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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    OFP Bible needed

    Have a look here,for the "Uber editing tutorial" and "Ultimate editing tutorial". I don't know if you could call 'em "bibles",but there's definately a wealth of info on mission editing. Which would cover many aspects of the editor itself. I'm not aware of anything more...."Technical".
  2. Macser_old

    A Paradrop problem...

    Hello gentlemen, @Stuntman You say you are triggering scripts to have them "enter" the choppers? Surely that's unnecessary. Explain exactly how you're getting your groups on board the choppers.What do you have in those triggers? If we can see exactly how you're going about it, maybe we can be of more help.
  3. The BIS wiki should have all or most of the scripting reference you need. BIS Wiki Or the ComRef at OFPEC. OFPEC ComRef :)
  4. Macser_old

    Vehicle hijack

    Looks like my previous post got lost in cyberspace.So I'm re-posting. Seeing as it's a cinematic. Why not set up another "scene",out of shot,with the hi-jacker entering the vehicle. When "scene1" ends with the driver being killed,switch the camera to "scene2". Can't think of another way to avoid the AI's odd looking behaviour.I've had similar problems before. The Ai ran past the vehicle by about 50 meters, stood there lookin at it,then eventually got in. Just didn't look right. Does that make any sense?
  5. Macser_old

    Hyk modern u.s. infantry pack released

    PanzerGrenadier is on the right track,I think. Try here.This might help. Or at least point you in the right direction.
  6. Macser_old

    Sci-Fi units in the jungles of Vietnam

    @MadRussian Personally,I think that's a great idea.Even if it's only for a bit of variety.Either type of map,could be made to suit a sci-fi scenario.I'm a fan of the jungle setting myself. As far as lag goes with the jungle type maps,you could always dial down visibility.Which should ease the strain on a machine,and add some tension too, as a side effect.Close vegetation and low visibilty are a good recipe for intense close quarters action, I'd say. With the desert type maps you could then take advantage of the increased performance,to engage units on a larger scale.
  7. Macser_old

    Sci-Fi units in the jungles of Vietnam

    @MadRussian Personally,I think that's a great idea.Even if it's only for a bit of variety.Either type of map,could be made to suit a sci-fi scenario.I'm a fan of the jungle setting myself. As far as lag goes with the jungle type maps,you could always dial down visibility.Which should ease the strain on a machine,and add some tension too, as a side effect.Close vegetation and low visibilty are a good recipe for intense close quarters action, I'd say. With the desert type maps you could then take advantage of the increased performance,to engage units on a larger scale.
  8. Macser_old

    UNICON warfare for ofp.

    I like it.Nice clean textures. Are they high res? And,are your renders and mapping done in Maya? Anyway,good to hear you feel ready for a release.It's eagerly awaited.
  9. Macser_old

    which scenario would be better?

    Hello D@nte, Yeah,huge global corporation.Or possibly, two.Vying for power.With the rest of the populace caught in the middle. But whatever way ye go,it sounds like a massive undertaking,to bring it to life. I wish you well with it.
  10. Macser_old

    Project Alien

    Thanks for stoppin by Cpl.Hicks. Appreciate the comments. Work should pick up slightly,once this week is over. I think I'll try to get as much as I can done with modelling first.Then concentrate on scripting. As it's very easy to get bogged down with coding.Which,admittedly,I've been doing. Anyway,Cheers. Evenin Prodetar.
  11. Macser_old

    Project Alien

    Well,good luck with those exams. I'm sure you'll do fine. Hope you can find the time,and patience to finish off your work.But "life's" got to take priority.As I'm all too aware of myself.
  12. Macser_old

    Project Alien

    Hello guys, @Mr.Duck How's your project comin along?You makin progress? As far as the Bas scripts go,I may have to go ahead and use em,giving them credit in the process.It's about the only script I can think of that would suit. If I understand the logic of the scripts, I may have some more modelling to do. But I don't mind the extra work. Btw,I was thinking of the "chinook" version. @Prodetar2 Hmm..I may do that anyway,for a variant. I think troop transport is mentioned in the CM tech manual.
  13. Macser_old

    Project Alien

    Hello gentlemen, @R0adki11 I intended on tryin out Bas's cargo scripts. The "loader" scripts.But they don't seem to be answering their E-mail.I'd like to get permission to use them,before going ahead. But we definately want the dpShip capable of transport.Otherwise it's stuck as a "gunship". @Prodetar2 Of course it's mine.
  14. Macser_old

    Project Alien

    Shoulder lamps. Should I leave em in...or not? It's only visual,but it looks close enough to the real thing. Or rather,it's movie counterpart. I know it's been done many times before,but it's a first for me. (adding light to a soldier/weapon). Have a look at the video. Short lamp demo
  15. Macser_old

    Project Alien

    Hello D@nte, Although I'll have to use sharp edges to sort out some lighting probs,I'm tryin to go for a more rounded look,for the DpShip. I've been using these pics along with others as a reference. The pics are of the 1:12 scale model,used in the film.
  16. Macser_old

    Project Alien

    Long time no see submariner, Tryin to cobble some textures together, while experimenting with scripts,and finishing up the models(Lods etc). Obviously textures will have to be adjusted to get a little more consistency.As well as a few tweaks with proportions. Not much in the way of content I'll agree. But I'm tryin to balance this and a busy worklife.So I'm doin the best I can.
  17. Macser_old

    Facetex back to BIS

    Hey Wire, I could give you some starting tips,but try the O2 docs first.They're here. There's some valuable info in there on starting out. Also check out Brsseb's tutorials, here. Many people on the forums started with Brsseb's site, including myself.So have a look at those,and just jump in,and try it. If ye get stuck,you can ask here or Pm me for advice.But trial and error is a good way to learn. Macser.
  18. Macser_old

    Project Alien

    Busy schedule Snowball, Workin day n night.Soon as next week is over I'll have some time to myself, to continue with the project. Haven't seen you for a while.Thought you'd left the building.
  19. Macser_old

    Paa/pac texture format documentation

    Hello again Iron+Cross, Well,I can't see what you're doing wrong with regard to DXT5 compression.Myself,when using PaaPlug,I've just gone with the default settings. And it saves without problems.Haven't had the opportunity to test em ingame though. As far as Dxt1 5:5:5:1 in Paatool goes.When you say "jaggedy",do you mean the annoying white edges that show up?If that's the case,try checking the "no alpha filtering" box,see if that helps. If you simply mean the edges are physically jagged,as in very square looking,perhaps you're using too hard a brush.Or you're using a pencil brush.If so use a relatively soft "paintbrush". Look,if your still havin problems with it,send me the texture in 32bitTga form.Then I'll try to do the conversion and send it back.If nothing else you may have the texture you want.If that's successful,then that would indicate the problem is particular to your method,or with Photoshop itself.
  20. Macser_old

    COP Cars near finish

    Well as I said,I'd be happy to take a look. It doesn't sound like it's going to be solved via posting. Of course,someone might eventually come up with the answer.
  21. Macser_old

    COP Cars near finish

    Hey Delta Hawk, Have you tried to convert using PaaTool? If not give it a try. It's difficult to tell where the problem exists, without getting "hands on". But if using PaaTool doesn't help,then I could take a closer look at the addon,if you wish. Sometimes a fresh perspective is what you need.As I've found out myself on occasion.
  22. Macser_old

    Facetex back to BIS

    Hello Wire, You may need to have the two models open at the same time in O2.Although you'll only see one at a time in Buldozer. In your Bis model,select the "Hlava" selection, and the"krk" selection,while holding down CTRL, in the first res Lod.Copy it.That should contain all other relevant selections. Next,go to the facetex version.Delete the "Hlava" and "Krk" selections completely,then Paste in the Bis version.With luck that should overwrite the existing named selections,in the Facetex model.If not,you'll have to get rid of any duplicate selections. To avoid missing textures you'll have to repeat the above with each res Lod. I'm sorry I couldn't be more detailed,as I'm kinda busy myself atm.But try that much and see how far you get.If you run into problems post back,or Pm me and I'll see what I can do to help. In the meantime someone else may post a better way of doing it.But try it out anyway. You may need to get permission to edit and distribute the addon in question,so bear that in mind. And good luck.
  23. Macser_old

    COP Cars near finish

    Here's what Sanctuary said on a similar matter. Try to get 512 or 1024 for those 3 variables instead of the 256/128 if you use higher resolution textures for your model As regards tools,I prefer PaaTool. It should give comparable results to Jpeg.In any case it's still a bit better than Texview.It only accepts 32bit TGA.Try not to use "autodetect".Instead use "Dxt1 5:6:5" for PAC.Or "Dxt1 5:5:5:1" for PAA. Also,converting to Paa/Pac,is much more efficient than using Tga/Jpeg.Paas/Pacs support both texture compression and mipmapping. Hope that's of some use to you. Btw,very impressive looking models.
  24. Hey Mr.Duck, That script works very well for me. I took a few hits,it reported the damage and repaired it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Hit= "if((_this select 0)==(_this select 0)) then {_this exec ""\PJTA_UD4L\S\Heal.sqs""}"; Does your hit EH differ much from this one? Apart from the obvious. I made no changes in the script. So could it be something to do with the Ecp EHs?
  25. Macser_old

    Paa/pac texture format documentation

    Just in case you and others may be wondering what the difference is with DXT compression,I found this bit of info. DXT1,it seems,will work.But the newer compression types that Arma supports,offer more in terms of quality. Of course,if you get what you wanted using DXT1,and it causes no problems,then use it. Also,about Paaplug,try doing as you do with paatool, don't use "autodetect".I've had probs with that before. Although I can't use them in Ofp,I don't have any problems converting to any DXT format,using Paaplug.
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