

Macser_old
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Everything posted by Macser_old
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Fair comment guys. I haven't finished it up just yet,so I'll bear those things in mind. And yeah,selections seem to be problematic on a custom model.It's hard to get them to fit the standard animations.While it looks good in O2, it changes drastically ingame.Which I suppose,is why some people opted to redo the anims,to suit their own creations. As regards what I used,it's basically a civvy model, but all that's left is the head and hands. Although I don't think it's possible to get it perfect, especially with "human" type models,I'll certainly do my best. Thanks for the constructive criticism.
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@Deagle I'm not tryin to torment ye. I just want anyone who's interested to see that we're still active.Regardless of the final state of the content,it's gettin released.But that doesn't mean it won't be done to the best of our ability. Personally,I'm not puttin in this amount of work,only to shelve it because of Ofp limitations.Which I know happens with a lot of mods n addons.For any number of reasons. Anyway,for my part,I'll try to keep the pace up.And thanks for lookin in.Much appreciated. @Prodetar2 I suppose the neck does look a little scrawny (thin).But that's just a matter of pushin around some vertices.Easily sorted out.
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To a release? Small update:
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Well Paatool used to crash for me too. Until I stopped using "autodetect". Are you selecting the correct option when doin the conversion? For Paa use Dxt1 5:5:5:1 For pac use Dxt1 5:6:5 I can't comment on the scripting,or hex editing,as I don't know why that would be needed.Maybe it's a problem particular to Arma.But the fact that your muzzle flash is showing black,would suggest it could be with your alpha channel. I could be wrong,but try using the above options instead of Dxt1 RGB444. Seeing as it has transparency,try Dxt1 5:5:5:1.(Paa) It may not work out,but give it a go. Sorry I couldn't be of more help.
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You need to give "blue guy" an initial WP first and sync to that instead. The way it is now,he'll just keep running to the first WP.Regardless of the trigger. As I believe the WP activates after the unit gets to it. So give him,say,a "move" WP.Right on top of him. Sync to that and then add the WP you'd like him to move to when triggered. Like so:
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What exacty are you looking for? Kegetys's photoshop plugin to do dxt conversion? Kegetys's Arma tools Or Feersum's PaaTool?Which does the same thing,but as a stand alone tool. PaaTool I use Paatool for Ofp editing.And have also used PaaPlug. They convert 32bit Tga's to PAC (DXT1 5:6:5)(Opaque), or PAA (DXT1 5:5:5:1)(with Alpha channel). Obviously Kegs Plugin will work with Arma,but so too should PaaTool. If I'm wrong,I'm sure I'll be corrected. Is that what you were looking for? Or did I misunderstand your request?
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Cheers WolfBite, I seem to be handling the creation of models,and basic config/scripting.It's the more advanced stuff that trips me up. So we'll do the best we can.When there's a little more to offer,maybe we can put them out there for Beta release.
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Yeah,lookin good there D@nte. You've got a very definite theme with your design.Which can sometimes be hard to do. Btw,the wing sections on that craft out front,in the last pic(fighter?).Are they animated?
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That's good to hear, But don't forget,if you're happy that your problem's been solved,and you've had your questions answered, maybe post your findings/answers. Just to let others benefit from what you've learned. And it'd be a good way to round off the topic.But that's your choice of course.
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Hello guys, D@nte, I'm sure you could achieve the animations you want with some practice.If you have skill in modelling ,which you do,and a little config and scripting knowledge,they're not to hard to get workin. For me the hardest part of these vehicles is the scripting needed to fully realise them. Thanks for the comments D@nte. If there's anything I can do to help you out with regard to anims let me know. Hey Red, As it stands the Cheyenne is pretty much a functional "gunship".But I wouldn't call it complete.I'm doin some scouting for assistance with cargo scripting at the moment. As for the marines,that pic is of a very basic build.But I'm going with the camo type used by the cast in the film.Not the game version,and not that disgusting lime green,black and white version either. I may have to throw in a coupla custom anims like the one in the pic.Which is a modified version of Sanctuary's backbone frames.The pulse rifle doesn't sit too well in standard anims. Thanks for the comments guys,and like I always say,drop in anytime. We're open all hours.
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Well then, I think that's sorted.
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Hey prodetar, how're you? It's a little freeware program called Taksi.If you use it with a divx codec it gives a good result.The only down side is lack of audio support. But it's open source,so that'll probably come along eventually.In the meantime it does the trick.
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If you create your turret model,but don't put in a "gunner" proxy,you won't see a gunner.It will look unmanned.There can still be an ai inside,but you just won't see 'im. I'm fairly sure it would work. Unless he jumps out of course, and ruins the effect. Which is what I meant about lockin it up.Do you understand what I mean? Sorry for the lazy typin. Here's a couple more. AFAIK: As Far As I Know. IMO: In My Opinion IMHO: In My Honest/Humble Opinion BTW: By The Way ATM: At The Moment
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Hello guys, Thanks for droppin in. @RockIslandMarine Well,I'd love to work with Mr.Duck, he's a nice guy and he's doin some interestin stuff.But I'm committed to gettin this project finished,as are my colleagues. Still,I've been helpin him out in any way I can.And I'll continue to do so whenever I get the time.Maybe sometime in the future,we could work together on a project. @Deagle I'll get 'em done as soon as I can.I'm kinda movin between addons tryin to get 'em up to speed.So I'm doin a little here,and a little there.The pulse rifle in the pic is only the first lod. Which I haven't finished yet.The view pilot lod is a lot more detailed.But the weapon functions in game. Thanks again for the comments,and drop by anytime. Oh,btw.I just thought I'd give people a look at the dship on the move,rather than static images.(no audio though) Dropship clip My monitor's been acting strange lately,so I'm not sure how light/dark the image is.Although it is set during dusk.At least it gives an idea of what it's like in the air.
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Ok,apart from arming the cheyenne and looking for a way to get that cupola workin on the Apc.I've also been tryin to get a base model up and runnin, for a standard marine. It's obviously a little messed up atm,but sorting that should be fairly easy.
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I think Nephilim meant create your turret,leaving out the gunner proxy. That way he won't be seen.But it will react as normal,targeting and firing on enemy units.So it would "appear" to be automated. You'd probably have to find some way to "lock" it,so the effect isn't ruined. How to do that,I'm not sure of. Locking it from the mission editor won't stop them getting out,afaik.
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Hello, Sorry there hasn't been much happening here lately.I was getting bogged down with arming the Dship.That and a busy work life. But with the kind assistance of FootMunch, and his firemissiles script,which he actually adapted to suit the vehicle,I'm back on track. I went with a script instead of proxies,to keep things slightly neater.Proxies can't be included in custom animations,so I would've had all the "dummy" missiles and the proxies in the model.Which is a little messier to work with. So far,there's 7 hellhound agms,3 Tsams,3 headlock aa and 32 banshee unguided rockets. With 12 zeus rockets and 8 Sgws to go. Next I'll have to tackle Apc transport. Arguably an even harder task.Engine limits are fighting me all the way,but I'm still in the game. So if I have my way,it won't simply be a glorified prop, for dropping off cargo and running.It should be able to serve as transport and gunship. Macser.
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Disregard.
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f...... problem, i don't know why
Macser_old replied to Sennacherib's topic in OFP : O2 TROUBLESHOOTING
Are those points being stretched out of the hull? Are they part of any animating selections? -
Hey AgentJonathan, You can easily find out which model relates to which unit,from the main config.bin. I'm just a little busy with other things right now. Otherwise I'd gladly help you out. The resistance sniper,is that the "hunter"? With the "kozlice"? If so,that unit is derived from "SoldierGB", which in turn uses "MC vojakg2". He's just configged with a different loadout. Good luck with your project.
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Thanks Wolfbite, I've been experimenting with cfgMaterials, I'll just have to be careful not to overdo it. But it definately adds another dimension to a model.
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Why?I know our version's not absolutely perfect. But it's not that bad.Not enough to make me want to start all over again. Or did you jump in on the end of the thread?
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Afternoon iguanapl, I've had a look already.Vilas is doin some nice work. But that's for Arma,this is for flashpoint. And we've no intention of stopping because someone else is attempting another version of the same thing.
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Apparently yes, But if you've gotten it working since, and have no more problems,then it's probably better to leave it alone.
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Well,here's the p3d file names. I think I've got em all. East: mc pilote2.p3d Pilot mc snipere2.p3d Sniper mc specnas2.p3d Spetznaz mc tankistae2.p3d TankCrew mc vojake2.p3d Soldier mc vojakeo2.p3d Officer mc vojake2_guba.p3d Guba West: mc Pilotw2.p3d Pilot mc saboteur.p3d BlackOps mc saboteurday.p3d BlackOps(day) mc sniperw2.p3d Sniper mc tankistaw2.p3d TankCrew mc vojakw2.p3d Soldier mc vojakwo2.p3d Officer Resistance: mc vojakg2.p3d Soldier mc vojakg3.p3d Soldier? mc vojakgo2.p3d Officer You'll have to forgive me if I've missed any. Any good?