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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    mdl conversions

    No problem. Sanc's WW4 models do indeed use the standard BIS pose.So no problems there.You only need to worry if you change the pose.Which you can do.And some people have.But it would mean readjusting most or all of the animations to suit it. Sometimes you can get problems with selections when you're not watching what you're doing.Some verts from one could be getting included in another. Which will cause a bit of swearing,when you get the model ingame. And yes.Unfortunately you'll have to match position and orientation of every selection. You can have a very small amount of deviation,but no more. Unless,as I said before,you want to start animating.Which I wouldn't recommend to anyone.Unless you have a shedload of patience.Much like Sanc. :)
  2. Macser_old

    mdl conversions

    I'll assume you mean "warp" not "wrap". If you intend on using the default animations,you're stuck with the pose you get for the default BIS units.This is the "T-pose" for the models.Though it's one of the oddest t-poses I've ever seen. So try to match up your selections with that of a BIS unit,as closely as possible.Particulary the placement of joints.I think most people would use the BIS resistance civilian man,as a reference. Unless you want to try your hand at animating,it's the only way to avoid anger and frustration. :)
  3. Nice to see Blender getting in on the action.It's a powerful app,whatever version you're using. :) @Leopotam Has the poly reducer script been updated in the Blender build you're using? The major difference between it,and the decimate modifier,is that it maintains UV mapping.There's also a bit more control over the process.It's absence is one of the reasons I still use 2.49b. In any case.Very nice work.
  4. Macser_old

    Thyria: sands of resistance.

    A 24 bit image will have three channels,red,green,blue. An alpha channel can be added,and allows you to specify areas of the image you want transparent. This would then be saved as a 32 bit image.
  5. Wha?Small furry rodents?
  6. http://forums.bistudio.com/showthread.php?p=1589818 Have you tried Sanc's suggestion in post #5?Might be the solution. And no,I don't believe that's your copy messed up.
  7. Macser_old

    New Taviana Screen Shots!

    They're just games.Have fun with 'em.Old or new is simply a relative term. Good luck with you future work. One other thing.Just to clear up a misconception.Not everyone messing about with flashpoint has a "slow" machine.Or an interest in nostalgia. ;)
  8. I'm sorry.What?Cats?The previous poster was referring to the paypal link. Not their interest in something you don't like. As far as modders having a donation link in their signature: I don't understand why that's a problem.Wherever it may be.Most of them put a great deal of time and effort into what they do.Enough so,to almost qualify them as second jobs.If they can make a few quid out of it,why shouldn't they? Donations are elective.Not required.You don't have to donate.
  9. Macser_old

    new texture file

    If it's white,it's mapped with a texture.But the file location is possibly incorrect.
  10. Macser_old

    how to install mods!!

    Welcome to the forums. Rather than me writing what's already been written,have a look here.
  11. Macser_old

    Mipmap errors. What are the causes?

    I highly recommend paatool for converting to paa and pac. The resulting images are superior to the ones produced by texview. :)
  12. Macser_old

    Units with soundeffect (With script??)

    Well,at least the error means the script is running.As long as the file names ,file extensions and locations are correct,I'm not sure why it's messing up.
  13. Macser_old

    Units with soundeffect (With script??)

    Ye know,ye could've asked me for the script and the config section.It's nothing fancy. :) It'll work on a "soldier",as they're essentially vehicles._APC is just a variable,local to the script,attached to _this select 0.Which is whatever you're running the script on. The sounds are defined in the config as well. I'm not sure about your second question though.
  14. Macser_old

    Thyria: sands of resistance.

    OFPAnim was a great little app,which provided us all with plenty of new animations( Sanc;) ) and static poses.But doing anything dynamic with it,especially from scratch,feels like using one of those coin operated machines,with the little metal claw. If animating had been easier,we probably would've seen more diversity in character addons.But it looks like we're stuck with what already exists. The maxscripts from Sandro De parma can preview and create new anims, once it's set up.But editing existing ones is not possible,as far as I know. I don't know about the Maya versions they're based on,from Teacup.
  15. Macser_old

    East/West flipflopping

    I haven't heard of anything that specific. I've always used the "replace all" function of normal text editors.Provided consistent class names are used,it works with minimal tweaking. :)
  16. Macser_old

    Animation Sliding Doors help please

    Ok.Did you then close the animations class with two curled brackets(braces)? class door4 { type="rotation"; animPeriod=3; selection="door4"; axis="door4axis"; angle0=0.000000; angle1=0.05000; };<<<<<<<<<<<<<<ends class door4 }; <<<<<<<<<<<<<<<<<<ends class animations If that's of no help,get a moderator to move the topic into Configs and scripting. :)
  17. Macser_old

    Animation Sliding Doors help please

    Sorry.I meant the curled brackets and semi-colon.
  18. Macser_old

    Animation Sliding Doors help please

    Try removing the semi-colon between "destrType = "DestructBuilding"; and animated=1;.I think you're ending class airlock_2 too early.
  19. Macser_old

    Emergency Response Team Mod

    There's no obligation on any individual on these forums to release their unfinished work.If they do,and it's carried to completion,then great.If not,then no harm done. It's only a game...... Whatever the reasons for an individual not releasing unfinished work,it's not worth getting annoyed about. :) Good luck with your future projects.
  20. Macser_old

    the official 3148 release thread

    Zedrein's right.The link you have on the 3148 thread,points to the international soldier model at OFP.info.
  21. I don't see any reason for you to be apologetic.You paid your hard earned money for a product,which for whatever reason,has begun to malfunction. Your frustration is understandable. Perhaps if you could give some info on your hardware.Even your graphics card model/manufacturer.It could provide a starting point.Hopefully it's something that can be resolved,without any drastic measures. Apps like CPU Z can help you identify the components in your system. :)
  22. Macser_old

    OFP Addon request thread

    I'm no expert,so I'm open to correction. They essentially seem to be the same weapon.With some differences in "furniture". Whether or not they have different barrel lengths,I don't know. You could make the changes,with a bit of work,in O2. :)
  23. Macser_old

    Peculiar sound issue

    Eh,I haven't messed about with sound in a while.So forgive me if I'm off the mark. What about the mission.sqm?Anything in there that may be messing things up?
  24. Macser_old

    new mod Iraq/Karbala looking for people?

    Miho,there's no need to show those.:) With regard to issue 2: Put "lodnoshadow 1" into all Resolution lods that should have no shadow. In the resolution lod that you want the shadow to be cast from,enter "lodnoshadow 0".Or don't make any entry. The facecount must not exceed 500.Otherwise the shadow will not be cast.
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