

Macser_old
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Everything posted by Macser_old
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Well,Personally I think the restructure is a good thing.Particularly with configs and scripting. It was getting a little confusing trying to distinguish between Arma/Ofp questions.At least now,you shouldn't have to prefix(Arma:/Ofp:)your topic to avoid annoying people. I'm sure that'll apply to the other forums equally.
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Yeah,wouldn't a simple trigger be enough AgentJonathan? Once the sounds have been configured, they should be accessible via the trigger's menus. Either set it to true,to have the music kick in at mission start.Or set up some conditions to begin playing it at a certain point.
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Nice of you to say so,AT And I've taken note of those lines. I'll get to experimenting with them soon. Much appreciated.
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Makin a little progress as you can see. Started adding weapons loadout as per the CM tech Manual. Pods,ramp and gear are animating. The 25mm GAU(Nose cannon) is also functioning. I'll most likely have to use SetObjectexture and "dummy" missile models,in order to have the pods work correctly.It looks to be the best way to tackle it.As you may or may not know,proxies can't be included in custom animations. For the moment the player has manual control over weapons,gear and ramp deployment.Which is not as cluttered as it sounds.The ramp action only shows up below a certain height and speed.While the weapon pod action pops up over a certain height. Gear functions are up to the player still.But I may also limit them to height too. I know the AI won't access the actions automatically, but that could always be triggered within a mission, without too much hassle.Of course,any ideas on improving my approach to the above,are very welcome.
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Just to clarify, You mean the Pal2Pac.dlls in the the original zip files. O2_viewer.zip Pal2Pac.dll 256kb O2Light.zip Pal2Pac.dll 252kb Yes?
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Baddo's right on this one.At least in my case. I always used the subst: drive command, as a result of Brsseb's tutorials. But recently I tried it without the command, and it works perfectly.It even cleared up some problems with disappearing background textures. I just use C:\O2 for all relevant files. If you're not having problems,obviously,leave it alone. But if you are,try not substituting drives. It's a little messy anyway.
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Schweres Wurfgerät 41 - Heulende Kuh
Macser_old replied to AtStWalker's topic in ADDONS & MODS: DISCUSSION
Nice work AT. I eagerly await that "multi-turret" vehicle you mentioned.I know what a pain it is to get one workin.Not that I've managed it myself yet. -
Hello ardvarkdb, That's actually where I get some reference from.Jan's work is excellent,as he likes to get into the details. So I work with a combination of that,and pics of the actual model used in the film. I appreciate your comments,btw. Thanks.
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Hey no problem,I should've picked up on that myself. Yeah,I definately use bevel and emboss when I want some nice relief work. As a matter of fact I'm reading the tutorial now.This guy knows his stuff. He should get used to using layer masking though.
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@R0adKi11. Thanks for the comment. Was wonderin if anyone was still lookin in. @D@nte Thanks for that link.Very informative.As to whether or not I need it,I'm always learning. So every little helps. When you say "colormap",do you mean a generic "flat" colour?I'd just rather give it a more weathered look.Flat colours tend to look a little bland. Btw,your own project(Unicon) is lookin impressive.
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Have it in game atm.Flies like a house,but that's not much of a problem to fix. Anyway,see what you think of the scaling. I put in the apc for reference. Although it may look more complex than the apc,there's actually only about half as much,in the way of geometry. I haven't gotten 'round to animating parts yet. Still have some lod work to do first.Then,obviously texturing. Right,back to work.
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Hello D@nte, It might get him started,until he finds something more suitable.And it's "slighty" more user friendly than the Gimp."Slightly".Besides,he may not need to use layers. Although,that'd be ideal of course.
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Ofp:Can cargo position be assigned to leader?
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Thanks Pillum, Haven't gotten around to tryin it out yet. I'm puttin together some models for a project.Lot of work involved. I'll try it out as soon as I can. I'm deriving the vehicle from the "jeepmg" class,btw. So that would leave out all views but the cargo view. I don't really want to base it on a "tank" class,although it might solve some problems,it would ruin the look. Scripting it would,I suppose,be the only way forward. If it's even possible to do that,is the real question. If it is possible,I'd probably have it called with the init eventhandler on startup.Or maybe the Getin EH, as the units enter the vehicle. -
Ofp:Can cargo position be assigned to leader?
Macser_old posted a topic in OFP : CONFIGS & SCRIPTING
Would anyone know of a way to assign the leader of a group to a particular "Cargo" position,upon entering a "Car" class vehicle? Or are the units entering,assigned a position on a "first come,first served" basis? Thanks in advance for any assistance. -
Well,you could try a trial version of something like Jasc paint shop pro. Or if you want a freeware program, try something like Gimp,or Project Dogwaffle. You can find them here I don't know much about Gimp,but Dogwaffle can definately write 32bit tgas. Btw,if that program of yours can write 24bit images,make sure they're uncompressed.
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Well,can it create 32bit tgas? And are you still getting that error?
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I'd go with the sizing.As Dante says. 16x16,32x32,64x64 etc,are valid sizes,up to about 2048. Or any combination of those. 16x32,32x64 and so on. To put it simply,if you can divide the lower value into the higher value,and get an even number, you're ok. For example. 1024/512 = 2 is good.512/96 = 5.3333 not good. 24bit tga should be fine if the image has no alpha channel(transparency). But 32bit is required if it does. If your source image is something other than a paa/pac,O2 will try to convert it.If it doesn't see the right dimensions,you get an error.Even if the image can be opened in Texview. Try to stay away from Jpegs.They don't support mip mapping or compression.If you use enough of them and they're big,you could be adding more work for your PC.Even if they may look slightly better ingame and have a small file size. PaaTool is a much better tga to paa/pac convertor than Texview imo.The resulting image is comparable to Jpg,with the benefit of mip maps and compression. If you decide to use it,all tga's must be 32bit. Whether they have alpha channels or not. If it's not a size related problem,then try a search in the O2 modelling forum.You'll likely find much more info on these types of errors in there,than you will here. To the best of my knowledge my information is accurate,but if it isn't,I'm sure I'll be corrected. Anyway,hope that helps.
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Ofp:Can cargo position be assigned to leader?
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Thanks a lot for the reply Pillum. I'll give it a go and see what happens. You still workin on your own project? -
Evenin Prodetar, That's nice to hear.A good mission/campaign, is always icing on the cake. I'll see about finishing the "toys". Macser.
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Well,sounds good to me.It'd be easier to identify with a human Vs human conflict I suppose.If "identify" is the right word. I remember seeing the screenshots of something like that,on the old uscm thread.The jungle setting. I assume that's what you were referring to. Looked interesting. Although,I still think a nod to the "bugs", and other species would be good too. Mind you,we've got to get some vehicles n units together before any missions happen. Nice ideas,Nephilim.Thanks.
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I think it's starting to look more familiar. Working off plans,even if they're simple, really help with shaping a model. I might squeeze those forward skids in a bit though. They look a little wide.Makes 'em seem more like snowshoes. If you see what I mean? If there's anyone out there with a good understanding of configs and scripting,and you'd like to help out.Feel free to let us know.
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@Uksubmariner Well,I agree it doesn't have to be perfect. But there's nothing wrong with doing the best you can,is there? Also,according to the CmTech manual,Ud-4ls are often used in a "gunship" role.So they're not necessarily limited to drop and cas type situations. And as Prodetar2 said,xenomorphs wouldn't nescessarily be the only adversary the Marines would have.Within the realms of the aliens universe,there's a wealth of possible enemies .All of whom have access to the same,similar or better weaponry and vehicles.The colonies for example,or the corporations. And of course "crossover" characters,like the predator species. Anyway,thanks for the comments.
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I´m searching for some Mods/AddOns
Macser_old replied to Phyros's topic in ADDONS & MODS: DISCUSSION
The only thing I can offer assistance on,is the Halo part of your query. Take a look here Look down through a few of the posts and you may find a link to Files relating to Halo.Someone already converted them to p3d format.But,be warned,they're in a very basic stage.Essentially static.Don't wait too long to download them,as the link may be a little old. With some work,they could be used. -
The only thing I can offer assistance on,is the Halo part of your query. Take a look here Look down through a few of the posts and you may find a link to Files relating to Halo.Someone already converted them to p3d format.But,be warned,they're in a very basic stage.Essentially static.Don't wait too long to download them,as the link may be a little old. With some work,they could be used. (Unless Microsft find out first.)
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Hey Nephilim, Texture wise I avoid using Jpgs.Instead I opt for paa or pac,converted from tga using Paatool. Which retains a lot of the original detail,and has the added bonus of mip map support and compression. With the poly count,personally,I think anything over 2 or 3k is starting to push it.But in the case of the apc,I thought "What the hell,let's see how far I can go".It's also my first serious attempt at an addon. My approach to the drship has been a little different. I've tried to get the general "feel" of the vehicle, rather than model every nut,bolt and screw. But I might end up doing that anyway. Still,I intend to keep the work as optimized as I can,without sacrificing too much detail. If Binarizing can help with that,I'll certainly give it a try. Thanks for the advice. And keep it comin.