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lennard

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Posts posted by lennard


  1. Ah, right, I meant the OA US Army dudes. Binkowski's Marines and Multicam special forces have pouches and helmets from them for example.
    If I recall correctly, Binkowski is the one who made the default U.S. Army blokes for OA.

    No, Johannes was the original creator who did those and he is a close friend of Bink. Hence he has acces to them.

    @Laqueesha: Readmes here and here.


  2. Sorry, modern? Materials was changed, but appearance...

    I think Bars91 means this one:

    P1010012-3.jpg

    I made one of those for my '03 USMC addon, but unfortunately my HD crashed some weeks ago and the chance that my files can be saved is very slim. Now I understand why it's neccesary to make a back up..

    Anyway if I would be so lucky to get my files back I'm willing to share the goggle with you.


  3. afaik there's no way to scale by normals in oxygen, which would make enlarging the gloves a pain in the neck. Do the hands have to have a specific texture and rvmat?

    Yes there is, sort of.

    If you open your model in O2 and go to "points" and turn on "move by normals", then press ctrl+shift+lmb+rmb and move your mouse around. I'm not sure if that's what you mean but I guess this is O2's version of scaling by normals.


  4. Gnat;2236116']Where are all the axis located' date=' memory LOD or Resolution LOD?

    What does all the MODEL.CFG animations say?

    What do the instruments look like in Buldozer?

    memory="false";
    or
    memory=1;
    or
    memory=true;
    or
    memory=0;
    etc etc
    
    
    

    Depends where your axis are what you should be saying in you model.cfg

    Potential factor[/quote']

    I've had one or two instances of the game ignoring the axes I defined in my model.cfg after binarisation, where I found that the problem was me missing a few entries in the named properties.

    IIRC I was missing something like a "Class = Vehicle" or autocenter property in one of the LODs (can't remember which ones though)

    I added "Class = Vehicle" to the Memory LOD and that seems to have solved it.

    All the axis are located in the Memory lod and it workes in Bulldozer though.

    Thanks for the help.

    Edit: It worked when I tested directly after I changed it. Then the game crashed and I restarted the game. When trying it out again I was suprised to see it wasn't working anymore. I'm absolutely clueless here :(


  5. In the proces of finalizing my Mi-17 addon I ran across some problems caused by binarizing the addon. Of which most are solved now.

    But there is this one error that I can't seem to find a solution for.

    It's about the animated cockpit instruments. The thing is that they work when the addon is unbinarized, but are bugged when it is binarized. The image below shows that the needles are offset and are not using their axises that are set for it in the memory lod. I think I miss something fundamental here as I have had issues with axises in the memory lod before, but never found a solution.

    Screenshot60680.jpg

    Model.cfg: http://pastebin.com/Z2vpGj0s

    binarization .log file: http://pastebin.com/YKxUiHX5

    If there's anyone that can help with this it would be greatly appreciated since it's the only error left in the addon :)

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