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PicVert

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Posts posted by PicVert


  1. I found some define in cpp 1.90 try to play with that :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    irTarget=1;

    irScanRangeMin=0;

    irScanRangeMax=0;

    irScanToEyeFactor=1;

    irScanGround=1;

    laserTarget=0;

    laserScanner=0;

    commanderCanSee=31;

    gunnerCanSee="4+8+16";

    driverCanSee="2+8+16";

    <span id='postcolor'>

    That the only way ... or by scripplet but with that could'nt help sorry. confused.gif


  2. I have a solution for you but your unit will never engage soldiers..

    put that line in your class yourvehicle in CfgVehicles section :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">threat[]={0.0,0.3,0.8};<span id='postcolor'>

    it's how your unit engage ennemis (Soldier,Tank,Air)

    Hope it's what you need.


  3. you have to put that in the Class of your vehicle :

    ie :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgVehicles

    {

    class All {};

    class AllVehicles: All {};

    class Land: AllVehicles {};

    class LandVehicle: Land {};

    class Tank: LandVehicle {};

    class M1Abrams: Tank {};

    class XXXXXX: M1Abrams

    {

    displayName="XXXXXXX";

    all your stuff for your vehicle

    and

    class TurretBase

    {

    gunAxis = "OsaHlavne";

    turretAxis = "OsaVeze";

    body = "OtocVez";

    gun = "OtocHlaven";

    soundServo[]={"XXXXXXX.wav",db+20,1};

    gunBeg = "usti hlavne";

    gunEnd = "konec hlavne";

    minElev=-5; maxElev=20;

    minTurn=-360; maxTurn=360;

    };

    };

    <span id='postcolor'>

    the line is that you want but you have to put all :

    minTurn=-360; maxTurn=360;


  4. Hello,

    When you import your tga in PS7 look on RGB "channels" palets. for Alpha channels is right after you modifie it.

    If you want create a new one direcly, delete the backgound "layers" then create a new layer in Layer->New layer (set backgroud as transp.). Next create your pic and at the end create a new channel in "channels" pallets. (the withe is for non transp. and black is Alpha...

    cya


  5. k Shadow,

    When you've saved your tga with TexView, this utility save it with all those you want to begin.

    In Photoshop you have to open it as the same  (Leave as is (don't color manage)

    It open it and when you save it use 32bit insted of 24 then use texview for preview and save it as *paa for Alpha channel. (transp.) - The best is to open it directly in O2 if you have correctly installed it, it would convert your pic automatically. with alpha channel.

    24 bits don't work with OFP save it as 32bit.

    cya Shadow.

    I have seen that you have to define mannually to save alpha channel in Photoshop 5.5 but not in 7th. wink.gif


  6. you have forget the "kulomet" vertex, is a gun point for define out point of bullets.

    And you can  use light blinking and continue. some exemples :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    bily pozicni blik - (white positional blinker)

    cerveny pozicni - (red positional)

    cerveny pozicni blik - (red positional blinker)

    zeleny pozicni - (green positional)

    zeleny pozicni blik - (green positional blinker)

    <span id='postcolor'>


  7. there is a tools for changing original texture from a p3d this is : P3D Texture Swap Utility v1.0.2 by ©2001 Mike Schell (m.c.schell@worldnet.att.net)

    Texture Swaper

    View the name of the texture is used in that optik model and extract file in data.pbo from your DTA folder in OFP path, next convert with TexView utility from BIS into a *.tga, then import in Photoshop.

    After you have edited your tga save it in jpg or paa or pac with the same utility and with Texture swaper change the path of the pic. then save your p3d with your name ie: myp3d.p3d.

    Let's now the time for coding your *cpp

    contact me if you want more.

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