Swordsmanb
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Everything posted by Swordsmanb
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The Lost world Mod - jarrasic park
Swordsmanb replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Sounds very promising! I hope we will see a video of that when you managed to make it work -
Sorry for digging out this thread, but I'm waiting for this impatiently... I thought I'd post here because it's become quiet about this topic. Any updates? Are you still working on the project?
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WOWWOWO! THAT looks GREAT! I've already been waiting for an update on this. Do you mind if I'd ask how long it will take until release?
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I think in this point you're wrong. As Sled explained to me, the map will be divided in several sectors. So to reduce lag the game only loads that sector of the island the player is entering. So, as for me, I'm looking forward to this Mod!
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Wow, this sounds interesting! Real working big ships are the one thing that's missing in OFP from the beginning (except some addons). I like the idea of making some destroyers or even a battleship! Â But it would be best to have a fully walkable ship like the old LSD (if it's somehow possible...) Thinking about it, something came to my mind: Would it be possible to assemble whole ship parts instead of just small guns using Col. Klinks script that was used on the PT boat? In this way you could make several fully walkable parts of 60 m length and attach them to each other... well, just an idea of someone who has NO idea of scripting, no idea if it's possible, so please have mercy with me Â
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That's not so easy... but okay, I will HAVE to be patient. Okay, just wanted to make sure... It's good to hear that it's still being worked on. I'm looking forward to it.
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Is there any progress on the sidewalks or is this just another project that was given up sometime without anybody caring about it (well, with exception of me)?
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Hi. Question about proxies: I'm still working on the addon (an oilrig) on which I had the problems with Component Convex Hull. The problem is, that I have several parts which are ca. 30 m above the origin to be able to place them correctly in WrpTool. But when the parts are at this height, the Convexity doesn't work properly. So I thought about making proxies... I thought I could split the proxy-model, meaning that I make one separate model of each LOD, e. g. one model with the geo-LOD, one with memory, etc and then place these separate proxy-models in the appropriate LODs. Does anyone know if this is possible and will work ingame (especially the animatins)? @Col. Klink: I read about your DIB project, where the proxies are placeholders for the models... perhaps this is easier than my way... if it's not a top secret project, could you explain to me how it works? Or can anybody else tell me how to assemble several models using proxies so that all LODs and animations are functional? Thanks for replies. Swordsmanb
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Hi. Sorry for my impatience, but I can't wait any longer So what about the release of Phoenix Island? Can you give us an update on when it will be (circa)? And btw, I read something about an IR-camera and a submarine, what about that? Were you able to finish work on those?
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Well, I already did quite some addons, but never had such problems with the "Component Convex Hull" operation... So, here's what's wrong: I completely modelled the Resolution-LODs of my latest addon and then copied the single parts to the Geo- and Fire-Geo-LODs. After simplifying these single components there were just some boxes of different sizes left (I should mention that the model is a building). Then I executed the "Find Components" and "Component Convex Hull" operations, and then checked the model for non-closed faces... and there were MANY of them, but I have no idea why!!! As I said, the components are simple boxes (and some cylinders). This is what I did: -copied the components from the resolution-LOD -pasted in geo- and fire-geo-LOD -deleted faces -removed unnecessary vertexes ("holes" for windows/doors) -created faces consisting of 4 vertexes each I also entered the coordinates of the vertexes manually to make sure that they all lie on one plain , but again I got the same non-closed faces. Does anybody know why this happens and what I can do? I'm totally helpless...
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Problem with "Component Convex Hull"
Swordsmanb replied to Swordsmanb's topic in OFP : O2 TROUBLESHOOTING
Well, until now I never had any big problems with CCH, it always worked fine. And I found out, that when I made the model smaller, it also worked without problems. There were still some open faces, but less than before and I could fix that by inserting the coordinates manually. So it seems the size has an effect on CCH, but I dln't know in which way exactly... I finally solved this problem by making several models for the addon which I can put together in WrpTool. This has another advantage: Now I can make more details which was impossible before because the whole model was at the max. size limit. -
Problem with "Component Convex Hull"
Swordsmanb replied to Swordsmanb's topic in OFP : O2 TROUBLESHOOTING
Doesn't work either, I've tried this already... Well, seems there's no other possibility left than making the whole thing a bit smaller, I'll try this out and post here whether it worked or not. But thanks for your help. -
Problem with "Component Convex Hull"
Swordsmanb replied to Swordsmanb's topic in OFP : O2 TROUBLESHOOTING
But I even don't have these windows, because these structures aren't enterable. The windows and doors are just "fakes", which I removed in the geo_LOD. I really just have big boxes (e. g. with dimensions of 25 x 14.2 x 17 m, but also some smaller ones). Is it possible that the whole model is too big? I know that theres a maximum of 64 x 64 m in x- and z-direction, and my model is within these limits, but is there also a limitation in y-direction? And does it matter if the model is on level 0 (in y-direction) or if it's moved ca. 30 m up? -
Problem with "Component Convex Hull"
Swordsmanb replied to Swordsmanb's topic in OFP : O2 TROUBLESHOOTING
No, I think you got me wrong. I know that a component must consist of "joined faces". I didn't want to bring 2 different points to the same "location" (coordinate), but to bring one side of the cube (i. e. 4 vertices) to one plain, that means they must have ONE coordinate in common, for example z = 20. And btw, the components were originally made by using the create->... option, so they MUST be joined. So, my original problem remains, that I get the non-closed faces after 'C.C.H.'-ing. -
Hmmm... as I said I can't remember that exactly but I think they used battery power... Can't anybody post a quote here of that passage of the book!?
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Sure? Okay, it's been a while since I read the book, but I can't remember anything about a diesel engine... it had the silent propulsion system ("caterpiller drive"), but diesel??? I think it would be totally unrealistic to give the sub THREE different types of propulsion... Hmmm... I read somewhere that the turbines don't directly run the propeller but charge the batteries for an electric engine which is connected to the propeller. Or are there different types?
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Sounds good! But so I have to delay my island again... But I think it's worth waiting for it
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Wow, great to see that being made. I was about to model some sidewalks quite some time ago, but had to stop it due to lack of time. Looks good on the screenshot, but there`s one thing I'd like to know. On the screenshot there's one corner part for t-crossings. But will there also be parts for curves (10 25, 10 50, etc.)? Edit: Another question: Will there also be a version without those streetlamps?
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WOW!!!! I was just installing OFP, now it's finished. I upgraded it to 1.94 and used "-nomap". AND NOW IT WORKS!!!! OK, then, thanks for your answer.
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Well, "some" means some. Initially my Addons-Folder had a size of 935 MB and the Res\Addons 747 MB, but also after I reduced the number of addons, I get the error. Note: On my old computer it worked fine with this load of Addons. I'm not using any MOD-Folders. I had updated to 1.96, but then I got an error messege saying that DKMM_Addons (or DKMM_Mod, not sure about this) needs version 1.92. But then the game started and I got some strange objects schowing on the screen, but no menu... Then I uninstalled OFP completely and updated it to 1.92.
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Hi, I just bought a new computer: P4 3.0 Ghz processor ATI RADEON 9800XXL 128 MB 512 MB RAM and I also get this error messege: Cannot create 3D device: Adapter 0 (MEDION RADEON 9800XXL) Fullscreen Resolution 1024x768, format X8R8G8B8/D24S8, refresch 75 Hz. Error D3DERR_OUTOFVIDEOMEMORY But it ONLY appears if I add some addons. When I start OFP just with BIS Addons, it works fine. I have upgraded to v1.92BETA. Can anyone help me?