Shinkansen
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Everything posted by Shinkansen
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Hi, Yesterday I run to my harddisc and found some japanese ww2 airplanes that I had started on long, long ago. All these airplanes (Shoki, Hien, Hayabusa, Shinden, Betty) have only first lod and are not textured and still need a lot of work. If you want these models for your mod, please feel free to give me a hint...
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Pirate Ship Points: 4000 Typ: Static Object only (for the moment) Size: 186kb zipped download 1 download 2
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Hi, if you want it, I will do it... Shinkansen
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Yes, at least the pirates can keep afloat in water. But my first try to make a crossover between Colonel Klinks Seagull Controll Center and Sharks to move them on some random way from where they will do their attacks was not a success. Maybe for OFP a Shark is not a Seagull... Thank you very much for downloading... Shinkansen
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Hi, I have just discovered a side where exactly those plans are stored, that I need to modell my ships. So I need now the help of someone from russia who maybe can give me a translation of the russian names of the ships. The other problem is that i am normally working from an internet cafe and there I haven't the time to download all the files, so if someone can do this for me that would be very nice!!! And on the other hand if you see a ship on this side that are a "must be" for the mod, give me a hint... The side could be found under: http://www.shipmodeling.ru/draw/index.htm or a mirror at http://shipmodeling.uw.hu/ Thanks Shinkansen
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Hi, thank you very much for the explaination! But sometimes it seems that the mesh is too complicated and O2 failed to smooth the object,but I will try....
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Hi, This sounds very interesting!! I have seen that after using optimise structure, mesh must be smoothed again, because this information is destroyed while optimising. Why using recalculate normals? What is this doing? Please explain it for stupids... Shinkansen
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This was my first idea to use the napoleonic soldiers from SPAD, but there were some problems and a "bug" that I couldn't track down when working with the lods. So I will now use the 1776 Soldiers from SPAD and only some of the objects from the napoleonic mod like the tents, chariots, canons and so on. For now an american, british and french army is more or less in beta status (beside the bayonett fighting that is not working at the moment). The pirates are still unfinished. The american blockade runner and maybe some more ships will be an addon for the CWmod. All other ships exist at the moment as static objects will now be equipted with masts as shown in the last picture to enable more "realistic sea-battles"...
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Hi, after several tests, decreasing the loop of the transportscript from 0.01 to 0.001 has fixed the mast positions in the camera view and in the third player perspective. There is still some hopping when the player is in the first person view in the captains proxy only two meters away from on mast. This might be a problem depending of the computer power and how many objects, transport scripts textures and so on are in the scene...
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Hi, here are some new pics of the resent developments: stone fortress and some equipment pirates might need or fear... some guns and limbers This is now the newest development of age of sail ships, masts are of class vehicle and are able to switch textures after damaged (see picture below) This picture showing an american blockade runner during and after a firefight with a shilka. Lower right, sails are all halfdammage, shiphull undamaged, upper right, two masts went overboard and hull damaged, left side, masts still intact while shiphull totally destroyed...
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Okay, I have solutions for some problems. Most things will work fine if the time loop of the transport script is set to a smaller value. So now the masts are fine and you can hit land without flying away.
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Hi, I will try this " ?(not alive _mast): endCargoSession=true " this will solve much problems, in combination with the height of the carrier this might also work to kill the masts if the ship made landcontact. I have tried to understand the scripts in Colonel Klinks PT boats, but this is sophisticated stuff ... There are some new strange bugs: I have first made the hole ship and than copied the mast to a new p3d file without changing the positions in the lods. After activation the transport script (getpos carrier; setpos cargo) the mast is more or less at the right place, but not exactly on the right position, there is a missmatch of 2 or 3 meters... Adding cargo to the carrier (the ship) strange things are happen when switching in the cargo view of a soldier. It looks like as if all positions of the masts (calculated positions with the tarnsport scripts) are wrong. As a first guess the x,y,z pos of the ship plus the relative difference of the player in cargo pos are the new calculating base for the transport script... so transport scripts are not using the coordinates of the vehicle but of the crew with priority to the player positions??? I thought the script is using the center of gravity??? I am totally confused. If anyone want to have a closer look on this, please send me your email and I can send this addon to you. Shinkansen
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Hi, SPAD has granted permission to make use of his 1776 Soldiers, I made some very small changes to them and will release them in the next few days. If you have any suggestions and ideas what you want to see in such a mod please feel free to write it here.
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hi, the Pirate MOD is looking for members. Everyone who is interested and has some knowledge of modelling, texturing, scripting is welcome.
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Some new Ships in progress for the PIRATE MOD ....
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Pirate Ship Points: 4000 Typ: Static Object only (for the moment) Size: 186kb zipped download]http://s8.yousendit.com/d.aspx?....ownload 1[/url] download 2
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Hi, this is now a common problem in some models with a more or less complicate surface, especcially ship hulls. Check faces will produce no error messages on those models, but these "major lightning errors" ocure when using "optimise" on the structure. Maybe someone has a solution how to fix this without redoing everything.... Shinkansen
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Hi, here are some pictures of the new stuff... Â Shinkansen.
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Some new Airplanes and other vehicles soon ready for Alpha-Testing... Shinkansen
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Hi, this sounds great and your picture show exactly that what I ant to do. So how can I place the airplanes on the aircraft carrier and switch between one piece object and AI controllable objects...? Proxys might not loose geometry because the furniture in OFP houses seems maybe solid, but this is hard to see sometimes. But back to the beginning, why are my proxys won't show up ingame? here I made my mistake? Any suggestions would be very helpfull. Shinkansen
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Hello, I wonder if it is possible to use proxy to copy multiple instances of an existing object into an other non static object. I first saw that at OFP origin Houses were all furnitures are places as proxys within the house. So I thought to use this for loading airplanes on the deck of a carrier within proxys. In O2 everything works fine, the models were loaded with the path description "proxy:\name of addon\modelname", but ingame there is no model visible nor an error message show up. also defining CFGnoAivehicles like used for bombs or other weapons won't work, model is invisible. The models loaded in the proxy should work as static object, it is not necessary to give them some functionallity, but if this is possible (starting airplanes and switching between static object and airplane object while started), it would be a nice feature (but I have no idea how to do this) Maybe someone can help me? SHinkansen
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How to place/ start more than one smoke
Shinkansen replied to Shinkansen's topic in OFP : O2 MODELLING
Thank you very much for this Help Bodo -
Hello, How can I place the starting point for a smoke script on a model? Can I place more than one point? All points should use the same smoke script to make things easier. This is needed for having more than on chimney in a model. Thanks Shinkansen
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Here are some new pictures of current projects... Shinkansen
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Some new work in progress, now concentrating on the land forces...