

Maslow
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Well you could try to upload your pics right here: http://planettime.de/sites/NSC/uploader.php It'll give you a link you can paste afterwards in here......
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Sun reflecting of weapon surfaces
Maslow replied to JJonth Cheeky Monkey's topic in OFP : O2 MODELLING
no problem m8 -
Sun reflecting of weapon surfaces
Maslow replied to JJonth Cheeky Monkey's topic in OFP : O2 MODELLING
well i guess you could try the following: Add a custom texturetomaterial section to your config: class CfgTextureToMaterial { class CustomRifleMetal { textures[]={"data\m16_pmp_1s.pac","data\m16_pmp_ph.pac","data\m16_pmp_lod.paa","data\m16_pmp_lod_gif.pac","data\m4_1.pac","data\m4_2.pac","data\m4_miridla.pac","data\xm177_1s.pac","data\xm177_ph.pac","data\xm177_details.pac"}; material="#RifleMetal"; }; There you could put in your custom made textures..... And then add a custom material definition to your cpp: class CfgMaterials { class CustomRifleMetal { ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; specular[]={0.200000,0.200000,0.200000,0}; specularPower=5; emmisive[]={0,0,0,0}; }; }; }; could be a solution......... and using the variabels in cfgmaterials you could also change the strenght of reflections and so *thinksofbratz'plane*....... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How can it be decompiled?<span id='postcolor'> using unpbo 1.3
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yes i think thats a bug, we talked about that once before...... i think even BIS confirmed this.........
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well, and i don't think that it takes unexperied addonmakers the chance of learning from the bin since your abel to decompile without any problems
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well its not the rotation on the rotation...... this works fine (its even a tripel rotation in a rotation main turret (rotates) -> commander turret on it (rotates) ->the commanders mg (elevates.....) but the kulas point..... it cant rotate along the mg..... its assigned to the commanders turret and all the points assigned to it rotate with it........... except that stupid kulas point ...... cy
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">These commands are in the cfgManActions classes and some other sections in the main config.cpp file. I'm sure the .rtm files get involved too. So, basically, if you can make a new manaction using the two listed above as a guide, you may be able to use the reloadmortar on a secondary weapon. <span id='postcolor'> I tried this already before but looks like the mortar thingy is formed out of 2 separate animations wich act like one, each of them has its own speed.... so i guess i had to merge those animation parts into one animation but i think it were not able to do this since my knowledge about the ofpanim tool isnt that big @TM cy
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. We can only rotate. Translation is only possible if you make an axis very far away, and it's only believable if you animate a small object<span id='postcolor'> well this is what we wanna do </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. You can not assign more than one animation for the same named selection. This is even true if you group sections together with a different named selection. Believe me, I've tried. <8/ <span id='postcolor'> well i have for each animation a selection..... so no problem here ...... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">4. you CAN NOT animate hit point LODs (to my knowledge) 5. You CAN animate land contact and vertices on the resolution LODs. 6. you CAN animate geometry LODs. <span id='postcolor'> also no problems for this points...... So .... i guess i'll try to find your post......... Any Tips on what keywords to use?
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like i found out  the memory point "kulas" is there to define the secondary mg. Now.... i assigned this memory point to the commanders turret. The memory points i made to elevate the gun on this turret  can be assigned to the turret, they move with it. Not so the kulas points, they just stay where they are placed. Why won't this work?? is there another way to mount a mg on the commanders turret?
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cool, hey this thing rocks...... You arn't one of the StarGate Mod peeps? cy
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well that wouldn't be cool at all....... it looks a bit..... yes.... you know.... If we gonna release a beta of that piranha we would use the apc class and just shit on that "turn on pin". I tested it quite a while and i looks and "feels" much better than the OPGWC-solution. cy
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well defending your model..... you can also call it that way..... But at least it looks like this chapter could be closed now. Some things still don't please me and i think PicVert should read Serpents text once again i think all the points PicVert mentioned are clearly stated in Serpents "statement", so theres no need for such poor "sentences": </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Sorry poor boy. Ho I forget tell to your Leader just boys use hurting words do you never have a dating....with a real woman.... <span id='postcolor'> and some more things in the end...... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Act like adults you two, and take it to pm's. <span id='postcolor'> We didnt brought this discussion in here i tried to get some info about a rocketlauncher nothing else........ </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It's a humain nature... <span id='postcolor'> oh is it...... hey i think from now on i'm gonna dislike all the people whos name start with a "p".... its a human nature </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I never, never, tell that, that was not an acusation <span id='postcolor'> Sure you did...... Well if someone think he can't live with the fact were still discussing in here, bad luck m8
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really??? i dont think so since colonel klinks animation tutorials explains how to make landing gears go up an down when landing and taking of
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thats not what we wanted........ to say it once again: we want standart ofp rotation animations triggered by the fire button of a gun .........