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maddogx

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Everything posted by maddogx

  1. maddogx

    Improved fx

    No I can assure you, it's bug free. Although I am including a similar system on the WAH-64 Apache which will also have the rotor 'popping off'.
  2. maddogx

    File size

    Yes good idea. I hate that too.
  3. maddogx

    Somke launcher

    Here ya go: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Eventhandlers { fired = "[_this] exec ""\PBONAME\smoke.sqs"""; }; that goes in the config.cpp . Remember to replace PBONAME with the name of the PBO file your addon uses.
  4. maddogx

    Destroyable lanscape

    Hmm sounds like a good idea. the only problem is, wouldn't that mean more and more polygons would be created every time an explosion blasts a hole in the ground? This is a problem on ST: Bridge Commander - when something takes damage, more polys have to be added, which eventually causes lag.
  5. maddogx

    Getting some more mlod models

    Hey yeah, we could make some open source forests for peeps to use. I wanted to make a pine forest anyway for a 'Russian Urals' map I'm making for the WW3 mod.
  6. maddogx

    How the hell do you....

    Let me take advantage of the topic 'Custom objects' and redirect you to this thread.
  7. In the Geometry LOD, you select the vertices you want to increase the mass of, then (if you don't see the mass window) click 'Window' up in the menu bar and then click 'Mass'. Now a window should be there, in which you can set the mass of the selected vertices.
  8. They couldn't have released a BETA version because V2 isn't a 'new' program that has to be tested. It's the same program they made the original islands with. I think most of the problems we are experiencing are related to our lack of knowledge of the program and not to bugs.
  9. maddogx

    What does this error mean?

    Perhaps the WRP file is damaged? Or have you tried different WRP files?
  10. maddogx

    Using multiple pbos

    HA! Col. Clink's method works! Finally we can use 3d models from multiple PBOs. Thanks Colonel!
  11. maddogx

    Non-standard sized islands

    I don't think there is a way to get around these probs. Both problems are related to the fact that the coordinates and grid system OFP uses is not scalable - ie. when you make a 512x512 sized map there aren't four times as many map grids as before. It still just goes from A - J and from 0 - 9, so in the editor everything has to be stuffed into the smaller map. Same goes for showing the textures in the mission editor - the game probably crashes because it doesn't know how to stuff four times as many textures into a small map.
  12. maddogx

    Map size?

    Hey there, I noticed something in Visitor - when cou create a new map, you can select the map size.... what does this mean? Say if I make a 512x512 map, will it be four times as big as a normal map? Or will it just have a higher terrain resolution?
  13. maddogx

    Using multiple pbos

    Hey that's a good idea! Island makers could do the following: - make their Island, copying all necessary files into their addon pbo. - When they're done they make a backup, and then hex-edit the wrp file, so it loads everything from the correct files, like O.pbo and data3d.pbo. It's a pain in the arse but it will get rid of the file size problem.
  14. maddogx

    Using multiple pbos

    Hey guys, I've been having the same problems as you, and I've made a discovery... I don't know whether it's of any relevance: in the V2 menu goto Tools-->Project Preferences. There, paths to texture and 3D data folders can be specified. I've tried this and failed, but pehaps some of you guys can work it out. And I also made another strange discovery: Visitor 2 can also load textures from the Eden.pbo, Abel.pbo and Cain.pbo files. I haven't tried loading stuff from multiple files yet, but it's worth a try. @Suma or Maruk: Couldn't you guys do us all a big favour and get one your island makers away from his comp for 5 minutes so he can tell us how to use this program? Please? It would be a big help.
  15. OK peeps, here's the problem: I have made a small, simple island in Visitor... I exported it to WRP, made a nice config, put it all into a PBO..... it start OFP with no probs, select the island, place myself as a soldier, press preview.... crash to desktop? Why? What did I do wrong? Check the settings.... here they are: Basic Folder: C:\visitor\visitor2 Textures: C:\data Nature objects: C:\data3d Artificial objects: C:\data3 Forests and roads: C:\data3d World files: C:\worlds Buldozer: C:\buldozer.exe -dx -window Basically my entire file system is based in in C:. I can load my map into Visitor, and I can see it in Buldozer. Now I have been wondering: how in sod's name does Visitor know that my custom textures and models are saved in an addon? When I include them to the map, I always selected my addon folder and chose them from there and thought that would work. But it doesn't. So then I tried changing the settings in Visitor to this: Basic Folder: C:\visitor\visitor2 Textures: C:\ww3des\tex Nature objects: C:\ww3des\mdl Artificial objects: C:\ww3des\mdl Forests and roads: C:\ww3des\mdl World files: C:\ww3des ww3des is my project folder btw. I tried this and it brought the same effect: crash to desktop. I there something I'm forgetting? Do have I tell Visitor that my files must be loaded from an addon? PLZ PLZ PLZ PLZ HELP!
  16. maddogx

    Help me please!

    BUMP! Hey, can't you guys help me or don't you want to? There are over 40 views of this topic and not a single reply! This may be relevant to more peeps than me, so please at least try and help me!
  17. maddogx

    Exporting (visitor)

    There's an export option under 'Project'
  18. maddogx

    Visitor released

    I had problems with the Tut link too. Just keep right clicking and pressing Save As.... it will come eventually.
  19. maddogx

    Tga2ase

    Wow, thanks Keg.I was wondering what ASE files were. You're the greatest! MadDogX
  20. maddogx

    Custom anims in mp...

    Heya, I have a small question: If I have a vehicle with custom animations and I execute an animation on the server ONLY, will the animation still show up on all computers, or does the animation have to be executed locally on all clients? Thx in advance MadDogX
  21. maddogx

    Fastest server ??

    Go to digitalgrenade.com, there you should find the IP.
  22. maddogx

    Is artificial intelligence possible ?

    If you ask me, AI is simply a point at which a computer has the potential to extend it's own programming without any boundaries. Just like we can learn anything if we want to and if we work hard enough. Of course there are computers nowadays that can 'learn' but in my mind that isn't real AI because they can only learn so much and then that's it. When we invent a computer that has the ability to learn anything, anytime without restriction - that would be AI.
  23. maddogx

    British desert soldiers

    It may be much to ask but how about a new holding animation for the SA80? Normally you hold it with the right hand and your left hand is really close to the right hand as the trigger is just behind the hand-guard. It's a LOT of work of course but I think it may be worth it...
  24. maddogx

    Aircraft addons

    Exactly! I'd love to see some nice Russian planes like a SU-47 Berkut. I voted the top option BTW.
  25. maddogx

    Addons at ease!

    Exactly and in my opinion that would be unnessessary just for AAE. I thought KEG's idea was alright.
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