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Shinbusan

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Everything posted by Shinbusan

  1. Shinbusan

    Flashpoint Photography 4 - No images over 100kb.

    Offtime's GROM (Tropical), Unsung demo, Flashpointgamer's Anims Pack V1.0, dxdll, no photoshop enhancing Offtime's GROM (Tropical), WPS Mi-8, Flashpointgamer's Anims Pack V1.0, dxdll, my custom face, no photoshop enhancing
  2. Shinbusan

    Llauma Head 2.0

    Offtime's GROM operators v1.1 uses this head model http://www.flashpoint1985.com/cgi-bin....t=49909 I guess much more in near future :P @gunterlund And the best effect you will have if you make one photo of front with closed eyes. I do not have such
  3. Shinbusan

    Llauma Head 2.0

    @gunterlund Sorry, I do not know GOOD tutorial for this purpose. If you have some graphics application (photoshop, photopaint, paint shop pro) just take my or other texture, your own photo and try to place your front face into this texture. The most important is to place mouth and eyes in right places (exactly the same as in other working custom face) and to make them with the same size - more or less. And then try it. And improve. Try and improve. Until you get the effect good enough. If you do, try to enhance gamma, saturation, lighness, contrast and so on to loose any borders between someone's texture and your front. I used a lot of layers, three photos (front, side, back) and some paintbrushes to make it what you see. But it will take you a lot of time I guess if you never did it before, so start with front only, and if you get working face, try to improve it next time. A lot depends on photo you are using. Bigger resolution, better. You will cut it down, but at the end it will have better quality. @Llauma, Offtime and all other addon makers using ne head model I am a coop freak. For me face is much more then just a estethic effect. As me and my group (groups) play in Veteran mode, there is not indication or labels, who is who. Only leader (sometimes) has it. So for us face is a matter of who are you with. If leader says, Grey you go on point, mate1 you second, mate2 you next ... and so on, we need to know who is at the front of us and who i behind. Without faces there is a lot of chaos. I would like to use new addons with new head model but... ATM there is no place for custom faces. And this is my idea how to overcome problem. 1. client reads a need of model with new llauma head model in mission.sqm 2. client loads addon 3. client loads addon facetex2 4. client randomize which face will be used. On each client this will be different face. And it set chosen face. My solution (not easiest, I hope you can thing something better) - For MP games mission makers add game logic Llauma2custom if he want to give to players an option to use custom faces Fourth point is changing then: 4. Script in addon checks if there is gakle logic Llauma2custom 4n. If no, it randomize which face will be used. 4y. If yes, it opens dialog window and ask "Do you use custom Llauma 2.0 head model texture?". Dialog is active for 15-30 sekonds. Default option is no. 5n. If no, it randomize which face will be used. 5y. If yes, then script is finished. No texture is randomized and none is set. Another option. Let's say some players plays as new addons (Offtime's GROM), some as older addons (LSR Seals). In such situation mission maker would define units which should get dialog. There is 4 units. G1,G2 are GROM members, S1,S2 are Seals. Llauma2units = [G1,G2] or it can be define by typeof and script just check if unit is played by some player or it is AI. Checking name is enough I think. There is one more thing. If I use llauma head as G1, it must be communicated to other clients (and server). So if unit is used by some player and not by THE Player (G1 != player) then randomizing script is waiting for variable what to do with face. For example if I play as G1 it waits for Llauma_Grey variable, which is a string with face name (if it was randomized on my client) or for Llauma_Grey == "custom" if I use custom face. Then it do nothing and uses standard OFP procedure providing custom faces.
  4. Shinbusan

    Llauma Head 2.0

    And textures:
  5. Shinbusan

    Llauma Head 2.0

    Sanctuary, this was awsome improvement and so easy! Great job. I did much more detailed version of my face from scratch with bigger iris. One version with eyelid, one without. Llauma 2.0 version with Sanctuary's bigger iris Llauma 2.0 version with Sanctuary's bigger iris and eyelids
  6. Shinbusan

    Llauma Head 2.0

    Llauma 2.0 version - front, eyes changed
  7. Shinbusan

    Llauma Head 2.0

    I did my own face texture for new head model based on my previous texture which was based on my photo. Here are pictures to compare: Llauma 2.0 version - front Llauma 2.0 version - side OFP default head model - front For my own texture I still prefer OFP default head model. Eyes are a bit too much open, and it looks like model is really afraid of something. But I like details in side view. And I did it very quick, took me about 20 minutes, I left a lot of things not done (hairs). Texture in llauma head is bigger so I can add more details then in OFP model or russian head model.
  8. Shinbusan

    Conspiracies

    Thx Alking, I never play Cadet mode. I would change it for Stalker... But I do not like what I saw, so I guess it is not for me. But it is nothing bad, isn't. Regards
  9. Shinbusan

    Conspiracies

    Hmm... strange. I just downloaded both parts. Installed, with dxdll Started And... what is going on? First part (campaign) is not working... missing objects Second Part, got intro, which i do not understand as my German is really crappy. Then I started somewhere... without any info... So what is going on?
  10. Shinbusan

    Silent War Mod releases first trailer

    I am really really happy that SW Mod is moving on. I hope thanks to this trailer there will be more people who will help you or join the team. About Belarus. There is very current political problem between Poland and Belarus... but still maybe someone from other side of border is beyond this. I really hope so. Best luck guys.
  11. Shinbusan

    UNSUNG IS HERE

    I always play on Veteran, and... all the time I have to ask leader "Where are you" If he goes slowly, ok, I can stick to him, but sometimes he start to run... And that's it :P Where are you?! Good VC do not shoot at a source of such a scream (there was no internal squad radio in that time, isn't? ) Interesting idea: 1) Make AI not in contact always in Combat Mode and UnitPos "UP" 2) Do not place player into any group. Realistic, but is there any chance to survive it :P
  12. Sorry for noobish question. I made some custom icons for equipment. I made it in jpg and paa aswell. Some of them works, some not. I do not have a clue why. Can someone provide an information what exactly to do, to make it working? Config is o'right. I can use weapon, take it into inventory, but icons are not shown (empty places, but with subtitles when I mouse over it). When I used other image file (which works before ok) it's works. So my problem is bad format I guess. I have problem with vest (4 slots) and marker pack (1 slot). But I did other vest and other one slot pack, and it worked. I lost few hours and I have enough. Please, help.
  13. Shinbusan

    SJB Weapons Pack Released

    Jackal326, are you planning to change m203 optics to make it more useful? I mean moving center point a bit down, so it will not cover a target during aiming. And thank you for great pack.
  14. Shinbusan

    SJB + RHS + ECP unit replacement

    Use Enhanced DMA ECP Modpack by AKM :P I am not sure is he uses SJB or LSR weapons, but check it. You will find it in Addons Completed forum
  15. Shinbusan

    Mapfact.net releases DAC

    Request for future version. I would like to see in next DAC version a little change in custom arrays. Now every type in zone has its own array. And cannot share this array with any other zone/unit type. So now it looks like: array1 = all commanders of type generated in a zone 1 array2 = all commanders of type generated in a zone 2 and so on But would be great to see a little change like: array1 = [] array1 = array1 + all commanders of type generated in a zone 1 so I could easily make big array with all genereted units array1 = array1 + all commanders of type generated in a zone 2 So in array1 you got commander from both zones. Is this possible easily? And what about adding eventhandlers? Should I check all the time if there are new units generated by DAC and add to them new handler? Isn't a too big impact on performance? Just asking because I did not try yet.
  16. Shinbusan

    Mapfact.net releases DAC

    @Silola Sorry I did not send you a file, but I just 'lost' error and the only version with error I have is so badly written, that I do not want to show it to anyone But I am sure it was error generated by me. About configs. I found that I like to use my own configs not default ones. For example in one zone I use BAS rebels infrantry and AA guns as tanks, in other I use the same rebels and BTRs, UAZ with mg as tanks. Other example, is I do not use all units from some WGL side in one zone. So my own config units are not good for most people, as they are not so generic. And here is my next idea about units' config file. Make two of them. First, default, numbers 1-999, this file would be updated by you guys from time to time. Second, custom units' config, would be not updated. There goes custom configs done by mission makers. So one can update default config if he uses it (don't know why he would do it in already finished mission ) and he would not loose his own custom configs. Well... maybe not so good idea at all Hehe. Sometimes if you write something, it just start to look silly Regards UPDATE One more thing related to units' config. For good effect you have to add units to mission in editor. But it is hard if you have only config. You don't know which unit in editor is which in config (in editor you do not see its real name in config). So even if I use default config, I have to check units in editor, and sometimes modify config a bit. So for me default configs usually does not give me any help.
  17. Or give in Init of boat deletevehicle driver this ===== This topic should go to Editing / Scripting
  18. Shinbusan

    Laser Deltas vs RHS Troops Co-Op

    Can you provide new link? Old one is not active anymore.
  19. Shinbusan

    LSR Addons

    Agree, a dream car
  20. Shinbusan

    Mapfact.net releases DAC

    You need to play with file DAC_Config_Waypoints.sqs and this is your part of code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #WP_Typ_5 ;-----------> | Camp | ;/////////////////////////// _CheckRadius = 50 _checkAreaH = 15 _checkMaxH = 1000 _checkMinH = 5 _checkNear = 100 _checkObjH = 4 _checkCount = 300 _TempWPArray = DAC_WP_Pool_C I guess it is about a too dense forest in a zone, so DAC did not find enough waypoints for your Camp. Make your variables smaller then default, and it should help. Check out readme for info about which variable means what.
  21. Shinbusan

    Mapfact.net releases DAC

    @Silola Do you want it as it is now, or changed to BIS units. I use BLEEM e version, SJB weapons, BAS UH60, BAS OPFOR, COMBAT! HMMWVs, Tonal Island. I will send it to you as soon as I finish it (soon ) An Idea (very rough atm) DAC_Acticate Managing Script (DAC_AMS) Triggers on island would make IslandZones (different then DAC zones). If player would be in some IslandZone, trigger would set its flag to true (In MP players can be in different places at the same time). DAC_AMS would control DAC_Activate variable to smoothly activate and disactivate different zones based on active IslandZones. In that situation, mission maker could give life to whole island without much performance hit. Only some limitation about MP gaming. It should be used mainly on coops where players stick together. To not activate too much zones in the same time. And questions: How often DAC_Activate is checked by DAC? How to check if some DAC zone is active or not? If there is no possibility to check it, it can be tracked by custom array, where activated zones would be remembered, of course. Maybe it would be the best way for performance.
  22. Shinbusan

    Mapfact.net releases DAC

    @Silola Thx a lot. And sorry. I made very basic MP scripting mistake (with DAC_Activate handling). Now all works ok exept this error (but it is just a message, I did not notice anything wrong with script working) As I wrote before, it happened during waypoint generating. Usually after more then 200 waypoints.
  23. Shinbusan

    New Chechen Terrorists for Christmas

    Hats to all victims. A lot of soldiers are victims as well. But war is war. There is no good side I think. Because war is what it is. There cannot be good ones. I had some view on Chechen conflict, but everything change when I actually get contact with muslims, and other races and nationalities. We are different. It is hard to understand other culture. I even do not try as I think, most people cannot do it at all. Things are too complicated. ====== As Arabs fought in Chechenya, Chechens and Arabs fought in Afganistan. Yes, it is much more complex then just 'freedom fight' as I thought in past. ====== @Miles Teg Waiting for your missions. Books are really interesting for OFP missions basis.
  24. Shinbusan

    Mapfact.net releases DAC

    Hehe. I am really crap in doing it. Other problem, much more interesting this time. I add server logic. Works swifty. In Editor and Single Player - good On Dedicated and Not Dedicated Server - there is not DAC units. none of them. No west, no civs, no east... I use addons. I added same units in editor to load them on the beginning of mission. What can it be? No idea here. Maybe some not communicated script error? UPDATE Friends had tested it for 5 times. One group had been there 4 times, other groups had been once. So sometimes it works, sometime not. When I tested it, there was never any group...
  25. Shinbusan

    UNSUNG IS HERE

    What about shortened M60 SEALs I heard had nice nick (don't remember it right now) about that they often took shortened M60s into action. Just imagine firepower in close combat of such team. I just got an idea. Script for SF pointman (CIDG, Mike Team, or other highly trained pointman). Even for infrantry in some cutted version. Script would work if player is pointman (easier for start, but implementing it for every role is even better). If player is not moving, for 3-5 sek (depends on training) It would be activated. And if there is moving unit in area (depends on training) player would get vehicle chat comm about it. 12 oclock , I hear some movement... There would be a percentage of hearing it. Percentege would depend on training, distance to moving unit (closest to player for simplyfing), maybe a speed of moving unit. So how it would work. You move few steps, stop for 3-5 sek. move farther, stop, etc. Like SOG / SF / SEALs in real missions. Of course you would not hear your group moving (for simplyfing). But you could hear other firendly units, civs, enemy. You would never know if this is good idea to start to shot or throw a nade. But you would be more careful. Maybe get down. Imagine it in MP coop missions... Oh, just awsome feeling of the jungle. And maybe some random movements (monkeys ) P.S. Add to it DAC or GROUP LINK II :P P.S. Or not voice commande, but graphics Rsc, with a direction... Depending on performance of such script you could add possibility to hear more then closest unit. So you can here few movements in nort and some in west. Sh.t. We have problems, guys...
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