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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    O2, Blender ect.

    1. No.That would require a specially written scripts/scripts.They don't exist. 2. There are two types of model.Odol and Mlod.O2 will not open an Odol. A small program exists called OdolEx.Which can open Odols and save them as Mlods.But the resulting file may have very messed up selections.Characters are especially affected by this.So it's always best to use mlods to start with. Apart from the demo models that BIS released a long time ago,any official models are in Odol form. If you take a look at Sanctuary's sig,he has a modders resource available. In that are mlod versions of his units and weapons.That would be a good place to start experimenting. In Sanc's sig is also a link to Vektorboson's Blender scripts.For version 2.49. These will allow you to import/export P3ds(with certain limitations). 3. Not that I'm aware of.
  2. Macser_old

    O2, Blender ect.

    Sanc's right.Although you could jump into modelling a character straight away,you're constrained by a couple of things.Quite a few selections and having to adhere closely to the original proportions and stance of a civilian/soldier model.Which is necessary if you want to build a model that's readily usable with the existing animations. It's not impossible.But if you're just getting started then a simpler project is less likely to end in irritation.I think pretty much everybody here,who's tried modeling,started with Brssebs tutorials.So that's highly recommended. Good luck with your project. :)
  3. Macser_old

    Restrict unit animations?

    Until someone more knowledgeable,comes along I thought I'd get the ball rolling. How about Statesext? Class CivilBase is already defined in the resistance config. Class Civil there points to a different rtm."CivilStat.rtm".
  4. Macser_old

    3ds max importing issues

    Although I can only guess,it looks like a material was assigned in max and imported into GB.So that could account for the difference in colour.So you need to remap the texture onto the entire model to override this. I don't use much else for modelling,except Blender,so I'll assume the sharp edges are there because no smoothing groups are applied.You should select the entire model and set the edges to smooth.You'll find that in the Surfaces menu at the top of the window. Or use the I key. I only say this so you can define any sharp edges you want,in O2 or GB. If you're still having trouble,you can send me a copy of the P3d,and I'll take a look. Either from here or via PM. :)
  5. Macser_old

    3ds max importing issues

    Hello matteo. It's hard to get an idea of the problem without some images.It could be a couple of things. Possibly inverted normals.Or perhaps the verts are split around those faces.In which case you'll need to merge at those locations. But as I said,some images might help.
  6. I'm not an expert on the workings of the arma series,by any means. But those principles should work well in any game engine. Hardware is more advanced these days.But that's not a reason to be untidy. Though you could make the different tyre objects separate entities.I don't think it would cause major concern.It may even be beneficial. Think of it this way.You could have four objects of the same type,like the tyre,using a single texture to represent different states of wear.Maybe each version uses a quarter of a 1024 or 2048 texture.If only one of the objects is present for the duration of a mission, you'll be pulling that whole texture into memory.When all you needed was a 512x512 or 1024 x1024 texture for that particular version.Which would probably be half the size on disk. But if you included the vehicle they were attached to in the texture,then that may be more useful.As the vehicle is likely to be present regardless of the state of the wheels. I'd say it really comes into it's own when applied to an environment.Where most of the objects using that texture would be present for the duration of a mission. Now.As I said,I'm not an expert or an industry professional.So I'm certainly open to correction. :) If this is an Arma 2 question you should ask a moderator to move the topic.
  7. If you know a certain number of objects will almost always be present in game then get as much of them as possible onto a single texture.Or a small set of textures. For objects that may only make an occasional appearance try a separate,but slightly smaller texture.As small as you can get away with without destroying the quality. This should cut down on drawcalls.And help to make sure textures are being used more efficiently. As far as I'm aware these principles are common to most game engines. So there's no reason they wouldn't apply here. :)
  8. To give the units their own section in the editor menu use the following line in the unit's config entries. Vehicleclass = "C&C Infantry (GDI)";
  9. Macser_old

    OFP texture problems.

    Like a lot of people I don't use the configuration utility.I prefer to edit the values in Flashpoint.cfg itself. As for Multiplayer,I think you're confusing Flashpoint.cfg with the Config.cpp.Which are two very different files. Anyway.As long as you got what you needed that's what matters. :)
  10. Macser_old

    OFP texture problems.

    Have you tried lowering the value for " Limit_LOD= " ? That's in the Flashpoint.Cfg in your main directory.
  11. Macser_old

    Loud engine noise in ArmA:CWA

    I don't have a solution unfortunately. All I can add,is that I too have onboard realtek audio.And this isn't an issue for me either.
  12. Macser_old

    How to make a mod?

    "How to make a mod?" is a bit general.And is it possible you're confusing mod with addon? A mod,short for modification,in OFP at least,can be considered a project which utilises a mod folder.In the folder there would usually be a modified config.cpp and/or resource.cpp.These would effectively be used to change the look and feel of the default game.New content could be packaged with the project.Such as models,textures and sounds.Although it could still be called a mod without them. An addon is usually a self contained package.Although they could also form the basis of a mod. If you're just starting out,then creating a small addon would be the best way to get into it. The Config.cpp is something you'll definitely need to get familiar with.So do some research as STGN suggests.And it would indeed be good to get a solid idea together before you go any further. :)
  13. Macser_old

    Steam discussion

    This is the problem in a nutshell.The situation has always been misleading.Why has there always been a different standard for media than a physical product?Why do you not own the particular copy you paid for?In the same way I own a guitar,for instance. It may have a recognisable brand and distinctive design.But I didn't buy the designs or the right to manufacture it. I own that particular copy though.I will do as I please with it.I will sell it on if I so wish.I will not inform the manufacturer or the retailer that I'm about to do so.I did not rent it.I bought it.If someone attempts to prevent me from gaining access to it they're in for some trouble.Either legally,or if I can get my hands on them,from my boot. This should be law.And it should apply to any product you buy. In essence isn't Steam and anyone else selling licenses,in actual fact renting them?If you do not own the copy in your hand,or on your HD,then you are renting it.In practical terms this is the case.Fair enough. Where there is no legislation to govern the matter,that should be stated clearly,in any and all advertising and price listings.
  14. Macser_old

    DeLorean (DMC-12)

    That's the last addon I expected to see pop up.Excellent work. :)
  15. Macser_old

    armor gun problem

    I forgot to say welcome back,in my last reply,in another thread.So,welcome back. :) Now.I can't say for certain,but this probably relates to the hit points section in the models.If there's a "gun" selection in there,try removing it.It should take the gun out of the equation.
  16. Macser_old

    setobjectTexture script

    If you don't load the texture onto the model,somewhere,before setobjecttexture is executed, you'll get a horrible image.The only way I've successfully done it,is to use Vektorboson's Dialog method.I expanded on his findings slightly by using multiple images and leaving out the description.ext.So I ended up with an addon that contained a variety of textures,but only one model.A resource.cpp/bin is still needed though. Although it works for me,and others,some people reported odd graphical errors. If you go the old way,then you need to have every texture you intend to use applied to the model. It doesn't matter where.It's a really inefficient approach even though it works.
  17. Macser_old

    How to make robots move?

    Hello Matteo, You need to give a little more information about the model before you can get any help.Is it based on a unit setup,with named selections for arms,legs,head,etc?
  18. Macser_old

    STGN's WIP

    The guide "teeth" that run along the center of the track. http://www.tankmastergunner.com/images/scaletank/linedraw/End%20connector%20wedge.JPG A plane in the rough shape of the track with the guides painted in would round the model off nicely.
  19. Macser_old

    STGN's WIP

    Yeah.I think it's looking very good.If you throw in a plane with an alpha channel,for the center guides, you could call that a done deal. :)
  20. Macser_old

    About Llauma heads convertion.

    Yes.If all you want to do is copy/paste some geometry around,then O2 would be simpler. Although,if you want more flexibility and features,Blender is preferable. Advanced unwrapping.Rigging to paint weights and the ability to test them in real-time.Poly reduction that retains not only uv co-ordinates,but weights too. Not to mention the ability to paint directly onto the model. 2.49b being the preferred version for OFP,because of the export/import/tool scripts. It's certainly not a perfect application.But it is very powerful. :)
  21. Macser_old

    Editing .rmt files

    Ok. Given your recent interest in Gmax,I wrongly assumed you wanted to do something a little more dynamic. I wasn't attempting to dampen your curiosity. I'd be as interested as anyone else to see what you come up with.
  22. Macser_old

    About Llauma heads convertion.

    Everything STGN stated. You can grab the head off one of the demo models that were released centuries ago. Or the model assets Sanctuary provided in his modders resource packs.As ST says, if you use mlods it can be a simple case of copy paste.Odols converted to Mlods,via OdolEx are best avoided.
  23. Macser_old

    STGN's WIP

    Yeah.I think once you get that in game,it will brighten up considerably. looks great. :)
  24. Macser_old

    Problem with recoilless rifle config

    I'm assuming you already understand what Zulu mentioned and wanted to "embed" the effect. Rather than enter it into a unit's init field. You could run the script off a fired eventhandler in a unit's Cfg,with a check for your custom weapon. To ensure it only executes with that in particular. class EventHandlers { fired="if ((_this select 1) == ""YourWeaponClassName"") Then {[_this select 0] exec {\Blah\Blah\Whatever.sqs}}"; }; }; Someone may come up with a more elegant solution.But in the meantime that should work. :)
  25. Macser_old

    STGN's WIP

    Nice little tutorial. In the end only you,the addon maker, can decide what looks right. As long as it's not wildly off and it looks believable then it's all good. No matter what you do,someone will always have a differing opinion. And as was mentioned,OFP tends to add it's own lighting variable into the mix.So the intensity might need to come down a bit. Nice progress on the model ST. :)
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