Macser_old
Member-
Content Count
678 -
Joined
-
Last visited
-
Medals
Everything posted by Macser_old
-
I'm not sure how many people are still interested in tackling this subject.But I thought I'd put these tutorials out there,on the off chance that they may be of use.They aren't doing much good sitting around on my Hd. They revolve around version 2.49b of Blender.I'm familiar with,and use newer versions,but they don't have Vektorboson's excellent P3d scripts.Check out this thread from Sanctuary for more information. Although you can get the model into O2 with uv co-ordinates intact,without exporting to P3d, it's a lot handier to go straight in.As you can unwrap/map,paint and even weight your model in Blender.You can also use layers to create meshes for Resolution,Geometry,Fire geometry, Viewpilot etc.Unfortunately mass and proxies aren't exported and textures need to be redirected. So O2 is still required to take care of this,and finalise the model.Only a small limitation as far as I'm concerned. :) The tutorials also have a particular slant to them.As they were originally intended for members of the Wh40k mod.But that shouldn't make it any more difficult to follow.The processes can be applied to any modeling project. If you find yourself in any difficulty,then let me know,and I'll do my best to sort you out. This link should remain active for 30 days. Tutorials.7z Notes: If you're going to import an existing P3d,to check scale,then make sure you hit CTRL-A. And apply scale and rotation to objData.This should ensure there's no scaling issues on export.
-
Tutorials:Blender 2.49b.Unwrap/Map a model for OFP/CWA
Macser_old replied to Macser_old's topic in OFP : O2 DOC
From the user preferences>addons menu in blender you can use "install from file". Point to the location on your drive,where you downloaded the zip file. It should now show up in the list of import/export addons,as an OFP importer and and exporter. If it doesn't show up immediately then restart Blender. If you have any problems,post back,or send me a PM. :) I'm using 2.67b at the moment. If you resolved the issue,then let us know.A quick post might help someone else sort out their own problem,if they happen by this thread. -
Franco Prussian War Mod - Work In Progress
Macser_old replied to ProfTournesol's topic in ADDONS & MODS: DISCUSSION
Lovely work there Professor.As usual. :) -
Just create a tiny object,or a set of individual faces within the model. In a location where they can't be seen.Then apply each texture to it's own face. This in effect will "preload" the textures.Not very elegant.But it's the simplest method. :)
-
That's better.A good looking unit you have there. The stretching of the texture on the shins,is a bit off putting though. You could probably fix that in P3dUnwrap fairly quickly.
-
I'm sure it's great.But it might help if you turn the brightness up. Or take the snap earlier in the day. :)
-
I don't understand what all the arguing is about.What exactly are we "winning"? They aren't required to explain anything.Nor should they.BIS has made their choice. As is their prerogative.Customers will make theirs.The reasons are irrelevant. The people who don't want the Steam client on their machines are annoyed that it's being pushed at them.They're simply expressing that.They have no reason whatsoever to be apologetic about it. There's no point in any more debate about this subject,if the business decision has already been made. :)
-
2 questions about magazines config
Macser_old replied to Miburec's topic in OFP : CONFIGS & SCRIPTING
I don't see any references to OFP/CWA.Which doesn't have a CfgMagazines class. http://community.bistudio.com/wiki/CfgWeapons_Config_Reference#magazineType.3DNone_.28OfpOnly.29 The Magazinetype section might yield some info. :) -
I suppose it's possible the card is the source of the problem. But it's just as likely that's it's a limitation of the command. As far as I'm aware,setobjecttexture will only deal with 32x32. If your textures are higher resolution than that,then they'll be blurred once the command is executed.
-
Unfortunately with setobjecttexture,there's no "easy" way around it.
-
FHQ M4 for Arma 3 (Prerelease)
Macser_old replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Germ.People like Alwarren are creating this work on their own time. Then providing it for us to enjoy. Conducting yourself with a little respect,isn't much to ask in return. -
Arma Toolbox for Blender - Arma 2/3 exporter script
Macser_old replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I haven't had any problems with the fire geometry being exported.And with components. JoeysLucky22,did you apply scaling and transforms before exporting?Using control+A? -
Tutorials:Blender 2.49b.Unwrap/Map a model for OFP/CWA
Macser_old replied to Macser_old's topic in OFP : O2 DOC
http://ofp.gamepark.cz/index.php?newlang=eng Just scroll down a bit until you see the big Blender banner.The techniques used apply to any app really. Although it is centered around blender 2.49b in particular. You could still use that version without any problems,despite the fact the series is up to 2.67 now. If you've any questions,let me know.I'll do my best to help. :) -
Arma Toolbox for Blender - Arma 2/3 exporter script
Macser_old replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hmm.For me,it only seemed to work for Component01.The other components have no mass. Perhaps I'm missing a step? You just created the geometry object and broke that down into it's vertex groups?Naming them as Component01,etc?Correct? I'm using this in A2 as it happens. I understand completely. :) -
Arma Toolbox for Blender - Arma 2/3 exporter script
Macser_old replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Excellent scripting Al.I just happened upon it today. :) So far,no major problems to report.Although mass doesn't seem to get exported. Does that still need to be finalised in O2 PE?Or are there any special requirements to get it exporting from Blender? I've heard more than one person mention the Inter-quake model format as a possible starting point, for getting animations out of Blender.Although I've no idea how the output of that could be converted to RTM. Animation is one aspect of modding that,sadly,doesn't seem to get much attention. But in any case,well done. :) -
Adobe is offering many of their CS2 software for FREE for PC and Mac.
Macser_old replied to abs's topic in OFFTOPIC
:) There's no grey area.Adobe are not giving anything away for free. Quote from Dov Isaacs Adobe Scientist/Employee: I think that's fairly clear. Whether or not the situation was mismanaged is another thing.I wonder what they were expecting to happen? -
Adobe is offering many of their CS2 software for FREE for PC and Mac.
Macser_old replied to abs's topic in OFFTOPIC
That depends entirely on the user.The tools will only get a person so far. I'm not having a go at any of adobe's products.They're considered industry standard for a reason. ---------- Post added at 05:46 ---------- Previous post was at 04:29 ---------- A bit of a balls up apparently. :) It seems it was intended as a courtesy to users reinstalling old copies of Cs2. -
I took them out of the archive and repackaged them with 7zip. The original is file is "TerranMarineCorps1[1].0b.rar". It was Mr.Duck that sent it to me.So it's the same data. :)
-
http://www.sendspace.com/file/iwl1dr I think that's the file you want.But if you need to open the PBOs,it may need an arma utility,like PBOview.
-
You need to be a bit more descriptive about the problem.Maybe a screenshot would help. :)
-
I'd say it'll be as detailed as it needs to be.No more. :)
-
Is it possible to animate a proxy driver or proxy cargo in a vehicle ?
Macser_old replied to ProfTournesol's topic in OFP : CONFIGS & SCRIPTING
Unfortunately no.But animating the unit in cargo could work out well. As long the as the proxy remains where it is. The unit doesn't have to actually be a Man,as such.My landing gear objects are just static objects inheriting from SoldierWB. -
Is it possible to animate a proxy driver or proxy cargo in a vehicle ?
Macser_old replied to ProfTournesol's topic in OFP : CONFIGS & SCRIPTING
You'd have a user action activate the script in the usual way. class thingy { displayname = "do stuff"; position = ""; radius = 3; condition = "this AnimationPhase ""User anim"" < 0.5"; Statement = "[this] exec ""Custom Script"""; }; And then the reverse of that to get you on the ground again. Script _Veh = _this select 0 ?!(alive _Veh) : Exit _cargo= (crew _Veh) select 2 _cargo Switchmove "CustomAnim" Obviously you need the animation done and configured first. I'm using select 2 as it's a chopper.Pilot,gunner,cargo. [0,1,2] In your case,I don't know if it's necesary.Or if "(crew _Veh)" will return the required slot on it's own. :) -
Is it possible to animate a proxy driver or proxy cargo in a vehicle ?
Macser_old replied to ProfTournesol's topic in OFP : CONFIGS & SCRIPTING
An rtm should do the trick.Seeing as the proxy isn't going anywhere. I'm using the same method for some landing gear. A suggestion: Could setvelocity be used instead of setpos?With a gradual increment in the z axis?I'm not a scripting expert,but if it can be used to smoothly accelerate an object in a booster script,then perhaps it could work on your vehicle. That way the proxy would move with it. You could activate the script via user action,much like you're doing now. -
Is it possible to animate a proxy driver or proxy cargo in a vehicle ?
Macser_old replied to ProfTournesol's topic in OFP : CONFIGS & SCRIPTING
Hello Prof. :) Just a couple of questions. How are you animating the vehicle? What way is the vehicle configged?