that doesn't fix the problem of course.


  2. 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  biggrin.gif )

    Greetings KKB


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ July 07 2002,03:27)</td></tr><tr><td id="QUOTE">I was under the impression OFPCWC was no more because none of the team did any work on it anymore?<span id='postcolor'>

    And I think thats the reason why BIS doesn't want to see ppl upgrading OFPCWC with Nogova (Winter Version or not) without owning Resistance.

    At least thats how I understood Kegs remarks, AFAIK he asked them if its OK to release it and they said no. But I could have misunderstood something.

    I myself haven't seen a official statement about releasing modified Resitance Units/Vehicles/Island, but I wouldn't release anything like Winter Nogova (or the reskinned Hokum discussed in another thread) until I have someone from BIS or CM telling me that it's OK.


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ July 07 2002,03:27)</td></tr><tr><td id="QUOTE">I was under the impression OFPCWC was no more because none of the team did any work on it anymore?<span id='postcolor'>

    And I think thats the reason why BIS doesn't want to see ppl upgrading OFPCWC with Nogova (Winter Version or not) without owning Resistance.

    At least thats how I understood Kegs remarks, AFAIK he asked them if its OK to release it and they said no. But I could have misunderstood something.

    I myself haven't seen a official statement about releasing modified Resitance Units/Vehicles/Island, but I wouldn't release anything like Winter Nogova (or the reskinned Hokum discussed in another thread) until I have someone from BIS or CM telling me that it's OK.


  5. Well, I certainly have no problem with this Addon at all, I only wanted to say that there _might_ be trouble ahead if Eviscarator is going to release it. He is aware of this and still thinks it is no problem, geat. I hope he is right in his judgement of the situation.

    I'm looking forward to the reskinned Hokums!

    We'll see what happens (actually its good that someone is testing out the limits of what BIS is going to accept biggrin.gif )


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ July 06 2002,01wow.gif)</td></tr><tr><td id="QUOTE">LOL yeah Creative aren't exactly overwhelming with their driver releases are they <!--emo&smile.gif<span id='postcolor'>

    Yeah. What I don't get is this, why aren't the same guys who actually build the thing not able to program it properly... even worse, by updating drivers once every year it appears as if they don't even try.

    As opposite to NVidia, they update their drivers almost too often (if you count the "leaked" (read public betatest  wink.gif ) versions)

    Oh well, download of the 370MB monster is finnished, lets hope the crackling is gone. Using hardware EAX without CTD is a thing I haven't even dreamed of, wish me luck, hehe  smile.gif

    EDIT:

    YES! I played throu 'Ambush' without a single crackling noise (it was reproducable for me in that mission) and with Hardware acceleration and EAX enabled, no problems enountered smile.gif


  7. Hate to crash the party, but Johnboy has a point...

    As long as there was only one OFP it was no problem, since allthough addons contained BIS models, you needed the game to do anything useful with it. But taking stuff out of resistance and making it available to folks who don't have resistance and giving them a chance to use them in the old OFP might be a problem...

    I'd ask BIS about this to avoid getting in trouble. confused.gif


  8. I think the key to success is the Ural with Russian reinforcements that comes in before the Tanks show up. Every Time I rpg-ed the Ural I won the mission (you have to destroy the truck while it's still moving, once the soldiers climb out it's too late).


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ July 05 2002,04:27)</td></tr><tr><td id="QUOTE">i think it will bounce in ofp if he did not smile.gif<span id='postcolor'>

    You're right  smile.gif

    BTW, If you're going for a nice effect make a fairly big model (my was 20 metres or so because I hadn't resized it after importing from 3ds), set weight to 2 and give it the property of a table in the cpp. After shooting the object it floated away like a big baloon, nice and slow...  I think it is still flying biggrin.gif


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ July 04 2002,21:11)</td></tr><tr><td id="QUOTE">

    Skytheman - in the geometry lod copy and paste your model there. <span id='postcolor'>

    Or you can right click on the LOD select duplicate, rightclick on the new LOD you just created and set its property to geometry.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ July 04 2002,21:11)</td></tr><tr><td id="QUOTE">

    Select every part of it and make a new component, and name each one "Component01", "Component02" and ect. ect.

    <span id='postcolor'>

    Or you can let O2 do it for you (Structure -> Topology -> Find Components)

    But of course if you are bored...  biggrin.gif  j/k

    I think its important to keep the names of the different parts of the model at least for movable things like turrets so the geometry model turret will turn with the graphical representation... but thats just guessing

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (skytheman @ July 05 2002,01:36)</td></tr><tr><td id="QUOTE">

    Im having one problem, i can hit the object bullets but i still walk right throuh it <span id='postcolor'>

    I had this happening too, keeping the Geometry LOD simple solved it, try to make it low detail but with the general shape of your model. Since I dunno what you're working on I have no idea if that will help though... Have you given the model mass in the geometry LOD? Not sure if setting mass to 0 also makes it walk-throu-able.


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpy @ July 04 2002,12:41)</td></tr><tr><td id="QUOTE">What's the diference with texture settings in preferences?

    Can u see the diference with texture 1024x1024 and 4096x4096?

    Because higher texture eats ure RAM.<span id='postcolor'>

    AFAIK OFP:R Textures on Nogovo are "only" 1024x1024 so adjusting the setting to 4096x4096 won't give you a noticable change. The setting reflects more the possibilities of the game, which by now nobody has taken Advantage of (and I hope that won't change soon because 4096x4096 textures need 16 times the memory of 1024x1024 textures...)

    I run OFP:R still with textures set to 256x256 because with 256MB of RAM anything higher somehow takes the speed out of the game...  biggrin.gif


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpy @ July 04 2002,12:41)</td></tr><tr><td id="QUOTE">What's the diference with texture settings in preferences?

    Can u see the diference with texture 1024x1024 and 4096x4096?

    Because higher texture eats ure RAM.<span id='postcolor'>

    AFAIK OFP:R Textures on Nogovo are "only" 1024x1024 so adjusting the setting to 4096x4096 won't give you a noticable change. The setting reflects more the possibilities of the game, which by now nobody has taken Advantage of (and I hope that won't change soon because 4096x4096 textures need 16 times the memory of 1024x1024 textures...)

    I run OFP:R still with textures set to 256x256 because with 256MB of RAM anything higher somehow takes the speed out of the game...  biggrin.gif


  13. Erm, around 160 fellow modmakers in this forum and not a single answer? mhh...

    Ok, I've figured out part of it myself, but I'd still like to know if the name of the resolution LOD affects the handling of the model by the engine and if it is important to use certain naming conventions in the hitpoint and fire geometry LOD's.

    And what is the Fire geometry LOD anyway? I guess it is there for collision detection when shot at (like the geometry lod is for collision detection with the environment). But why can I specify a fire geometry lod for the Pilots view then, shouldnt it be the same detection model as for the normal view? Thats confusing, so if someone here would enlighten me it would be great.


  14. Have you tried:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels

    {

    class Default{};

    class Weapon: Default{};

    class modelname: Weapon{};

    };<span id='postcolor'>

    Modelname should be the name of your p3d file without the p3d extension and without any pathnames.


  15. I read the posts in this forum but I'am still not sure about some things:

    Resolution LOD's: What difference does the name make, for instance if i have 2 LOD's one is called 1.000 and the other one 1.500. If I change the name of the second one to 3.000 how does this affect the model? Does the OFP engine switch between the LOD's based on the name, or in other words, can I 'tell' the engine with these names at which distance the LOD should be used?

    Fire Geometry: No Idea what this one is about at all...

    Geometry: OK, setting weights to single points, but is the collision Model based on this LOD? How detailed should this LOD be? And it affects rendering if I understood it correctly, so if a part of my model is outside this LOD it won't be rendered? or does it only affect rendering of models behind my model?

    Hitpoints: I can define single parts of the Model to be destroyed seperately? Are the names of the groups important in this LOD (besides the hitpoints for crewmembers)?

    General Questions: What are pins for? do I need them for the single vertices in the Landcontact and Memory LOD?

    If you veteran O2 users could answer some of my questions I would highly appreciate it, Thank you :o)


  16. wow.gif8--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rhubarbman @ June 29 2002,21wow.gif8)</td></tr><tr><td id="QUOTE">But can i play the old game with the res disc?<span id='postcolor'>

    Nope. I tried it just for you  wink.gif  and it told me I have the wrong CD in the Drive.


  17. I really don't see how a Resistance Boycot could force BIS to release the tools earlier to the public. If anything it would make the public release of them even more uncertain IMO, because why bothering giving people something for a game BIS doesn't make money with (its a cold world we live in, isn't it?  tounge.gif ) ?

    For me it is fun to work on Addons, but unfortunately it doesn't pay the rent, which means I only have a limited amount of time to spend on it. I'm sure this is true for most of the people who make addons and this is the main reason why we don't see many new Islands for instance, because building a good one is extremely time consuming. Give it a try, build a 200m long road with WRPEdit and tell me how much time you needed to do it (or after wich time you lost patience  biggrin.gif )

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