MiG2003
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Everything posted by MiG2003
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Grizzlie: Have to try it but i believe that with script it works better Redface: Under empty\Project Farmland Island Objects\lighthouse
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Thats a good tip Master_Chief
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It makes sense ag_smith:O . We are learning with those tools
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Just tested ECP and lighthouse is just fine, with that fog horn and everything, except what Grizzlie said:real life lighthouses have a beam with mescled colours. I liked ECP lighthouse but i don't really want to depend on that script, so if any scripter builds a new one that makes the same and if possible, with multicoloured beam (white and red)  to add into my pbo, i would credit him in the readme.:). If anyone comes up with the script i need i'll made a big wonderfull lighthouse from scratch with ladders and rooms... Let's work on it boys  ?
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It might work if i add more lighthouses types in the config, thanks:;): . I've settled this one has a tank to create rotation movement but it wont work if placed in a wrp file, and i want to solve that, i hate bugs. I'll check the ECP lighthouse Back in a few hours.
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Hi Fighter, quite long time Thanks for your compliment.The pcw_faces pack will be updated. At Colonial Wars we are just waiting for OFP2 release to start working on this new version. Hope that BIS solve some of the existing problems with faces in order to increment realism
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Thanks Parker Hale, i'll check that  Sure, the light could flash more like the streetlamps and the rotation should be slower, to became more realistic. I don't like the way spotlight works, either. By the config i think it is impossible but a script could solve some of the probs. I've done what i could cause i don't understand much of scripting.
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How about Norris ? ] Faces Pack: For interested people Colonial Wars has  an old faces pack in Here p.s This link don't support download acelerators
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No new bugs? That's good news All bugs repported in this thread: 1- The doors are opened the wrong way, the door handles are near the axis; 2- It is possible to put weapons and stuff into working windmills; 3- Almost all the fields can be destroyed;They will rotate vertically becoming something like a very high wall; 3.a- when i walk on it with a tank all square grass raises and the tank blow in the air; 4- The windmill (big one) cannot be destroyed, instead it bounces around a bit after it has been hit; 5- The doors can be walked thru without even being opened... I'm working in all those bugs and most of them are fixed now I don't know how to fix bug nÅŸ4. The windmill bounces cause he acts like a tank, but it can be destroyed. About the bug nÅŸ5 i think i wont correct it cause placing real doors, in geo lod, puts AI in trouble - the paths way, i mean (Bis buildings have the same prob). The updated Fml_objects is almost ready and must be released soon. For that irritating bug of the fields here is the solution , till the release of the new version download Don't use DAP, Getright or other download acelerator or link will return a error message
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Here is a link to download the corrected p3d files for that irritating grass bug you talk, reinhard66. download Just open the fml_objects.pbo and replace the old files by this new ones. I'm working the updated version that will be released soon ;) Do't use any download acelerator otherwise the download reply a error message
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First of all, sorry for my English . What i think about all this, is that odol explorer new version is a good tool for people learn how to. Obviously, some folks will use other people addons in the bad way, but we all have to live with that. I release my addons in odol format because  they became lighter and optimized. Don't have any problem in sharing MLOD version of my addons of afraid that people use them as long as , at least, the addon gets better or anyway corrected. I think that BIS should release the other O2 tool (or a plugin for O2 light) that allows people to save directly in ODOL format, so we could save some time binarizing the stuff. For those who are afraid of this tool and don't want to share their work with others i must say that there are ways of  protecting their ODOL files so P3d edit and Odol Explorer can't open it!!!  Another thing: there are some Addonmakers that keep using BIS stuff (model parts from original Demo MLOD files and textures) without giving any credit to BIS in the readme files. That is wrong, don't you think? Mainly because some of them don't want to share their knowlege or their addons with anyone !!! I must congratulate the creatores of P3d Edit and now Odol Explorer and i say this: People, use my addons and change it whatever you like! Just gimme a little line in the readme and most important : Always credit BIS!
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What i see is... very good work, reinhard66 I should release fml_objects version 1.1 with most of the bugs corrected (including the grass ones) during the next week ;)
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My congratulations for all the people involved in this mapfact project. It brings us high quality and well needed addons Keep the good work !!
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About Fml_objects Bugs: Most of the bugs are being fixed and the fml_objects pack final version will come up very soon Friday, i'll post here, a list of the repported Bugs. Till then, i'll appreciate that if anyone found new bugs repport them in this thread.
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Wow! Glad you have make it !
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Ebud: I tested version 2, and ... it is just Perfect!
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I remember finnaly what must be the problem cause i've used wrpedit some time ago when i made Como Island. The problem is the pbo. The pbo was compressed with Makepbo and optimized with Res features so you can't see anything using wrpedit. You have the same problem with the res O.pbo. You must decompress fml_objects with Unpbo and compress it again using stuffpbo witch gives a larger pbo file but solves your problem. Then you should place this new pbo in your Dta folder (don't forget that!). Open wrpedit and everything must work fine now
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I believe Lockheed Martin$ch is making the stuff you want. Search his post in the first page of this topic
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Real cool faces!!! You are a genius liquid_snake
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Never try this with wrpedit but i've placed some using WRP tool. Everything seems alright. Did you placed the fml_objects.pbo in the dta folder? I remember wrpedit requires that. Most of the bugs i can correct easily. I was talking about the config bugs. If you have any config change suggestion you could place it here using code functions for us to see. If i use it i'll credit it
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Well said! If the interest is learning, ODOL_Explorer shows how to, cause you can see there all the lods and selections.
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Just create your alpha channel using colour range selection in Photoshop and no transparent border ;)
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Thanks for the corrections ;) I'll see what i can do in order to improve those bugs. About water bug, no secret at all! You must place transparent textures in the last place. To correct your addon, just copy, then erase, Â and paste again the transparent parts ;) if they are placed before they don't recognize the addon parts you place after. All Other bugs: I'm taking notes in order to correct most of them for the final version. About the bugs caused by the config i recognize in this area my limitations, so if anyone writes a better one that corrects those config bugs i'll appreciate that
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The plane looks like crap but i think that could be improved  I'll think about that old ruined barn, but probably with no roof at all.
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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