

Macser_old
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Everything posted by Macser_old
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What height and width are you goin for? You can do unequal sizes,in a manner of speaking. As in 1024x512.
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Good point Baddo. I've just had mine set up with the subst command for so long, I've never tried it any other way. When you think about it you shouldn't need to.
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That sounds very strange. They should be getting smaller. Are you saving them with any extra data? I'm using an old(very old)version of photoshop. Version 5. What are you using?
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Ok,what is it you're trying to texture?
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I haven't seen that drone model in a while.But from what I remember, it would be an excellent model upon which to build.All the raw materials are there. With some care and attention the animations could be dealt with. The sounds could easily be improved. I got the impression it was intended to be finished,but as is often the case,other things get in the way. Like life. Macser
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I wonder, is it possible to prevent a wheel from spinning,but still have it react normally to the terrain? Maybe named selections combined with a script?Along the same lines as the DKM suspension script. I know the named selections "pravy predni tlumic"etc, are non functional in "car" class vehicles,other than motorcycles.So could there be a work around? It would certainly improve the quality of a vehicle with an exposed suspension system.Such as an FAV. Any ideas? Macser
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Eh,Robertso,I'm not sure how you're going about your conversion. I can get a 9MB+ PSD down to a 2MB TGA,then down to a 340Kb pac. That's at a resolution of 1024x512. And that's with minimal loss of quality. What exactly is your process for creating,then converting?
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How to work triggers and objectives
Macser_old replied to jordan_dj21's topic in OFP : MISSION EDITING & SCRIPTING
When you say "trigger a new objective". What do you mean? Do you want to mark that objective as done, in your briefing,and also be informed of it ingame? -
Have you checked in options? One of the reasons people can't get Buldozer workin, is because O2 doesn't know where it is.You have to tell it where Buldozer.exe is.Then tell it where the dll is. Look at my earlier post to see what I mean. Oh,and one more thing. What version of the game do you have? pre v1.85,You may have to have the cd in the drive,to get Buldozer workin. But I'm open to correction on that. Macser.
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You don't have to stick to 256 by 256. Many recent addons have used 1024x1024 textures.In fact you could go up to 2048x2048, depending on how many textures you were using. And how many instances of your model would be ingame at any one time. But 1024 should be fine.And if you convert to 32bit TGA,you can create a pac/paa using PaaTool.Which gives a much better result than Texview. I assume you use those images as a building reference? So that's why you're worried about stretching? Try resizing the canvas,rather than the entire image.There's usually some area around your object that you can trim off.And there'll be no need to worry about distorting your texture.
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Ok,just make sure if your model is a standard bis model,that it's head is using xicht_a.paa.Once it has that it should cycle through the faces randomly per unit. You see,if you use your own face texture the model is stuck with it.And will only display that.So,Data\Xicht_a.Paa. Onless of course that's what you want. Macser.
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look in options when you enter O2. Beside where it says External viewer, You should have a line like this: Z:\buldozer.exe -dx -window -noland And beside where it says DLL folder, You should have: Z:\
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Duplicate post Disregard.
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Well I happen to still have the demo troops in a folder somewhere.I think I may have X-packed the McVojakW2 file already.So you could just open it straight away in O2. Look,I can see you're not a fan of this crowd, but a least you can have access to the files. I put em in here. Although the files are Mlod they still need to be run through x-pack to ensure they work.The outputted file has an underscore on the end of the file ext.Just chop it off and it's ready to go. Macser
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I apologise in advance if I'm misunderstanding What you're trying to do. Are you looking for a model of the soldierWB in Mlod form,that hasn't been run through Odol Explorer?
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Thanks Nephilim, That's food for thought.I know what you mean about balance.Choosing a more realistic approach would mean moving away from the movie version.Which purists wouldn't like. Going the other way would annoy people who like realism. What about keeping the exterior scaling, But using an enlarged "viewCargo" lod, more acccurate to the film set? A sort of Doctor Who effect. Bigger on the inside,than the outside. Could have it's own problems of course. Anyway,thank you for the input.
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Afternoon everybody, Yes,that colour is too dark,but I'm unconcerned. It's always been a practice of mine to Keep the original maps in a layered .Psd.Each aspect has it's own layer.Colour,texture,highlights,shadows and weathering are kept seperate for easy modification. Then an adjustment layer on top for final tweaking of relative brightness and contrast. Changes can be made at any time. As for the poly count in the APC,I'll work with what I'm given. However,I'm very familiar with Derrin's work,and personally wouldn't consider them for a game application.At least not in their original form.But Snowball has obviously spent a good deal of time trimming it down.It now weighs in at about 9000 polys. Nephilim,Might I ask how you and Der Bastler approached the interior?As you no doubt know,the actual vehicle bears no resemblance to the movie set.In reality,it would probably have to be 3 times the length. Macser Btw,Nice to see some experienced members takin an interest too.
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ogg'ization ans wss'ization
Macser_old replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Well,what are you using to do the conversion? I use Audacity.It's freeware,and it converts to ogg.So does a tiny little utility called OggDrop. And with Audacity you can do the recording of your voice there too. Oggs have less quality but smaller filesize. Wss's are larger but slightly better in quality. Or so I believe. Macser -
Hey needer, Some initial work on the APC: Still a bit to go,obviously,but progressing. Once the initial mapping is done,I can start some detailing. Macser
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Just as a matter of interest Pillum. Could you Pm me with the complete config? Not just the cfgAmmo section. Macser
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Here's one way, 3 triggers, Trigger 1:your detection trigger set it to detect whoever you want. in on activation put "alarm = true." --------------------------------------------------------- Trigger 2: Alarm on. Set size to 0,0. Set it on repeatedly. In condition put "Alarm". Set the sound Alarm. --------------------------------------------------------- Trigger 3: Alarm off Set size to 0,0. Again set it to repeatedly In condition put "Alarm". In on activation put "Alarm=false" In the timers put 30 , 30 , 30. Or whatever time you want. --------------------------------------------------------- There's probably a simpler way.But that should work. And don't forget to name each trigger,using it's text field.It'll make it easier to see what they are and what they're doing. Macser
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Ok,try this. Replace: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hitGround[]={"\fallBmb\snd1.ogg",0.330000,"\fallBmb\snd1.ogg",0.330000,"\fallBmb\snd1.ogg",0.330000}; hitBuilding[]={"\fallBmb\snd1.ogg",0.500000,"\fallBmb\snd1.ogg",0.500000}; With this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundHit1[]={"\fallBmb\snd1.ogg",0.330000,"\fallBmb\snd1.ogg",0.330000,"\fallBmb\snd1.ogg",0.330000}; soundHitBuilding1[]={"\fallBmb\snd1.ogg",0.500000,"\fallBmb\snd1.ogg",0.500000}; Then tell me what happens.
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Well,that's a puzzler.I tried exactly what you just said too. But it still looped. So you have that camera script running fine then? Ye know ye could still use an eject script if you want to. There is a modified version of the one you used.But it takes care of the fly in height automatically.So you'd have no need for that big mass of triggers. It's by ColSandersLite. Have a look here
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundHit4[]={"\fallBmb\snd1.wav",1,1}; hitGround[]={"soundHit4",0.330000,"soundHit4",0.330000,"soundHit1",0.330000}; hitBuilding[]={"soundHit4",0.500000,"soundHit4",0.500000}; Ok,do you see what you did with "soundhit4[]"? You gave the location of your custom sound. You must do the same with ALL of your custom sounds. For instance Here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hitGround[]={"soundHit4",0.330000,"soundHit4",0.330000,"soundHit1",0.330000}; You're telling the game to use the original BIS sounds. You need somethin like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hitGround[]={"\Myaddon\Mysound1.wav",0.330000,"\Myaddon\Mysound2.wav",0.330000,"\Myaddon\Mysound3.wav",0.330000}; So whenever you use your own sound,You must tell the game exactly where your sounds are. Of course,you don't have to use wavs.You can also use ogg or wss. Btw,if you're just changing the values beside the sound,that won't make the sound,"different".It might only change volume. Or possibly frequency. Macser
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hello again, Don't know if meathead's makin any progress, but I certainly haven't.The only thing I've managed to identify is that the script is indeed looping.Using GetWpPos had unpredictable results too.And lockWp false is already in the script. Beats me.Still,the exact same script works perfectly in the campaign mission. Macser