Prospero
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Everything posted by Prospero
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Vehicles placed at proxies usable / enterable?...
Prospero replied to Prospero's topic in OFP : O2 MODELLING
Hmmm I've just thought of something more about proxies. Could one attach "get-in-able" proxies at both ends of a personal weapon's barrel (like an M16), and then specify by script for two gamelogic units to "get in" to these positions? If so, one can finally determine the azimuth and elevation of any given weapon by getPos'ing the 3D positions of the gamelogics and using a bit of trig. Just a thought because I am new to O2 & proxies, and I'm sure someone will shoot this down... ***Edit: Of course this would also provide a means by which to establish if a human unit is standing or prone.*** ***Edit: Actually, one could find all sorts of things if this proves to be valid.*** Prospero -
Vehicles placed at proxies usable / enterable?...
Prospero replied to Prospero's topic in OFP : OXYGEN BEGINNERS
Hmmm I've just thought of something more about proxies. Could one attach "get-in-able" proxies at both ends of a personal weapon's barrel (like an M16), and then specify by script for two gamelogic units to "get in" to these positions? If so, one can finally determine the azimuth and elevation of any given weapon by getPos'ing the 3D positions of the gamelogics and using a bit of trig. Just a thought because I am new to O2 & proxies, and I'm sure someone will shoot this down... ***Edit: Of course this would also provide a means by which to establish if a human unit is standing or prone.*** ***Edit: Actually, one could find all sorts of things if this proves to be valid.*** Prospero -
Please helpme my big problem:no texture loaded pls
Prospero replied to kartopu3's topic in OFP : O2 MODELLING
It helps if you give a full description of the problem... Prospero -
Please helpme my big problem:no texture loaded pls
Prospero replied to kartopu3's topic in OFP : OXYGEN BEGINNERS
It helps if you give a full description of the problem... Prospero -
Oops! Sorry, it's KKB's model. Apologies, matey! Prospero
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Oops! Sorry, it's KKB's model. Apologies, matey! Prospero
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Hi all, A further note. I was playing round with Kegetys's AGS-17 (it's basically like the M2 - a gun on a turret). I was able to pitch the barrel up and down via the animate script command by simply adding animation to the config.cpp, and specifying the axis & selection of interest (i.e. you don't have to add any custom rotation axes). Still trying to get two axes to work at the same time though... And yes, it would be lovely to have a steer from Suma on this - the question being: Can one have two (or more) rotation animations on the same selection so that both roll and pitch can be set via script? The number of things one could do then would be awesome... Prospero
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Hi all, A further note. I was playing round with Kegetys's AGS-17 (it's basically like the M2 - a gun on a turret). I was able to pitch the barrel up and down via the animate script command by simply adding animation to the config.cpp, and specifying the axis & selection of interest (i.e. you don't have to add any custom rotation axes). Still trying to get two axes to work at the same time though... And yes, it would be lovely to have a steer from Suma on this - the question being: Can one have two (or more) rotation animations on the same selection so that both roll and pitch can be set via script? The number of things one could do then would be awesome... Prospero
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Thanks matey:) Much appreciated. Prospero
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Hi all, Well, I solved the transparent texture issue by switching to Adobe Photoshop, but now another problem. Having textured a model, and previewed it in Bulldozer - where it looks perfect - I view it in OFP and the textures are all rendered white. What gives? Prospero
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Hi all, Well, I solved the transparent texture issue by switching to Adobe Photoshop, but now another problem. Having textured a model, and previewed it in Bulldozer - where it looks perfect - I view it in OFP and the textures are all rendered white. What gives? Prospero
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Textures are rendered white in ofp?...
Prospero replied to Prospero's topic in OFP : OXYGEN BEGINNERS
Thanks matey:) Much appreciated. Prospero -
Group: Members Posts: 22 Joined: July 2002 Posted: Sep. 19 2002,150 -------------------------------------------------------------------------------- Hi all, I've been trying to create objects whose pitch and roll can be set via script. As we all know, you can set the yaw (or direction) via a setDir, but you can't do the same for pitch and roll. Well, I'm halfway there! To explain... I was messing around with Zwadar's openable gate model, as he uses one axis of rotation animation to raise and lower the gate arm. I modified the config.cpp to look like this: ---------- class CfgPatches { class kkb_gate { units[] = {"kkb_gate"}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default { }; class kkb_gate: Default { sections[]={"arm"}; sectionsInherit=""; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class Fence: NonStrategic {}; class kkb_gate_dummy: Fence { accuracy=1.000; scope=0; vehicleClass="Objects"; model="\kkb_gate\kkb_gate.p3d"; displayName="Gate"; destrType=destructtree; cost=100; icon="\kkb_gate\kkb_gate.paa"; }; class kkb_gate:kkb_gate_dummy { Scope=2; accuracy=1000; displayName="KKB Gate"; animated=1; class Animations { class roll { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_roll"; angle0=0; angle1=6.284; }; class pitch { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_pitch"; angle0=0; angle1=6.284; }; }; }; }; ---------- I then modified the .p3d by adding a second axis of rotation (by adding two vertices to form the axis in the appropriate place), and as you can see, I've called these axes "osa_roll" and "osa_pitch". Both are set to operate on the selection "arm". Now, in my script, I can use the following commands to set the roll and pitch of the gate arm: mygate animate ["pitch", _a] mygate animate ["roll", _b] ...where mygate is the name I've assigned to the gate, and _a and _b are values between 0 and 1. Going from 0 to 1 gives you one full 360 rotation. Well, it half works. If I use the config .cpp exactly as quoted above, the pitch will work but the roll won't. If I simply then swap the order in which the animations are written in the config.cpp, the roll will work but the pitch won't! Any ideas chaps? Prospero Edited by Prospero on Sep. 19 2002,153 -------------------------------------------------------------------------------- denoir Veni, Vidi, Volvo Group: Moderator Posts: 3840 Joined: Aug. 2001 Posted: Sep. 19 2002,159 -------------------------------------------------------------------------------- What was wrong with this thread? http://www.flashpoint1985.com/cgi-bin....otation Oh do go away Denoir! You must be the official forum's equivalent of Sefe at OFPEC. Trade in some of that officiousness for a modicum of charm.
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Group: Members Posts: 22 Joined: July 2002 Posted: Sep. 19 2002,150 -------------------------------------------------------------------------------- Hi all, I've been trying to create objects whose pitch and roll can be set via script. As we all know, you can set the yaw (or direction) via a setDir, but you can't do the same for pitch and roll. Well, I'm halfway there! To explain... I was messing around with Zwadar's openable gate model, as he uses one axis of rotation animation to raise and lower the gate arm. I modified the config.cpp to look like this: ---------- class CfgPatches { class kkb_gate { units[] = {"kkb_gate"}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default { }; class kkb_gate: Default { sections[]={"arm"}; sectionsInherit=""; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class Fence: NonStrategic {}; class kkb_gate_dummy: Fence { accuracy=1.000; scope=0; vehicleClass="Objects"; model="\kkb_gate\kkb_gate.p3d"; displayName="Gate"; destrType=destructtree; cost=100; icon="\kkb_gate\kkb_gate.paa"; }; class kkb_gate:kkb_gate_dummy { Scope=2; accuracy=1000; displayName="KKB Gate"; animated=1; class Animations { class roll { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_roll"; angle0=0; angle1=6.284; }; class pitch { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_pitch"; angle0=0; angle1=6.284; }; }; }; }; ---------- I then modified the .p3d by adding a second axis of rotation (by adding two vertices to form the axis in the appropriate place), and as you can see, I've called these axes "osa_roll" and "osa_pitch". Both are set to operate on the selection "arm". Now, in my script, I can use the following commands to set the roll and pitch of the gate arm: mygate animate ["pitch", _a] mygate animate ["roll", _b] ...where mygate is the name I've assigned to the gate, and _a and _b are values between 0 and 1. Going from 0 to 1 gives you one full 360 rotation. Well, it half works. If I use the config .cpp exactly as quoted above, the pitch will work but the roll won't. If I simply then swap the order in which the animations are written in the config.cpp, the roll will work but the pitch won't! Any ideas chaps? Prospero Edited by Prospero on Sep. 19 2002,153 -------------------------------------------------------------------------------- denoir Veni, Vidi, Volvo Group: Moderator Posts: 3840 Joined: Aug. 2001 Posted: Sep. 19 2002,159 -------------------------------------------------------------------------------- What was wrong with this thread? http://www.flashpoint1985.com/cgi-bin....otation Oh do go away Denoir! You must be the official forum's equivalent of Sefe at OFPEC. Trade in some of that officiousness for a modicum of charm.
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Hi all, I've been trying to create objects whose pitch and roll can be set via script. As we all know, you can set the yaw (or direction) via a setDir, but you can't do the same for pitch and roll. Well, I'm halfway there! To explain... I was messing around with Zwadar's openable gate model, as he uses one axis of rotation animation to raise and lower the gate arm. I modified the config.cpp to look like this: ---------- class CfgPatches { class kkb_gate { units[] = {"kkb_gate"}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default { }; class kkb_gate: Default { sections[]={"arm"}; sectionsInherit=""; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class Fence: NonStrategic {}; class kkb_gate_dummy: Fence { accuracy=1.000; scope=0; vehicleClass="Objects"; model="\kkb_gate\kkb_gate.p3d"; displayName="Gate"; destrType=destructtree; cost=100; icon="\kkb_gate\kkb_gate.paa"; }; class kkb_gate:kkb_gate_dummy { Scope=2; accuracy=1000; displayName="KKB Gate"; animated=1; class Animations { class roll { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_roll"; angle0=0; angle1=6.284; }; class pitch { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_pitch"; angle0=0; angle1=6.284; }; }; }; }; ---------- I then modified the .p3d by adding a second axis of rotation (by adding two vertices to form the axis in the appropriate place), and as you can see, I've called these axes "osa_roll" and "osa_pitch". Both are set to operate on the selection "arm". Now, in my script, I can use the following commands to set the roll and pitch of the gate arm: mygate animate ["pitch", _a] mygate animate ["roll", _b] ...where mygate is the name I've assigned to the gate, and _a and _b are values between 0 and 1. Going from 0 to 1 gives you one full 360 rotation. Well, it half works. If I use the config .cpp exactly as quoted above, the pitch will work but the roll won't. If I simply then swap the order in which the animations are written in the config.cpp, the roll will work but the pitch won't! Any ideas chaps? Prospero
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Hi all, I've been trying to create objects whose pitch and roll can be set via script. As we all know, you can set the yaw (or direction) via a setDir, but you can't do the same for pitch and roll. Well, I'm halfway there! To explain... I was messing around with Zwadar's openable gate model, as he uses one axis of rotation animation to raise and lower the gate arm. I modified the config.cpp to look like this: ---------- class CfgPatches { class kkb_gate { units[] = {"kkb_gate"}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default { }; class kkb_gate: Default { sections[]={"arm"}; sectionsInherit=""; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class Fence: NonStrategic {}; class kkb_gate_dummy: Fence { accuracy=1.000; scope=0; vehicleClass="Objects"; model="\kkb_gate\kkb_gate.p3d"; displayName="Gate"; destrType=destructtree; cost=100; icon="\kkb_gate\kkb_gate.paa"; }; class kkb_gate:kkb_gate_dummy { Scope=2; accuracy=1000; displayName="KKB Gate"; animated=1; class Animations { class roll { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_roll"; angle0=0; angle1=6.284; }; class pitch { type="rotation"; animPeriod=0.0000001; selection="arm"; axis="osa_pitch"; angle0=0; angle1=6.284; }; }; }; }; ---------- I then modified the .p3d by adding a second axis of rotation (by adding two vertices to form the axis in the appropriate place), and as you can see, I've called these axes "osa_roll" and "osa_pitch". Both are set to operate on the selection "arm". Now, in my script, I can use the following commands to set the roll and pitch of the gate arm: mygate animate ["pitch", _a] mygate animate ["roll", _b] ...where mygate is the name I've assigned to the gate, and _a and _b are values between 0 and 1. Going from 0 to 1 gives you one full 360 rotation. Well, it half works. If I use the config .cpp exactly as quoted above, the pitch will work but the roll won't. If I simply then swap the order in which the animations are written in the config.cpp, the roll will work but the pitch won't! Any ideas chaps? Prospero
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Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : OXYGEN BEGINNERS
It seems to happen when axes are being shared. So let's say I have placed four vertices and made a face from that. Then I place another two vertices to create another plane (one axis is shared) - and the bloody thing won't make a face! Not quite addled yet, but getting there;) Prospero -
Hi all, A couple of questions for those with experience of these things: 1) I've only played around with O2 a little so far - so this is going to be a (very) naive question. I was just making some solid colour textures - just 256 x 256 blocks of blue, green etc. - but when I check the model out in game or in O2 viewer, the textures come out semi-transparent. What dumb mistake am I making? By the way, to make the texture in the first place I just save a block of colour as a .jpg in PSP4 and then convert it to .paa with Texview. 2) What's the method to make a zero thickness object viewable from _both_ sides? Cheers, Prospero
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Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : O2 MODELLING
It seems to happen when axes are being shared. So let's say I have placed four vertices and made a face from that. Then I place another two vertices to create another plane (one axis is shared) - and the bloody thing won't make a face! Not quite addled yet, but getting there;) Prospero -
Hi all, A couple of questions for those with experience of these things: 1) I've only played around with O2 a little so far - so this is going to be a (very) naive question. I was just making some solid colour textures - just 256 x 256 blocks of blue, green etc. - but when I check the model out in game or in O2 viewer, the textures come out semi-transparent. What dumb mistake am I making? By the way, to make the texture in the first place I just save a block of colour as a .jpg in PSP4 and then convert it to .paa with Texview. 2) What's the method to make a zero thickness object viewable from _both_ sides? Cheers, Prospero
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Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : OXYGEN BEGINNERS
Thanks KTottE:) Well I'm sitting here this morning running through this stuff and having a glass of wine (yes, very bad, I know). Next stoopid question from me: Sometimes I select four vertices and press F6 to create a face from them, but no face is created! Go on, tell me what I'm doing wrong... Prospero -
Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : O2 MODELLING
Thanks KTottE:) Well I'm sitting here this morning running through this stuff and having a glass of wine (yes, very bad, I know). Next stoopid question from me: Sometimes I select four vertices and press F6 to create a face from them, but no face is created! Go on, tell me what I'm doing wrong... Prospero -
Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : OXYGEN BEGINNERS
Many thanks Scousejedi. A quick follow-up question: I just tried saving my textures as .pac rather than .paa files in Texview. When I do so, Texview creates a file called <texturename>.pac - but from checking its properties, one sees that it is still a .paa file. I.e. it is actually being saved as <texturename>.pac.paa Blimey... Prospero -
Zero thickness objects and transparancy issues...
Prospero replied to Prospero's topic in OFP : O2 MODELLING
Many thanks Scousejedi. A quick follow-up question: I just tried saving my textures as .pac rather than .paa files in Texview. When I do so, Texview creates a file called <texturename>.pac - but from checking its properties, one sees that it is still a .paa file. I.e. it is actually being saved as <texturename>.pac.paa Blimey... Prospero -
Not only can the seagull be created in game - you can also switchCam to it and fly around manually with a bit of editing. Prospero