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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    Car crashing into bus

    Why are you writing it down? Just copy and paste from this page into a new text document.Calling it "crash.sqs".Then stuff it in yer mission folder. Just so you know,you can copy and paste in the mission editor too. Just highlight what you want,hit CTRL+C, then paste it where you need it using CTRL+V. Saves you a lot of typing in triggers and init fields.
  2. Macser_old

    Project Alien

    We appreciate the comments guys. Thanks for the help Submariner, that script could come in handy.
  3. Macser_old

    Project Alien

    I knew doin this APC would be a challenge, but I didn't realise how much of a challenge. Anyway,I've no intention of stoppin now, and besides,I'm actually enjoyin it. Again,please bear in mind this is a work in progress. Cargo Section: Comms Area:
  4. Macser_old

    Project Alien

    Evenin. Early work on the Comms area. Don't ask what the buttons do, because I've no idea either.
  5. Macser_old

    Briefing q's

    Instead of : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> </a><a href="marker: Rtown">Regina</a> Try this : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> <a href="marker: Rtown">Regina</a> Same with the others. And of course,check your marker names are spelled correctly. Open with "<a" and close with "</a>. Use "1" objstatus "hidden" in your init.sqs,in your mission folder. Reveal it by activating it in a trigger, with "1" objstatus "active". How's that? Macser
  6. Macser_old

    Project Alien

    Well,I vote we do our own. Anyway,here's how the interior of the APC is comin along. I'm compromising between the movie version and what it will look like in game. As anyone who's familiar with the APC will know,in real life it can barely hold 4 people.But the movie version seats around 3 times as many. I'm holding off on finishing the textures,til the geometry is in place.
  7. Macser_old

    Project Alien

    Hey Submariner, Bastlers marines were quite good. But I've already made a start at doing a basic marine,myself. If Snowball and Prodetar decide to go with Der Bastlers models though,I've no problem with that. (Textures just for reference) ^ ^ Either way I don't think it's goin to speed up the APC being done. Not only am I essentially scratch building it.But I'm also hand drawing all textures. It'll amount to a good bit of work, whatever way it ends up.Speaking for myself,I've no intention of letting any of it rot on my hard-drive. Macser
  8. Macser_old

    Project Alien

    Evening. There's nothing negative about making an honest comment Submariner. @Rsa Viper The colour of the APC is an olive drab. That's if you believe the various sources. In any case,that's what I've decided to go with. What looks grey in the movie,I think,is a combination of the finish and the studio lights.And possibly special filters on the cameras. For instance,the alien drones aren't actually black in colour.They're a deep blue with gold/ yellow highlights.But with camera filters and lighting,they appear a sort of shimmery black. @UKSubmariner As for the indoor combat,that's not really somethin I know too much about.But I assume you mean the way AI deal with building interiors(not very well).So the action probably wouldn't be too dynamic,in a single player environment. Buildings in OFP would seem more suited to player vs player.Provided you've got enough elbow room.
  9. Macser_old

    Project Alien

    Still workin on it.Just in the middle of doin the interior. 1st LOD polycount:5776 faces,7320 points. (excluding proxies and muzzle flash) Ground clearance is a little higher than the movie version. Works better on bumpier terrain.So it may be a smidge taller than you'd expect.But not by much.
  10. Macser_old

    Bludozer lags like hell

    It's the viewer for O2.So you can see a textured, lit version of your wireframe model.
  11. Macser_old

    Project Alien

    Yeah,that'll be next on my to do list. Might want to get the author's ok,before proceeding with it though. Anybody know who that might be? haven't had a look at it in a while. Macser
  12. Macser_old

    Script files

    Well,as long as it's workin,that's all that matters.
  13. Macser_old

    Script files

    Well until someone posts a more versatile suggestion. You could try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 #check ?(_unit hasWeapon "Ak47"):goto "bang" ~2 goto "check" #bang "Heat125" createVehicle getPos _unit Exit With this in the unit's init line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [this] exec "kuolema.sqs" I just changed to "_unit" to make it more general. So as not to confuse it with "player". Which I think is an actual command. And it's a good idea to have an "exit" in your scripts too. This should work on any unit,as well as the player. Is that of any help?
  14. Macser_old

    Project Alien

    Thanks R0adKill, Hopefully I'll get it done and dusted very soon. Then start in on the rest of the models.
  15. Macser_old

    Project Alien

    Hello,Santosa. All I was really concerned with was deleting unseen faces and isolated points,left over from the creation process. Ye know,just tidying up,makin a nice clean hull.Fully enclosed. Makes life easier for selection based mapping. The hull you see in the above pic has around 500/520 faces,minus some relief work on the sides.But the chassis is pretty angular anyway,so that's not a worry. That's without wheels of course.Which I don't want to be mean with,given the shape,and the fact they'll be at eye level. Macser
  16. Macser_old

    O2 installation

    Subst is an old DOS command. When put into a bat file,it substitutes the specified folder with a fake drive letter. Which "fools" windows into thinking it has another drive. I,like many people,followed the tutorials Brsseb wrote on the subject.So,wrongly assumed it was the only way to go.No slight intended on Brsseb though.I regard his tutorials as an excellent starting point for anyone interested in Modelling with O2. But,whatever works.Right? Macser.
  17. Macser_old

    A script that ai not workin

    Ok,at the top add this line. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam = "camera" camcreate [0,0,0] Otherwise you have no camera. In otherwords it won't move. Next change the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? !(alive dumas) goto "end" To: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?!(alive dumas):goto "end" Condition/Consequence.See? As it is,I believe you're killin "dumas" and going straight to "end". Try that and see what happens. Macser
  18. Macser_old

    Texview problem

    Well,don't use my settings exactly. Replace em with your drive letter. And your location for O2 and Buldozer On the other hand,If you had it workin, leave it alone. Have a look here for shortcut keys. But off the top of my head,hold down ALT+Right mouse button,to rotate your 3D view. ALT+Left mouse button will give you panning.
  19. Macser_old

    Texview problem

    No problem. I've always hated havin to use that Bat file.But I'd gotten used to it. Until recently that is. After someone suggested it wasn't neccessary,I tried it out. They were right.I now don't bother with the bat file or the subst command anymore.It's far neater without it. Try it and see. Just give O2 the precise location of Buldozer.exe and the Dll folder,in options. Here's my setup: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> External Viewer C:\O2\buldozer.exe -dx -noland -window Dll Folder C:\O2 Works just fine. No need for an artificial drive.
  20. Macser_old

    O2 installation

    In fact I've just verified that,in case anyone cares to know. O2 and Buldozer now comfortably work in their original location, without the subst Bat file. Ie; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> External viewer C:\O2\Buldozer.exe -dx -noland -window Dll Folder C:\O2 That's a hell of a lot neater. Thanks Baddo. Macser
  21. Macser_old

    Retexturing Units

    Wasn't aware of that addon. Nice find.Could come in handy at some point. Good raw materials.
  22. Macser_old

    Texview problem

    Ok,I've come across this myself. Are you by any chance using the subst:\ command in a bat file to set up O2? look at the dialog box when you're selecting your file,and make sure it's being retrieved from the right place. In otherwords the same place O2 and Buldozer are located. Btw,It'd be a good idea to get this topic moved to O2 modelling.It's more suited to the questions you're asking. Macser
  23. Macser_old

    Texview problem

    Hey,Robertso. Have you had any success? It's quite possible the convertor you mentioned in an earlier post, is adding non esssential data to the image.And ramping up the size in the process.
  24. Macser_old

    How can i make an image

    Ok,I could explain the exact process of how to do what you want. But it would it simply fill up the boards with info people already know about. So I think the best place for you to start is here. These tutorials are by the same person you got those images from. They're well written,and have beginners in mind. So have a look at them,or download em. If you find you're getting stuck,you can Pm me,and I'll help you out. Ok? (If you don't know how to use PM. Just click on "MSG" at the bottom of this post.) | Macser | | V
  25. Macser_old

    Project Alien

    After some problems involving invalid faces, I've had to go back to the drawing board. Which meant recreating Meshes from scratch, Such as the hull.And incorporating elements of a third party model by one Kenny mitchell. Otherwise I'd be back at square one. It's takin longer than I'd hoped,but I'm gettin there. Currently this model weighs in at just over 6000 polys.But I may yet trim that down even further,without losing much in the way of detail. Although this is unfinished,all comments and suggestions are of course welcome. Macser
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