Prospero
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Everything posted by Prospero
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Suma, any chance of a couple of pointers here? I'd be most grateful. I've spent the past two days on this, and I still can't get collision detection to work for proxy objects (neither in terms of blocking other objects or bullets). I have been using very simple objects in my experiments (< 100 vertices in all cases for all LODs). I am defining the following LODs (followed by processes) for the proxy object: 1) 0 resolution 2) Geometry (simplified geometry / Component Convex Hull / add mass) 3) Fire Geometry (Find Components only - I do not make this convex) 4) Roadway (where appropriate, and Find Components) 5) Land Contact (where appropriate) Further, (just in case) I have put the proxy as a named selection in the Memory LOD of the base model. EDIT: I've just had a thought. I do not have a CfgModels entry in the config... hmm how would this work for proxies if it is required? I have used the config.cpp snippet recommended by Suma without alteration. This works now - i.e. I no longer suffer OFP crashing on loading. The second issue is regarding whether a custom rotation axis can be defined on the base object, and then a proxy object triangle be named as a selection in order that it can be rotated via the Animate command. I suspect the answer is no. Could you possibly confirm this Suma? Many thanks (crosses fingers) Sorry to be such a pain, Suma. Prospero
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Suma, any chance of a couple of pointers here? I'd be most grateful. I've spent the past two days on this, and I still can't get collision detection to work for proxy objects (neither in terms of blocking other objects or bullets). I have been using very simple objects in my experiments (< 100 vertices in all cases for all LODs). I am defining the following LODs (followed by processes) for the proxy object: 1) 0 resolution 2) Geometry (simplified geometry / Component Convex Hull / add mass) 3) Fire Geometry (Find Components only - I do not make this convex) 4) Roadway (where appropriate, and Find Components) 5) Land Contact (where appropriate) Further, (just in case) I have put the proxy as a named selection in the Memory LOD of the base model. EDIT: I've just had a thought. I do not have a CfgModels entry in the config... hmm how would this work for proxies if it is required? I have used the config.cpp snippet recommended by Suma without alteration. This works now - i.e. I no longer suffer OFP crashing on loading. The second issue is regarding whether a custom rotation axis can be defined on the base object, and then a proxy object triangle be named as a selection in order that it can be rotated via the Animate command. I suspect the answer is no. Could you possibly confirm this Suma? Many thanks (crosses fingers) Sorry to be such a pain, Suma. Prospero
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Copy the "flashpoint.cfg" file from your Operation Flashpoint folder and put it in your buldozer directory - (C:\ or D:\ for example). Prospero
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Copy the "flashpoint.cfg" file from your Operation Flashpoint folder and put it in your buldozer directory - (C:\ or D:\ for example). Prospero
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I suspect you can't simply reproduce a whole config file there. Canocclude, for example, is p3d specific, as it were. I think it's probably a way of defining certain (limited) characteristics. Prospero
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I suspect you can't simply reproduce a whole config file there. Canocclude, for example, is p3d specific, as it were. I think it's probably a way of defining certain (limited) characteristics. Prospero
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Alt + RMB and Alt + RMB + LMB - see guide in Oxygen FAQ board. Prospero
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Alt + RMB and Alt + RMB + LMB - see guide in Oxygen FAQ board. Prospero
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Hi all, Well, I seem to be experiencing the same problem you had, Colonel Klink. I can walk & shoot through proxies. Additionally, any idea what "reversed" does in the config? All it says there is that statics are not reversed, and dynamic objects are reversed. But reversed how...? Rotated? Put through a worm-hole? Edit - OK it rotates them round Z axis by 180. Dunno what else it does though. Prospero
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Hi all, Well, I seem to be experiencing the same problem you had, Colonel Klink. I can walk & shoot through proxies. Additionally, any idea what "reversed" does in the config? All it says there is that statics are not reversed, and dynamic objects are reversed. But reversed how...? Rotated? Put through a worm-hole? Edit - OK it rotates them round Z axis by 180. Dunno what else it does though. Prospero
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Many thanks Colonel Klink:) I will give it a go come daybreak;) Edit: AND FINALLY! It works...:) Must have been a dodgy config (i.e. not the CfgNonAIVehicles part). Many thanks again, Colonel Klink. Now, I will see about the collision detection. Prospero
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Many thanks Colonel Klink:) I will give it a go come daybreak;) Edit: AND FINALLY! It works...:) Must have been a dodgy config (i.e. not the CfgNonAIVehicles part). Many thanks again, Colonel Klink. Now, I will see about the collision detection. Prospero
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Hi all, Someone must have dealt with this one. If I create a Geometry LOD and put a simplified model of the object in this LOD, and then create a Fire Geometry LOD, but leave it empty, will the resulting object prevent people walking through it, but allow bullets to pass through? I tried it... and it doesn't seem to work. Yes I can be a lazy bastard, too - so I'm swallowing my pride and asking here;) The reason I ask is my carrier's railings. One really wants to be able to fire through railings, but still have them block the player walking through them. Same would go for some types of window. Prospero
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Hi all, Someone must have dealt with this one. If I create a Geometry LOD and put a simplified model of the object in this LOD, and then create a Fire Geometry LOD, but leave it empty, will the resulting object prevent people walking through it, but allow bullets to pass through? I tried it... and it doesn't seem to work. Yes I can be a lazy bastard, too - so I'm swallowing my pride and asking here;) The reason I ask is my carrier's railings. One really wants to be able to fire through railings, but still have them block the player walking through them. Same would go for some types of window. Prospero
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God doesn't like you;) Prospero
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God doesn't like you;) Prospero
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Well it's a good question. I'll attack this problem tomorrow - right now I'm sipping Chardonnay;) But... I suspect that the Fire Geometry LOD may not like being too complex (too many faces). Of course, I'm simply guessing here, but I am given to understand that this _is_ the case for using a LOD to cast shadows - so maybe something similar is going on here. I'll post more if and when... Prospero
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Well it's a good question. I'll attack this problem tomorrow - right now I'm sipping Chardonnay;) But... I suspect that the Fire Geometry LOD may not like being too complex (too many faces). Of course, I'm simply guessing here, but I am given to understand that this _is_ the case for using a LOD to cast shadows - so maybe something similar is going on here. I'll post more if and when... Prospero
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OK thanks Suma:) Clearly I'm doing something wrong. But it always helps to know that something works, and that one isn't going down a blind alley. Thanks again. Prospero.
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OK thanks Suma:) Clearly I'm doing something wrong. But it always helps to know that something works, and that one isn't going down a blind alley. Thanks again. Prospero.
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OK try it this way: Go to the Surface menu and click on Set Background Texture. The mouse pointer will change. Move it into a modeling window and drag out your texture box (by holding down left click and dragging). Now, right click in the resulting box and select Load Texture (the first option). Finally, select your texture. It works, believe me. Prospero
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OK try it this way: Go to the Surface menu and click on Set Background Texture. The mouse pointer will change. Move it into a modeling window and drag out your texture box (by holding down left click and dragging). Now, right click in the resulting box and select Load Texture (the first option). Finally, select your texture. It works, believe me. Prospero
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That's interesting. Prospero
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That's interesting. Prospero
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To the chap who said his sound was cutting out: I use an SB Audigy. Recently, I switched to XP (from 98SE) and for the first time experienced the sound cutting out. I have not bothered to find a fix yet, but yes, get some fresh drivers. It's almost certainly an XP-specific problem. Prospero