MiG2003
Member-
Content Count
260 -
Joined
-
Last visited
-
Medals
Everything posted by MiG2003
-
O2 Tips: Lods 1- Don't use plane faces in your  fire geometry lod, geometry lod or View geometry lod, only geometric forms or it wont work; properlly. 2 - Don't texture any of this lods; 3 - Don't forget to set the mass in Geometry lod; 4 - In the fire geo lod choose the option convex hull in order to make your model intransponible to bullets. 5 - In the View geometry place only what you want that AI soldiers can see. Shapes 1 - Choose dark shapes; 2 - In points properties box you can set the lightning types you want in the inside and outside of the bunker
-
Do you have the download link?
-
You can move through it and water environment is created but i didn't make any drown function
-
Some more progress pics of the Farmland Objects Pack:
-
It looks very nice for the shots you present. Hope you release Mindanao Island soon as possible. Keep with the good work Itim
-
Bullets fly too high above sights
MiG2003 replied to bmgarcangel's topic in OFP : O2 TROUBLESHOOTING
That can be another prob, as well. What soldier model are you using to play with the weapon? If the ak47 proxy is not placed correctly in the soldier model you are using, that problem might occure. If so your weapon don't have any problem Try to use the weapon with a BIS soldier ;) -
Bullets fly too high above sights
MiG2003 replied to bmgarcangel's topic in OFP : O2 TROUBLESHOOTING
Try to use someone else config file and see if the described problem is solved this way. If not you must check your P3D memory Lod. -
That's exactly that . The only solution is use separate p3d files and group them ingame
-
Bullets going through static buildings
MiG2003 replied to bmgarcangel's topic in OFP : O2 TROUBLESHOOTING
Just copy your main lod and set a new fire geometry lod. After you select all components you must choose the option structure/convexity/Component Convex Hull -
Yeah, Fubar truck is much more fun for this mod environment, i agree. I'm not thinking for now on making a vehicles pack.
-
Some more progress: Farmhouse Barbecue and other stuff
-
Well, it is an option and i'll choose it later . More important than that for final look is the points and faces properties settings Â
-
Thanks for your simpathy. About your question i can't help you right now cause i didn't test the chickens in MP. All i can say is that i'll check it when i have some time Â
-
Progress repported : Powerslide has donated his farm objects for this pack so they will be included in official release ;). Ebud has corrected the transparent border of my corn pic (problems with alpha channel ) Â Tnx, my friend, cornfields are working very fine now ;) I've made several fixes in cornfields (they don't cause any lag, they work fine with AI and you can easily hide from the enemy inside the corn) New screenshots Several objects: Farmhouse:
-
I'll make mainly buildings , so, no need of duplicating stuff Â
-
Grain Silo seems to me a good idea  Thanks, i'll check Â
-
Two versions available -Regular Mule (farm animal) -Crate Mule: Use it as a moving crate Crate mule can also supply medic support for human units, mecanic and fuel assistance for vehicles. Animation codes for waypoints or Triggers: - This switchmove "Mule_eat" - This switchmove "Mule_rest" - This switchmove "Mule_sing" - This switchmove "Mule_mad" Criticism  or suggestion , must be placed here Pics: Download from here
-
This polycount will work fine. Nice Tiger Â
-
If you want you can release your version of the mule without that noise, no problem I will release the mule only in the farm animals pack and it will take some time so it will be a favour you are making Â
-
Nice horse  Maybe when i found a script for mount horses  Thats a good idea, but what weapon should we use to kill them
-
That's real great news, more animals . If you need any kind of help - except scripting  - you can count on me. My MSN is mig1966@hotmail.com
-
The next version will be the animal pack and i wont release it very soon, but you can always remove the sound from the config . Unpack the pbo and replace in my config : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class Man: Land {}; class Civilian: Man{}; class MiG_Mule: Civilian { access=2; displayName="MiG_Mule"; model="\MiG_Mule\MiG_Mule"; Â Â Â Â Â Â Â Â hiddenSelections[] = {"cargo"}; Â Â Â Â Â Â Â Â vehicleclass="Mig_Animals"; moves="CfgMovesMCMiG_Mule"; woman=1; Â Â Â Â Â Â Â Â Mule_WOUNDS Â Â Â Â Â Â Â Â hitSound1[]={\MiG_Mule\sounds\donkey.wav,db-0,1}; Â Â Â Â Â Â Â Â hitSounds[]={hitSound1,0.04}; Â Â Â Â soundengine[]={\MiG_Mule\sounds\Breath.wav,db-0,1}; for <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class Man: Land {}; class Civilian: Man{}; class MiG_Mule: Civilian { access=2; displayName="MiG_Mule"; model="\MiG_Mule\MiG_Mule"; Â Â Â Â Â Â Â Â hiddenSelections[] = {"cargo"}; Â Â Â Â Â Â Â Â vehicleclass="Mig_Animals"; moves="CfgMovesMCMiG_Mule"; woman=1; Â Â Â Â Â Â Â Â Mule_WOUNDS Â Â Â Â Â Â Â Â hitSound1[]={\MiG_Mule\sounds\donkey.wav,db-0,1}; Â Â Â Â Â Â Â Â hitSounds[]={hitSound1,0.04}; // Stop Mule from heavy breathing! Â Â Â Â soundengine[]={};
-
This addon is absolutly great! Colonel_Klink keeps surprising us with his very detailed work   Congratulations!
-
I put it intencional (it is heavy breath) but i agree, it is awfull, i'll remove it, it sounds like a zombi Â
-
I'm having trouble with config and general script work  in this pack so i expect that anyone with experience in this matters wants to help me. The idea is to create a working mule that acts like a moving crate, among other things that i'll explain later. For now, some screenshots: http://colonialwarmod.no.sapo.pt/imagens/cowsandmules.jpg http://colonialwarmod.no.sapo.pt/imagens/mule.jpg image size over 100kb! My contact: luisilvapinho@yahoo.com