LoTekK
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Everything posted by LoTekK
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request help whit coc divers (remove m16)
LoTekK replied to william1's topic in ADDONS & MODS: DISCUSSION
If I recall correctly, the CoC divers that start in the water are actually "vehicles", so to speak. Just a hunch, but instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeWeapon "M16" try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driver this removeWeapon "M16" See if that works. -
Thanks for the clearup on the patches. As for the textures, don't worry, they'll definitely be dirtied up and worn down. And don't worry, the santa hat won't stay. The beard might, though, if I can clean it up some (and shorten it a lot ).
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Been slow going. I've only managed to work on the correspondent a bit more, tweaking the mesh and UVs, and started up a preliminary texture. The colors are looking a tad off in Bulldozer, though, as compared to Photoshop and Wings. Seems to be more desaturated, and a bit brighter than I thought. Well, easily adjusted later. Any suggestions, including texture-wise, are welcome. Oh, I've also managed to rig up a proper dropleg holster (not in the shot). Might do up some other accessories later, but for now I really gotta get this texture done. Then I can get the cameras working. ps. Which arm do the flag/press patches typically go on? edit: I'm finding it disturbingly easy to distract myself. edit2: Too. Easily. Distracted.
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Idea Games NOT publishing Armed Assault/
LoTekK replied to Espectro (DayZ)'s topic in ARMA - GENERAL
Hey, what about me? I beat Balschoiw to the punch by about six hours. edit: I want the hand knitted wool socks! -
Idea Games NOT publishing Armed Assault/
LoTekK replied to Espectro (DayZ)'s topic in ARMA - GENERAL
What this sounds like to me, is a way to increase their collective clout in the industry, so they have a better base to work off of when negotiating with publishing houses. Sort of Like GOD, only without the publishing side. Either way, it looks like a good move, even if I'm not such a huge fan of the other two development houses. -
To be honest, Intel has never had the best support for various graphical doohickeys. I've also got a GMA915, and I'm not getting reflective water. Bear in mind that this GPU doesn't actually have HWTL (check the FAQ page on Intel's site), and instead uses a CPU equivalent, which will miss out some features.
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Yup, setpos would do a teleporting thing, but if you update the loop fast enough it should get the idea across well enough. As for the animations, they aren't interrupted with a setpos, so the same playMove will continue playing throughout the setpos loop. What could be done to make sure the loop updates fast enough is to kick in an external camera once the player activates the action. So, the player is sprinting towards the edge of a skyscraper, he hits the action, and the script activates setAccTime 0.25, kicks up an external camera a couple meters in front of the player, starts the animation, and proceeds into the setpos loop. Should be doable. Might dick around with that if I have some time.
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This looks great! Bit of a pleasant surprise, I must say.
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Oops. For whatever reason, I thought I had used it in the init line before.
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With some trig, you could just use a fast-looping setpos to simulate a forward jump, with some custom playMoves thrown in for good measure.
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If it's turning sideways, you most likely have it subclassed incorrectly (it's probably something like "fence" or something along those lines). Might want to try a search; I know I've seen at least a couple of topics on these forums that cover this issue.
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Averaged about 335, at about 60-65 WPM. I coulda sworn I used to type faster than that.
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After reading @cero's post, I popped in the mission editor to try something out. Interestingly enough, setvelocity doesn't work on human-type objects.
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Of course, you could use "this" if you entered the command into the unit's init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this switchMove "w_rest1" Also, barely half an hour had passed between your initial post, and your next post. Not everyone monitors the boards religiously, waiting at people's beck and call. Learn some patience; you'll need it.
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I think that while a story per se isn't critical for publicity material like this, context is still important, as it gives the viewer something to latch onto, so to speak. To add to the slowmo discussion, I don't have a problem with slomo on the whole, but I've always felt that slomo needs to be used to accentuate something. A particular moment, a particular character or object. If overused, you end up with The Patriot, which was an awful exercise in excessive slow motion. When an entire battle scene is shot and replayed in slow motion, there's no longer any sense of importance to certain key moments. When an important character is killed, it becomes annoying instead of gripping, since it's visually given the same weight as the rest of the half-hour battle.
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There's actually a much better way to get regularly-timed videos without resorting to the relatively laggy setacctime 1, and it's something I tend to do when trying to capture a particularly heavy scene: setacctime 0.1 (or whatever works), and then speed it up/skip frames in AfterEffects/Premiere/FinalCutPro/whatever video editing app you use. And DBR_Onix's point about setting is one that I agree with. The main reason I enjoyed your FFUR2005 video (aside from the hollywood feel that I mentioned before) is that there was some context to it. You've got a beginning, middle, and end. An end is not entirely necessary, but a beginning and middle would definitely up the interest factor. That said, the triple-A scenes in your latest video were awesome. And some of those huge explosions look amazing. Oh, and almost forgot. Those Unsung shots look great. The first and last shots in particular are already giving off a nice Hollywood vibe.
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TankieBoy: That site is great. Talk about nostalgia, man. I used to have so many of those types of books.
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In O2 the only mapping methods I'm aware of are projection (which you've used), cylindrical, and spherical. I saw an "unwrap" option somewhere, but I have no clue how to use it in O2. Do a quick search for "gizmo mapping" in the editors' depot on OFPEC to find some tutorials on that.
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philcommando released a nice steerable parachute that works rather nicely. You could probably add an action item to spawn the chute after you jump off a great height or something similar.
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Ooh, looking good. Keep us posted.
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LOL! What would be super nifty is if the "spent casings" made people slip and fall.
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Plenty of memories of doing that. "You better make sure your %$^ equipment %$^#@ floats, cadet! Coz guess who's going to be diving under all that crud in the water to retrieve his equipment if it sinks? Not me!"
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Looks like the teaser just got plugged on Filefront's front page.