Prospero
Member-
Content Count
478 -
Joined
-
Last visited
-
Medals
Everything posted by Prospero
-
AH! OK... I will go and try that. Hehehe I'll get there eventually. Thanks Suma:) Prospero
-
AH! OK... I will go and try that. Hehehe I'll get there eventually. Thanks Suma:) Prospero
-
Oh dear... O.pbo is about 175 megs. OK... let me try again. Let's say I'm going to model an object (let's say it's a house - called Bighouse) which I'm going to compose of the base model itself plus several proxies - but for now let's keep it simple and just add one proxy file - and let's call this proxy extension.p3d. Let's say that the Bighouse files are residing in an addon directory called bighouse, and we put extension.p3d in a subdirectory called misc. Then we add something like this to Bighouse's config.cpp file. ---------- class CfgNonAIVehicles { #define PROXY_O(x,dir) class Proxy##x { model=\bighouse\dir\x.p3d; autocenter=false; scope=public; reversed=false; simulation="alwaysshow"; }; PROXY_O(extension,misc) }; ---------- I've tried this and it doesn't seem to work for me. OFP crashes on loading. Prospero
-
Oh dear... O.pbo is about 175 megs. OK... let me try again. Let's say I'm going to model an object (let's say it's a house - called Bighouse) which I'm going to compose of the base model itself plus several proxies - but for now let's keep it simple and just add one proxy file - and let's call this proxy extension.p3d. Let's say that the Bighouse files are residing in an addon directory called bighouse, and we put extension.p3d in a subdirectory called misc. Then we add something like this to Bighouse's config.cpp file. ---------- class CfgNonAIVehicles { #define PROXY_O(x,dir) class Proxy##x { model=\bighouse\dir\x.p3d; autocenter=false; scope=public; reversed=false; simulation="alwaysshow"; }; PROXY_O(extension,misc) }; ---------- I've tried this and it doesn't seem to work for me. OFP crashes on loading. Prospero
-
Thanks Suma:) I will experiment here and post results in next couple of days, but I briefly tried adding a proxy for the kytka3 object (see O.pbo above) and it worked. Kytka3 appears to be a potted plant. So I'm figuring one can just recompile O.pbo with references to one's own proxy objects - having put the relevant .p3d files into the misc directory? Is that correct? Other question I have right now is which LOD(s) should contain the proxy? Best regards, Prospero
-
Thanks Suma:) I will experiment here and post results in next couple of days, but I briefly tried adding a proxy for the kytka3 object (see O.pbo above) and it worked. Kytka3 appears to be a potted plant. So I'm figuring one can just recompile O.pbo with references to one's own proxy objects - having put the relevant .p3d files into the misc directory? Is that correct? Other question I have right now is which LOD(s) should contain the proxy? Best regards, Prospero
-
Fliper: think of it as a level in itself. If it means it's only for ninja machines, I'm ok with that. Above all, when starting this thing, I wanted a seriously big and complex structure to interact with in OFP. Think of it as my own private obsession;) And no, I'm not going to produce a whole series of lower resolution LODS for each component. I don't have the time. Prospero
-
Problem with command "distance"
Prospero replied to uiox's topic in OFP : MISSION EDITING & SCRIPTING
Also be aware that (from my experiments) the distance command rounds off numbers owing to float resolution. Not good for accurate absolute height determination. My way of getting absolute height of an object goes a little like this: Make a trigger - let's call it mytrigger. Use a getPos on the object in question and store the values as _x, _y and _z. Then: mytrigger setPos [_x, _y, 0] _height = _z - (getPos mytrigger select 2) Suma - I'd say adding a function for absolute height would be number one on my list of fantasy functions. Edit: I should probably make clear that this method (which I believe is original) is superior because: 1) It also allows you to extract the height of the ground below the object directly = -(getPos mytrigger select 2) 2) It solves the resolution problem. Prospero -
Did you first try putting the object into the game with a setPos - i.e. to check it out in a very basic way? (I know it's silly, but I have to ask...) Prospero
-
Did you first try putting the object into the game with a setPos - i.e. to check it out in a very basic way? (I know it's silly, but I have to ask...) Prospero
-
Many thanks Jap and Tex. Nice pics there. Heheh as I was working on the carrier today I was thinking... hmmm I must go to China and photograph the Minsk up close. The Chinese bought the Minsk (a Kiev class carrier) and turned it into a tourist attraction. Gotta love the Chinese... purely from a texturing point of view. Prospero
-
Thanks SelectThis. Yes, I thought it worked that way. Anyway, now I'll have to confirm with some tests. Shame that no-one replied with a definitive answer - when there must be plenty of old-hands(who had access to O2 pre public release) who should (and no doubt do) know this sort of thing. I can only suppose that they feel too high and mighty for a forum called Oxygen Beginners. For my part, I'm just amazed at how limited most of their addons have been (with notable exceptions of course). Prospero
-
Hi chaps, When I want to create "collidable" objects, I take the object in question and do a "Component Convex Hull" for the geometry LOD. But this operation is time consuming. Is it possible to just use "Find Components" and stick to the naming convention "Component01", "Component02", "Component03", etc... Or MUST you use the "Component Convex Hull" function? Prospero
-
Hi chaps, When I want to create "collidable" objects, I take the object in question and do a "Component Convex Hull" for the geometry LOD. But this operation is time consuming. Is it possible to just use "Find Components" and stick to the naming convention "Component01", "Component02", "Component03", etc... Or MUST you use the "Component Convex Hull" function? Prospero
-
Thanks SelectThis. Yes, I thought it worked that way. Anyway, now I'll have to confirm with some tests. Shame that no-one replied with a definitive answer - when there must be plenty of old-hands(who had access to O2 pre public release) who should (and no doubt do) know this sort of thing. I can only suppose that they feel too high and mighty for a forum called Oxygen Beginners. For my part, I'm just amazed at how limited most of their addons have been (with notable exceptions of course). Prospero
-
Thanks Jap for those pics. I also had those;) But please keep these links coming, chaps. Re taking off/landing on the carrier: the Kiev class was designed as a VSTOL/VTOL/helicopter carrier - and, as such, has a fairly short runway. But, let's put it this way - I can land and take off a Cessna, and DKM's Bronco. Judicious use of the rudder is good in place of an air/wheelbrake. I believe I am correct in saying that the Kiev was therefore never fitted with an arrestor/catapult system. But this shouldn't stop people going further. With the advent of v1.85 and the setVelocity command, all sorts of things will become possible. Edit: I suspect that I was wrong regarding the arrestor wire. Naturally therefore, such a function will be included once I have researched this fully. Edit: And yes this can be achieved nicely and very accurately via the use of 3D trigger objects... of which more later. Prospero
-
Thanks habdoel:) I already have that link though:( I was looking at purchasing some ref material from Jane's, but they charge almost ten thousand dollars for their Warships CD... Talk about a f****ng rip off. For that sort of money, I'd want my own scrapped Kiev class carrier. Prospero
-
Max, did you get this sorted? I've been seeing the same problem. It's very odd, since some objects are occluded, and some aren't... I'm sure there's an answer. Prospero
-
Max, did you get this sorted? I've been seeing the same problem. It's very odd, since some objects are occluded, and some aren't... I'm sure there's an answer. Prospero
-
GeForce4 minimum, and really designed to be placed out at sea (without land in sight, and viewdistance set to < 1000m), or as a Quake-type level in itself (yes, it is enterable) for "storm the aircraft carrier" levels. The carrier is 274 meters long. I started it purely as an experiment - can one take a very high poly-count model and import it into OFP? The answer seems to be yes, with a few tricks. Oh and I did check - at this stage it is actually quite playable on a GeForce3 system. And it's just fine when walking around it - when the engine doesn't have to render too much of it at once. I would be very grateful for any pointers to (or indeed, soft/hardcopies of) suitable photographic reference material of the Kiev class carriers (not the Modified Kiev class - that's a pretty different animal). This will help speed the production process. One more thing - I am currently modeling the deck runway paint pattern as a solid object to avoid the rather ghastly way the OFP engine renders runway textures from afar. Prospero
-
Beats me. Sorry. Prospero
-
Strange property makes models ignore smoke
Prospero replied to Devilchaser's topic in OFP : O2 MODELLING
Yes, I've seen that effect with official BIS models - struck me as odd at the time. If I then walked away from said model (say, 30 meters), the smoke would suddenly appear in front of the model. I recall I was generating smoke with the Drop command. Prospero -
Strange property makes models ignore smoke
Prospero replied to Devilchaser's topic in OFP : OXYGEN BEGINNERS
Yes, I've seen that effect with official BIS models - struck me as odd at the time. If I then walked away from said model (say, 30 meters), the smoke would suddenly appear in front of the model. I recall I was generating smoke with the Drop command. Prospero -
I use XP and that doesn't happen. No idea. Sorry. Prospero
-
I use XP and that doesn't happen. No idea. Sorry. Prospero