RomanB
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theavonlady, Espectro, I can responsibly declare that there is no any Helza in the OFPinternals team.
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Try again, it already works.
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New island available for download. Check it...
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DV Chris Death, If you see closely to this "TCgras.pbo" addon (from mod "Planet of War", good work), you will find that it is simple standard models of "bush" from OFP: - "data3d\ker rakosi.p3d" ... Just put it repeatedly many times on the map. I think it is better to create grass model like forest model (big right-angled triangle) and inherits this class from "bush" class.
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Casto, The site here. Also, please read this.
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P3dedit and binedit screenshots are posted
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
Armourdave, WrpEdit this month. -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
Goodspeed, PitViper, Quite so. [76]Chavez, World not within 12800.0x12800.0 is a simple water (sea). Sith, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Making a good island will require alot of your time<span id='postcolor'> Really so. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Random Island Generator<span id='postcolor'> Good idea. -
P3dEdit and BinEdit screenshots are posted on OFPinternals Project's site Please, post all questions to Project's forum
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New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
theavonlady, I like people, with good sense of humour. Â -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
BTW, ran, what is this - "newbies"? -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
Armourdave, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">By the whole ABCD thing, do you mean each square(cell) is just 2 triangles? Â So you can have diagonal ridges as well as north/south east/west?<span id='postcolor'> Each cell is just 2 triangles with adjacent diagonal side from NW to SE. Only from Noth-West to South-East. ran, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">when will it be released ? during march , but when ??<span id='postcolor'> Estimated time - 25-29 March 2002. -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
ran, You can create whole new island, "from zero", with your own textures, objects and flags. Size of map is 12800.0x12800.0 (meters?), it's fixed. -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
Armourdave, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In your pictures you have a lake. Would it be possible to lower the vertices from one side of the map to the other so you have a river cutting the island in two? Basically, are rivers now possible?<span id='postcolor'> There is the "ugly" lake . You can make whatever you want, but for the best result you should not change adjoined vertices heights too much. Dawdler, Armourdave, </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">First one: can we make entire rivers? Can we make them have "shoreline" instead of the edge (not really smooth, but not big squares in one direction)? Can we make em across the entire island (probably, what would stop it?)<span id='postcolor'> You can change only height of vertex (Y-coord). All squares "in one direction". See cell's vertices A,B,C,D: AB CD There are two polygons: ABD and DCA. No others. If Y-coord of vertex is less than zero, then you get water (you must change flags of surface type also). You can set all vertices heights as -50.0, for example. I.e. you can make sea. But, is there very interesting map? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Secondly: I dont think he refered to textures themselves, rather, can we add/change them on a map? If we can make new maps, we need new textures. Otherwise its no point of making a map. Can one make an new mountain with mountain textures on everon for instance, by just altering the texture on the tile and raising it? In short: What about tile texture editing?<span id='postcolor'> You can assign any textures to any cell. Landscape has "texture names list". Each cell has texture index to this list. -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
theavonlady, If map square is 128.0x128.0 meters, then cell is 50.0x50.0 meters -
New island editing tool. new model editing tool.
RomanB replied to RomanB's topic in ADDONS & MODS: COMPLETE
PitViper </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">can you build foxholes, trenches, and locations where you can drive tanks in to dig them in?<span id='postcolor'> Â Lanscape is a mesh 256x256 cells (squares). Each cell edge is 50.0 (really don't know unit of measurement, you can see focused rectangle under mouse pointer on screenshot). Therefore total landscape is 12800.0x12800.0 (12800.0=50.0x256). Each cell is two polygons. Order of vertex is constant. Each map square edge is 128.0 (100 map squares Aa...Jj, 100x128.0=12800.0).