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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    Spacemod landunits

    Hey Burner, Looks like you've been pretty busy.That's quite a selection of units. Nice work,and keep it up.
  2. Macser_old

    Menu troubles

    Well,I don't know about using that particular method. When I did it myself,I simply used the normal Resource.bin,converted to cpp.Then just changed the appropriate lines to achieve the look I wanted. You'll find a brief explanation from ProfTournesol about it here.It's about the 12th post from the top.Give that method a try.
  3. Macser_old

    Menu troubles

    Hello Burner, Well the error's pointing to the config.cpp, rather than the resource.bin/cpp.And the resource.bin/cpp has no CfgVehicles section. It's nothing to do with the changes you made to the gui. So maybe the error's actually in an addon.Or the Main config within the bin folder,if you have one.
  4. Macser_old

    Coin command

    Hey Tacrod, I just got around to trying out Coin command. Although I haven't really explored it fully yet,so I don't have any bugs to report. But it's a great concept,and very enjoyable so far. So I'll be spending a bit more time with it. The clickable markers definitely do sound like a nice idea.Are they feasible? In any case,nice work so far.Hope you find the interest to continue adding to it.
  5. Macser_old

    Convert.bin

    Try Binview,by Chain Of Command. You'll find it here Perhaps what you're looking for is in the main Config.bin. As in the "bin" subfolder,of the mod folder. I'm open to correction on this.
  6. Macser_old

    Dutch infantry -- Holland May 1940

    Hello Bennie, About that At gun.Is it the texture quality you're not happy with?Or the mapping? Other than the area around the barrel,where it looks a bit "stretched",it's good. Maybe take down the highlights a bit in some areas.They should have a little colour in them.Less "white" in other words.
  7. Macser_old

    Troubles

    Hey burner, Just a shot in the dark.Have you used copy/paste while building the models?Maybe some of the selections are "sharing".If you did copy/paste,did you re-define the parts? If you can't find a solution I'd be happy to take a look. No promises,but maybe I'd spot something you missed. A fresh pair of eyes can help.
  8. Macser_old

    Help please, please

    Well,according to Suma,the engine can handle up to 32K faces.So ye can't argue with that. The problem must be in the model itself.What lods do you actually have?Are they correctly setup? Have you re-checked the config?
  9. Macser_old

    WWIIEC : Caen 1944

    I can sympathise with that Dante.For me it's the almost complete lack of control over the selections that boils my blood. Like you said,ye spend hours getting your character just right.Then ye bring it ingame, and it gets mangled and mutilated beyond recognition.Most of the time,all ye can do is hope for the best.Or even worse,try to compensate using OFPanim. Anyway,good luck to you and the rest of the WW2EC team.Judging from the high quality work I've seen shown in this thread,it's going to be a great mod.
  10. Macser_old

    Adding Music

    If you have a config within the PBO,with the music files defined correctly it should work. Then it could be used as an addon. But don't quote me on that,as I 've never tried it. Although I have done it with sound effects within some of my own work.I don't see why music should be any different. But if you've simply PBO'd a bunch of files without defining them,they won't be recognised by the engine. It needs to be made aware that these files are to be used as music.Otherwise they're just taking up space.
  11. Macser_old

    Weapon model 1st/3rd person

    Hello Ryan, What do you mean by "previous looks"? Do you mean the view pilot lod looks like the 1st Resolution lod? They're your Level Of Detail models btw.
  12. Macser_old

    Gear pictures

    Hey Hawk, I'd say most people probably paint one up themselves with a clone tool or something similar.Working from the original BIS versions. A while back I wanted a "clean" version myself,but I don't know of any community made ones. Here's a template I put together myself,maybe it'll be of some use to ye.Although a small bit of tailoring might be needed.I left it the original size.
  13. Macser_old

    Dutch infantry -- Holland May 1940

    Hey Bennie, I'd love to help out,but unfortunately I'm already commited to doing some work elsewhere. Great work so far though. Have you had any luck with your re-skinning btw?
  14. Macser_old

    How to make an addon

    Hello bennie, There's still some good tutorials on the first page of this thread. For re-skins you don't nescessarily need O2.If the object has already been mapped.You can simply repaint the textures,PBO and view ingame. Although O2 may be handy for a quick view,I find it still doesn't look quite as it would while ingame. I generally don't use Texview anymore.PAAtool gives a higher quality image. I'm not sure about Gimp?/GimpPortable?As I've never used it/them.But apparently Gimp is a very good image editor. You can use Texview to open a Paa file,as long as it hasn't been created using PAAtool.I always seem to get an error if I try this.But if you can view it with Texview,you can also use it to save the Paa/Pac as a Tga.Which can be opened and edited by pretty much every package out there. Once you've got what you want you then convert that edited TGA back to Paa/Pac.Using either Texview, PAAtool or Paaplug. (note) PaaTool will only accept a 32bit Tga. PaaPlug is a photoshop plugin. If you have any more questions feel free to send me a PM. Macser.
  15. Macser_old

    About Stoppelhoser's Russian WW2 Soldier...

    Yeah,I suppose it could.But it would mean going in and editing the config.Depending on what the it calls from the other PBO,that could be a couple of entries,or several. You could switch the current weapon assignment for standard Bis ones,although I doubt that'd be very realistic. In any case,you'll have to delve into the config, to change any dependancy.
  16. Macser_old

    About Stoppelhoser's Russian WW2 Soldier...

    Sounds like you may not have everything you need. There may be a model called in the config,that doesn't exist. So make sure you have any addons nescessary.
  17. Macser_old

    Project Alien

    Thanks for stoppin by gentlemen. And thanks for the contribution Neil,I'm sure they'll come in very handy.
  18. Macser_old

    ai doesn't use mgun...

    Hello D4RkLoRd, If you post up the relevant sections of the config, it might be easier to spot the problem.
  19. Macser_old

    GRAA Modpack 3.0

    Seems you were already way ahead of me there.Lookin good.
  20. Macser_old

    GRAA Modpack 3.0

    Hey Sanctuary, For someone who says they have limited experience with manipulating images,I'd say you're doing very well. With the U.S marine vests,I'd go with something closer to the vests the RUS motor infantry are wearing,in the first pic. It might match up a little better with the Marpat. Coyote brown I think it's called.
  21. Macser_old

    INSTALLATIONSOROBLEMS WITH THE JUNGLEMOD

    I'd suggest you to stay with your current version of Resistance. As long as you follow Warrior's advice about the shortcut,it should be fine.
  22. Hello again, Yeah it seems to work fine if you just position em over any building while in the editor.But take care with the left/right and forward/back placement. Because the edges of the buildings are a little further in than they appear.Pull the units back a little from the edges,otherwise they initialise on the ground.Which may be what you're experiencing. This works fine for a mission,if you want them there on start up.Otherwise,Operator's suggestion would be better for positioning during a mission.From a trigger or whatever. Also if you want to use the setpos command.You could place something small like an ammo box,in the editor. Give it a variable name and stick it in the building centre. It may drop through the floor,but that's no problem. Then reference that in the units init field. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> This setPos [ getPos box select 0, getPos box select 1, (getPos box select 2) +30] "box" being the ammo box.Or whatever. Or try Operator's way.Just experiment more with the X and Y co-ordinates.Because 25-30 on the Z axis seems about right for a 5 story building. And I've tried some of that on vanilla OFP maps and a few community ones too.As long as the building has a roadway on top,there shouldn't be a problem. Hope that's of some help.
  23. Hello Kyle,Operator, These units where placed using just the editor.Putting them directly over a building. So once you get the height correct,they should stay in place.And won't try to engage incoming units. Roadway and path lods are a bit quirky.And not as stable as you might think.In my experience,getting the units to do anything other than staying in one place, will probably result in them walking off the edge of the building. But they can at least stay there.And they can be effective enough,while they have line of sight.
  24. Macser_old

    Vix Stryker

    Hello Zuku1, Unfortunately,there's not much I can do about the gunnerview.That was the best compromise without moving to the tank class.Personally I've never experienced the "cutaway" view you're describing. As for the slats being seen when they shouldn't.I was using the "slatted" ICV as a template of sorts. But I forgot to remove the armor from the viewcargo of the normal versions.My bad.And thanks for pointing that out. I'll sort it out as soon as I can.
  25. Macser_old

    OFP Modern Combat Mod

    Hello BR, Good to hear you've decided to finish up with the project. Will it be as script heavy as some of the other "replacement" type mods?Like ECP or FFur? Btw,although the community isn't what it was, there's still quite a few of us left in OFP land. So you'll still have an audience,no matter how small. I look forward to it's release.
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