Student Pilot
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Everything posted by Student Pilot
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Yes, I did. However, it still didn't work. Unfortunately, I have lost access to the computer that has OFP installed and can not work on my projects for the time being. I won't be able to continue fixing this. Sorry, and thanks for your help! -Student Pilot
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I am currently working on a project with Grendel on the OFPEC Forums. It involves tank turrets popping off of the hulls when they are killed. I have a working config for the tank parts. I have defined them as static objects. The best part is, they work ingame. Ok, you ask what my problem is? Well, I don't want to have to make destroyed textures for every model for two reasons: The file size will be too large, and I can't do it. So, I am attempting to config the parts as tanks, so as to take advantage of OFP's dammage model. However, when I attempt to use the parts ingame, the game crashes with no error messages. Here is the config I am currently using: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class TankParts { units[] = {T80_Hull, T80_Turret, T72_Hull, T72_Turret, T55_Hull, T55_Turret, Shilka_Hull, Shilka_Turret, BMP_Hull, BMP_Turret, BMP2_Hull, BMP2_Turret, M60_Hull, M60_Turret, M1_Abrams_Hull, M1_Abrams_Turret, M2A2_Hull, M2A2_Turret}; weapons[] = {}; requiredVersion = 1.9; }; }; class CfgModels { class Default {}; class Vehicle: Default {}; class Tank: Vehicle {}; class T80_Hull: Tank { sectionsInherit=""; sections[]={}; }; class T80_Turret: Tank { sectionsInherit=""; sections[]={}; }; class T72_Hull: T80_Hull{}; class T72_Turret: T80_Turret{}; class T55_Hull: T80_Hull {}; class T55_Turret: T80_Turret {}; class Shilka_Hull: T80_Hull {}; class Shilka_Turret: T80_Turret {}; class BMP_Hull: T80_Hull {}; class BMP_Turret: T80_Turret {}; class BMP2_Hull: T80_Hull {}; class BMP2_Turret: T80_Turret {}; class M60_Hull: T80_Hull {}; class M60_Turret: T80_Turret {}; class M1_Abrams_Hull: T80_Hull {}; class M1_Abrams_Turret: T80_Turret {}; class M2A2_Hull: T80_Hull {}; class M2A2_Turret: T80_Turret {}; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicles : Land {}; class Tank : LandVehicles {}; class T80_Turret : Tank { scope=2; vehicleclass="Tank Parts"; icon="tank"; displayname="T80 Turret"; nameSound=""; accuracy=0; getInRadius = 0; fuelCapacity=0; irScanRangeMin=0; irScanRangeMax=0; irScanToEyeFactor=0; armor=200; armorStructural=2.0; class HitTurret {armor=0.8;material=51;name=turet;passThrough=1;}; armorTurret=0.8; cost=0; steerAheadSimul=0; steerAheadPlan=0; predictTurnSimul=0; predictTurnPlan=0; hasGunner=false; hasCommander=false; hasDriver=false; nightVision=false; simulation=tank; formationX=0; formationZ=0; precision=0; brakeDistance=0; maxSpeed=0; side=4; model="\TankParts\T80_Turret.p3d"; canFloat=false; weapons[]={}; magazines[]={}; type=VArmor; threat[]={0, 0, 0}; camouflage = 8; // tank are very easy to spot audible = 0; hideProxyInCombat = true; class TurretBase { gunAxis = ""; turretAxis = ""; soundServo[]={}; gunBeg = ""; gunEnd = ""; minElev=0; maxElev=0; minTurn=0; maxTurn=0; body = ""; gun = ""; }; class Turret: TurretBase {} class ComTurret { turretAxis = ""; gunAxis = ""; soundServo[]={}; gunBeg = ""; gunEnd = ""; minElev=0; maxElev=0; minTurn=0; maxTurn=0; body = ""; gun = ""; }; class Wheels {}; transportMaxMagazines = 0; transportMaxWeapons = 0; }; class T80_Hull : Tank { scope=2; vehicleclass="Tank Parts"; icon="tank"; displayname="T80 Hull"; nameSound=""; accuracy=0; getInRadius = 0; fuelCapacity=0; irScanRangeMin=0; irScanRangeMax=0; irScanToEyeFactor=0; armor=200; armorStructural=2.0; class HitHull {armor=1;material=50;name=hull;passThrough=1;}; armorHull=1; cost=0; steerAheadSimul=0; steerAheadPlan=0; predictTurnSimul=0; predictTurnPlan=0; hasGunner=false; hasCommander=false; hasDriver=false; nightVision=false; simulation=tank; formationX=0; formationZ=0; precision=0; brakeDistance=0; maxSpeed=0; side=4; model="\TankParts\T80_Hull.p3d"; canFloat=false; weapons[]={}; magazines[]={}; type=VArmor; threat[]={0, 0, 0}; camouflage = 8; // tank are very easy to spot audible = 0; hideProxyInCombat = true; class TurretBase { gunAxis = ""; turretAxis = ""; soundServo[]={}; gunBeg = ""; gunEnd = ""; minElev=0; maxElev=0; minTurn=0; maxTurn=0; body = ""; gun = ""; }; class Turret: TurretBase {} class ComTurret { turretAxis = ""; gunAxis = ""; soundServo[]={}; gunBeg = ""; gunEnd = ""; minElev=0; maxElev=0; minTurn=0; maxTurn=0; body = ""; gun = ""; }; class Wheels {}; transportMaxMagazines = 0; transportMaxWeapons = 0; }; class T72_Hull : T80_Hull { displayname="T72 Hull"; model="\TankParts\T72_Hull.p3d"; }; class T72_Turret : T80_Turret { displayname="T72 Turret"; model="\TankParts\T72_Turret.p3d"; }; class T55_Hull : T80_Hull { displayname="T55 Hull"; model="\TankParts\T55_Hull.p3d"; }; class T55_Turret : T80_Turret { displayname="T55 Turret"; model="\TankParts\T55_Turret.p3d"; }; class Shilka_Hull : T80_Hull { displayname="Shilka Hull"; model="\TankParts\Shilka_Hull.p3d"; }; class Shilka_Turret : T80_Turret { displayname="Shilka Turret"; model="\TankParts\Shilka_Turret.p3d"; }; class BMP_Hull : T80_Hull { displayname="BMP Hull"; model="\TankParts\BMP_Hull.p3d"; }; class BMP_Turret : T80_Turret { displayname="BMP Turret"; model="\TankParts\BMP_Turret.p3d"; }; class BMP2_Hull : T80_Hull { displayname="BMP2 Hull"; model="\TankParts\BMP2_Hull.p3d"; }; class BMP2_Turret : T80_Turret { displayname="BMP2 Turret"; model="\TankParts\BMP2_Turret.p3d"; }; class M60_Hull : T80_Hull { displayname="M60 Hull"; model="\TankParts\M60_Hull.p3d"; }; class M60_Turret : T80_Turret { displayname="M60 Turret"; model="\TankParts\M60_Turret.p3d"; }; class M1_abrams_Hull : T80_Hull { displayname="M1 Hull"; model="\TankParts\M1_abrams_Hull.p3d"; }; class M1_abrams_Turret : T80_Turret { displayname="M1 Turret"; model="\TankParts\M1_abrams_Turret.p3d"; }; class M2A2_Hull : T80_Hull { displayname="M2A2 Hull"; model="\TankParts\M2A2_Hull.p3d"; }; class M2A2_Turret : T80_Turret { displayname="M2A2 Turret"; model="\TankParts\M2A2_Turret.p3d"; }; }; As a side note, I am not sure if the problem is in the config or the model. The only selections I have in the models are the ones neccessary for the dammage overlays, namely "turet" in the turrets and "hull" in the hulls. -Student Pilot
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Thanks for the reply! I changed the values to the default values as defined in the commented config. Unfortunately, the game still crashes. -Student Pilot
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Can anyone see anything that might remotely be wrong?
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Yes, parrallel runways are quite common, Los Angeles International, Midway, Pittsburg, Charlotte, Dallas Ft. Worth all have parralel runways. Â However, if you wanted to get technical, 50 meters is not really enough space between runways to conduct same direction operations, and nowhere near enough space to conduct opposite direction operations. Â According to AIM 3-8-3, the minimum distance between the centerlines of parrallel runways for same direction operations for light single engine planes is 300ft. Â For twins it's 500 ft, and all other aircraft need 700ft. Â Lesser distance is ok, you just can't use both runways at the same time, which is the whole purpose of having parrallel runways. Ok, I'll shut up now
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Yeah, I thought so I guess it really doesn't. I guess the double runway is fine, I guess the point I wanted to make was the taxiways should be improved. Â I only suggested removing one of the runways to make room for the taxiways. lol, I guess so lol, I hope you're kidding
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This island is really looking nice, but I have to agree with ag_smith, the airport is entirely unrealistic. While I have not found an airfield in OFP I really like, this one is one I really dislike. Eliminate one of the runways, add taxiways, and please add a proper terminal building. Even mapfact's terminal would be fine. Please don't have only hangars. And what's up with the R1 and R2 at the end of the runway? If you are going to add something there, make it 36R for the east runway and 36L for the west runway (and then on the other end, make sure to put 18L for the east runway and 18R for the west runway). Maybe I am too picky, it must come from being a student pilot and a plane lover, but I think it would be a shame to see such a good island with a bad airfield. -Student Pilot
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It seems to me that the waterline is determined by the center of gravity (cg) of the entire geometry lod. Â Select all of the components in the geometry lod to see where the cg is. Â You can tell where the cg is by seeing where the blue lines meet to form a dot. Â Then adjust it by selecting different parts of the model and adjusting the weight of those parts. Â When you think you have it right, select all of the components again to see exactly where the cg is. I hope that is clear.
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Oh, ok, I understand, thanks for the clarification!
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Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
Ok, I have unnassigned the textures from the faces on the outside of the plane. I did this by clicking faces->face properties, and deleting the texture entries. I saved the model, exited O2, loaded O2, loaded my model, applied the textures, saved the model, and pbo'd the addon. This didn't help. I also tried deleting the problematic faces. I then made new faces, saved the model, exited O2, loaded O2, opened my model, applied the textures, saved the model, and pbo'd the addon. This also didn't help. I'm wondering if the mipmap for these specific textures aren't messed up. I viewed the different mipmaps of my textures in TexView. It appears the second or third mipmap is what appears ingame, giving a blurry texture. -
The title pretty much says is all, the cargo view textures are blurry, while the rest of the plane isn't, why? Pic from Bulldozer:
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Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
Thanks for the replies! Â I'm sorry I haven't replied sooner! OFP's resolution is 1024x768x32, the texture I am using is currently 1024x1024, and still has the same effect when it was 512x512. Â Visual Quality is as high as it will go. I opened up my FlashpointPreferences file, and clicked the advanced tab. Â From there I clicked the textures tab, and set all those settings as high as they would go. Â To no effect. Â It seems to only be a few specific textures, as the others I use for the outside of the plane are very sharp. I have to use JPG's, I don't have a texture editor that can do TGA's with Alpha channels. The JPG's are saved to the best quality I have used both PAA Tool, and TexView, both give pretty much the same results. I copied the flashpoint.cfp to O2, and bulldozer still shows sharp textures, while ingame the textures are not sharp. EDIT: After adjusting my settings, the textures on the external part of the plane behave as bulldozer showed. This, however, is not good for me. In bulldozer, at certain parts of the outside of the plane, some of the textures showed as being blurry, while others were sharp. OFP now shows those same textures as being blurry, when before I adjusted the settings they were sharp. I do not want this, I want every texture I apply to be sharp. Is this too much to ask? btw, the textures inside the cargo still show up blurry, despite being sharp in bulldozer. -
Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
Well, the texture's are still blurry. I tried every mipmap filtering option in PAA Tool, and also tried several sharpening options, none of which worked. Do I have to remake my textures? -
Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
Ok, thanks! I will try that out, and post a reply in a day or two. -
Well, I guess I can't argue my point then! The only suggestion I can make then is to add a CfgModels section, besides that, I have no clue.
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Do you have a proper CfgModels section in the config? Also, I thought I read somewhere that the selection needs to be set to "Always in shadow", although I could be wrong.
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Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
@Odin [AEF-Kampa] The textures are quite sharp as they are, I would be surprised if this is the problem. @ag_smith I textured a face in the 0.000 lod with the texture, and it was still blurry. Â So the problem is obviously with the texture. Pleae excuse my ingorance, but what does this mean? Â And is there a way to correct it? -
Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
I tried deleting the transparent textures, didn't work @Odin [AEF-Kampa] I tried what you suggested, and it too didn't work. -
Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
They are either 512x512 or 256x256 I have a transparent texture in the Cargo lod. Could that be messing up the other textures? I ask this because all the other lods are fine, and none of the others have a transparent texture. -
I find custom cockpits to be tricky, mainly because of the tight space I have to work in, and the lack of interior pictures of the cockpit (most pictures only show the panel, and leave out the sides and back). But I won't release my addon without one.
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The mysterious floating Chopper
Student Pilot replied to Footmunch's topic in OFP : CONFIGS & SCRIPTING
That's strange, does this only happen to your addon, or does it also happen to the BIS choppers? -
Poor addon texture quality in cargo view
Student Pilot replied to Student Pilot's topic in OFP : O2 MODELLING
Ingame pic: -
Try this website.
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You may need a named selection, here's how to do it if you haven't already: 1)Load Oxygen 2)Make sure you are editing the resolution lod (ex: 0.000) 3)Left-click: Window->Named Selections, a box should now appear 4)Right-click in the box, and select "new" 5)In the name selection, type "class" 6)In the value selection, type "road"
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Hi all! I currently have a problem with a plane I am making, and have been unable to solve it. When the player is in cargo in my plane, in the first person view, objects "appear" thru the walls! Â This, however, does not happen in pilot or cargo view lods! Â What is wrong, and how do I fix it?