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stilton

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Posts posted by stilton


  1. you see where you've commented out its position as 'navlight'

    if that's what you've named the vertex in the ... memory lod, then that's what you should name it's name..

    if that makes sense..

    so instead of calling it whatever it is in czech... blahby-blik ..you just 'name' it navlight .. to correspond with your named vertex..

    ...sorry if you've tried this and again im getting the stick wrong end thereof smile_o.gif


  2. i've just uploaded some pics also.. Maybe i shouldnt double post.. but eventually when it gets lots of detail i suppose i might need this post space here..

    ..and as this is top of the forum atm anyway, i suppose technically this isn't bumping it... maybe.. possibly.. ..hopefully..

    *ducks and prepares to get shot*

    Here are imgs of me splashing down near the carrier.. Failed landing 1939324201 ... Click for larger images :P

    CarrierPic01_small.jpg

    <a href="http://www.actionjunkie.co.uk/CarrierPic02.jpg" target="_blank">CarrierPic02_small.jpg

    </a>


  3. Ok, so it's in the title... i'm releasing an alpha of my aircraft carrier smile_o.gif

    Try not to laugh too hard, its an alpha i say again smile_o.gif  But regardless, you can land on it.. and take off from it, using the F18.. (or a helicopter, or anything with fixed-gear on it, but sadly not standard BIS harriers at the moment, as the gears fold up on landing - sadly)

    I have been testing it using the Beta 0.25 MAS F18..

    Which can be found here

    which is made by Franze.. Works great and has a tailhook with it, so i'll pimp his F18..

    I have uploaded it    here..

    Warning - It unzips from 2meg, to 200.. somehow..

    Instructions included but it ain't brain surgeory, i have also included a custom mission which has the various pieces of the carrier automatically placed using the INIT fields, otherwise you'll have to guesstimate it, which i had to in the begining smile_o.gif

    If anyone has any constructive criticisms or suggested improvements they can thank of, they'd be appreciated - please not 'make the textures not suck'  -  because i know that already smile_o.gif

    I hope it  entertains someone/anyone smile_o.gif cheers..


  4. you need to have 'sections' defined in the CfgModels..

    I don't know what relevance this actually has as to how the light affects it.. but without adding the name of the 0.00 LOD's selection to that area of the config.. my light didn't show up at all.

    Unless of course yours is showing up.. In which case my info probably doesnt help.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgModels

    {

    class All {};

    class AllVehicles: All {};

    class Land: AllVehicles {};

    class Static : Land {};

    class Building : Static {};

    class NonStrategic : Building {};

    class Fence : NonStrategic {};

    class WireFence: Fence {};

    class House: NonStrategic {};

    class ViewTower2: House{};

    class TcCarrierTower: ViewTower2

    {

    sectionsInherit = "";

    sections[] =

    {

      "CarrierTow"

    };

    };

    };

    That's just an example of what i have above my CfgPatches section.. I'm not saying its right because all my stuff is guesswork and trial and error but mine show up..

    so-

    0.00 LOD  -  has selection named  CarrierTow

    hope that helps and i've not got the wrong end of the stick biggrin_o.gif


  5. Hi scars, really appreciate your help here...

    this also might make me sound stupid but i gotta say it... i have done a fair bit of research and also found another topic where people mentioned a class called

    MarkerLights

    which i'm assuming are the same as your 'positional lights'

    i tried placing a vertex in the memory LOD, giving it a selection group and then fiddling with the config...

    ...But it is entirely the 'fiddling with the config' part that i manage to complete mess up i think, because often it moans as soon as i hit 'Preview' in the mission editor...

    Is it possible to get the game to output a script of sorts showing all the available variables for each of these 'classes'

    I'm far from a programmer, so i don't know if anything above i've said makes sense... But it'd be really great if i could get some reference on how to use the markerlight/positional lights :P on my static object.

    also, another stupid question.. you say the createvehicle command? does that mean i'd have to use that in the mission editor, or in my config.cpp for the model?

    - Because what you've written out defiantely looks like a config.cpp sort of snippit.. what is being referenced as it's position in the model? thanks

    thanks again and again wink_o.gif you guys are a great help - i dont know where i'd be without ya


  6. thanks for your  help Gnat / Scars...

    I have just found the material section bit and have wrote a few for my carrier,  one for the deck and one for the various lights, and it does indeed make them self illumunated...

    But i'd also like to either have them give off a bit of light,  not in the 'headlight'  fashion... 'campfire' style  so the lights actually light up their surrounding fixtures and such..

    Or i'm just going to have to litter my model with spotlights, but i think that'll look terrible...

    My main concern is i have a radio tower /crows nest of sorts...

    and you can't really see the red/green 'lights'  that are set to self illuminate/emission until you are flying into it....  Which means they don't really serve their purpose...

    For example, how do the buildings and Watertower's, etc, static objects with lights on them.. how do they work, i haven't moved my character up to their lights much ingame to see if they actually light your character up... But the campfires sure do. And what about the current BI wing-fixed flashy red/green lights for planes?

    Surely, with all this config-modding you have to do...  just to get a model into the game...  

    You're tellin me i can't stick a Proper-light source on an external model?  It just seems so wrong, hehe


  7. ah well thanks for merging the topics...

    I only posted a 2nd one as this one has a wierd title.. and it wont help when people are searching for anything to do with lighting, if you see my meaning..

    ..Not trying to monopolise the forums for my own personal use biggrin_o.gif

    So, are you saying that the default BI -gear system is pretty much incompatible with carriers?


  8. My aircraft carrier is progressing...

    I've practically started again making it bigger :-)

    2 issues i'm still having problems with are

    - When i land the BI harriers on the deck... they seem to want to fold up their gear... and sit there on the deck parked, but not on their gear.. which is fine, i mean i can manage to take them off again biggrin_o.gif - But it'd look just silghtly better if they didnt fold the gear up on touching the carrier...

    What i don't understand is i am also using MAS Beta 0.2 F18.. And i can land this on the carrier (with a hella lot of practice) and it's gear dont crumple up on hitting the carrier, i can drive it around the limited parking area there is on deck.

    So i'm not sure if this is something i've done.. my inability to fly the harrier, or if it's just something to do with how the BI harriers detect what is solid ground, i've never tried a VTOL landing with a harrier onto a building myself..

    my 2nd problem is lighting the deck of my carrier...

    I have tried lots of variations of lights and i seem to be running into a few problems..

    I've searched and checked tutorials but i'm curious -

    - Is it possible to have a light without having the "spotlight-cone" effect.. because this seems to be the only way to light stuff such as the surroundings..

    - if so, how?

    cheers wink_o.gif


  9. Wow thanks for your replies... it's great to hear other peoples experiences and know that i'm not the only person who's come unstuck due to this biggrin_o.gif

    Well, it's not great, but at least it doesnt make me feel stupid.

    This does though   -  I don't know what size my 'carrier' is.. because im building it in max,  then i import the 3ds

    and in the scale settings i have it set to   2  :  1

    But i'm really not too clued-up on how to use O2.. i'm sure it tells you the ingame size of your models somewhere but if anyone can point me ot that wink_o.gif  

    cheers for all y'all help everyone, it's really appreicated.

    [edit much]

    Also, i have split it up like you suggest Gnat and it works good but i'm curious if there is a better way to have it all connected together at runtime?

    Because my current way of using the script in the Init is trial and error at best and only works with having the rotation of the FrontDeck as it is, if i were to turn it 90* left i'd have to re-guesstimate that little script.. biggrin_o.gif


  10. Wow, was that easier than i thought it'd be...

    Right now i come to my next problem.. I've been up all night so i got an endurance thingy going on biggrin_o.gif

    I think because my aircraft carrier was too big, the roadway LOD hit it's limit (i appeared to drop off the end of the runway even though there was roadway polys covering that area) - So after more reading about people are talking about splitting the mesh up and combining it later using scripting.. to get around it..

    So i have already sliced my mesh down the middle and seperated the 2 files, and with 2 addons... and i've put them in the editor and used a funky script in the initialization like:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [(getpos Tc01F select 0)-63.25,(getpos Tc01F select 1)-3,(getpos Tc01F select 2)+0];

    To put the rear of the aircraft carrier offset at the right place compared to whereever i place the Front of it (i suppose this will mess up if i do it this way and rotate it, but for now.)

    My big problem is, if this is the right way to get around the limit of the roadway LOD /collision size, how exactly do i combine the 2 models, because when i get close to the seam inbetween the 2 statics my character just seems to drop down inbetween the 2 models.

    There is no 'gap' for him to fall down however, he seems to fall into the model and i have even tried adding extra roadwayLOD's on both sides to give each side an extra cushion near the seam of the 2 giant objects, but i still fall through..

    cheers to anyone who knows where im going wrong wink_o.gif


  11. I couldn't think of a great way to describe what's happening other than 'slideyness'.

    I am trying to make a basic static house object in the shape of an aircraft carrier.. I was having problems with the collision mesh not being there on the deck, so i have divided the deck up into boxes on the collision mesh so that from my limited testing so far anyway i can now run along -parts of- the deck and land a chopper on it...

    But at points my character seems to get stuck and slides across areas of the deck, which results in death as im testing the boat on land biggrin_o.gif - I believe this is at the seam points of the different 'collision boxes' in using (and i have just tried overlapping these collision boxes and it didnt help - sniff)

    I'm importing the basic boat model from 3dsmax and as i say it's just a basic house static object with a config taken from brrseb's tutorial on making a crate, because all the config stuff is a bit wahey smile_o.gif

    But if anyone knows a fix to what im experiencing or knows what might be causing it, i'd appreciate the help

    a little more info, i dunno if its related to this problem..

    despite being able to 'land' on the carrier, and turn off the engine and 'eject' the option to 'get-out' doesnt appear.

    thanks if anyone can help with my slippery-deck phenomenon smile_o.gif


  12. Not trying to monopolise the support forums but any official feedback on whether this issue is getting resolved or not would be appreciated..

    i dont know if i mentioned before, but id simply check the bug tracking system.. but everytime i see a link for it and try to check it out, the links dont appear to work.

    cheers


  13. precisely what andersson said...

    I understand the NVG is limited to a tiny circle in the middle monitor, but if this is the case, then only that area should be affected by the light sources...

    and perhaps people with one monitor are being affected by it... but it must be much less of an issue, because whilst we are at the same advantage/disadvantage by the fact the view is limited to the circle on one monitor, all 3 of my screens affect the 'lighting' of the NVG's... so where you might not be getting affected by lights 90degree's to your left... i am.

    cheers for the replies so far though wink_o.gif

    and merry christmas / boxin day wink_o.gif


  14. 60 views and no replies.. eek

    Am i alone in seeing this bug? any feedback would be appreciated especially from people using 3 monitors... if only to confirm that i'm not a madman.

    i don't expect much though as it's so close to christmas.. but i'd rather not let this sink to the bottom of the pile, especially as i can't see to report it on the bug tracking system.. or even view that?


  15. Hi,

    I was just posting to say that a small bug (i believe its a bug anyway)  i've noticed when playing Evo at night (on ver 1.08, at least)   was that when  putting on the NVG, the viewable area  gets shortened down to one screen...

    This is not the problem,  the problem is that the night vision googles  still adjust to things displayed on the other 2 screens...  and because of the extremely wide FOV,  the NV keeps bleaching out and going really dark, etc..

    [edit to explain further - hope this helps]

    So, if there is a streetlight on the left of right monitor, it can't be seen on the little NVG viewing circle... but the visible area still becomes very dark because (i think) the lights on left/right monitor are considered to be affecting visibility

    [/edit]

    Perhaps it's a feature,  but the fact the other 2 monitors are  blacked out and you cant see anything on them, makes me think they shouldn't really be affected by this.

    I don't know how many people actually use the triplehead feature, but i imagine it's not a lot..  so i doubt this will be viewed as a bug of massive proportions,  however.. for me personally, it does make playing at night a lot harder than if i had just one screen...

    i haven't tried the 1.09 patch so for all i know,  someone has already noticed and fixed this (lol, maybe wishful thinking)  - But i thought i should post it anyway..

    Also, whilst im here, and slightly related... Is it possible to use  start-parameters on the .exe    to start the game in triplescreen mode like the -x -y params?

    because sometimes i'd like to run the game,  on just a window, one screen smile_o.gif

    thanks


  16. i have searched the biki using the 'search' function.. using.. wait for it...

    animation naming conventions

    but sadly, sweet f.a came up...

    ...i cant be the only one to think that the biki is poorly indexed.. like i said on the comments on the biki...

    ..if you know, would you mind posting where bdfy?


  17. hmmm thats a shame, could i not put something in the weapons cpp so it would only use my own animations for my weapon..

    ive extracted all the stock animations as well, from the Anims.pbo - to take a look at them, but the naming convention seems a bit... confusing biggrin_o.gif

    so if anyone had any idea as to what that was all about as well, apprecaited.. because ill surely be able to have a look at the existing mp5 animations, make my own new ones around what they look like and somehow write that into the config.cpp ...im hoping confused_o.gif

    ..this is all a bit new to me, thanks in advance smile_o.gif


  18. I have made my custom FN-P90 for Arma, and have it working ingame... (although i am remaking the model and texture as we speak) - i'm incredibly pleased to have got this far...

    But because of the shape of it and the fact that the magazine sits on top of the gun, the general holding position and reload look extremely 'off'

    i have downloaded a few addons for Arma but i haven't seen any examples of custom reload/holding animations for guns.. im wondering if anyone would be able to tell me...

    ..if its possible to make custom animations for Arma?

    ..what files i'd have to make/edit

    and if possible ..any tips/links to tutorials about OfpAnim (im assuiming this is what you'd need to use to make them?

    but yeh any information would be appreciated, even if its just 'not possible at the moment' lol smile_o.gif - although that would be dissapointing

    thanks


  19. YEEESS!!! YESSS!

    Thank you Suma... i would edit my post, but this needs another post...

    I went into CMD / Dos prompt... typed what you suggested... and Voila... i have.... MY MODEL! inside the viewer... all working.

    It now complains about:

    Cannot load texture standard_1.paa

    but this is a minor detail, now i have a semi-working bulldozer and i can actually SEE MY MODEL!

    Suma, i cant say how happy you have made me man, thank you so much for your time... Obviously it'd be great if it worked without all this effort.. but, i suppose like they say...

    Anything thats easy to do, isnt worth doing at all wink_o.gif

    thank you again


  20. hmm...

    thanks for your help in trying to resolve this.. but still no joy.

    [edit]

    At least, im guessing what i have described is a known issue with the tools? and not just me - that is being fixed yeh? - im hoping the fact you have replied is to confirm this, i hope

    [/edit]

    I added this:  -window -buldozer -noland P:\FullPathTo\MyModel.p3d

    as you say, to then end of the shortcut but as i say,  no joy.. it just keeps splitting errors at me,  my shortcut looks like this..

    C:\Games\ArmA\arma.exe -buldozer -noland z:\TC_P90.p3d

    But it now spits up... 2 error boxes before closing the game..

    No entry '.CfgWorlds'.

    and i click ok and get..

    a black screen, followed by another error:

    Shaders not valid (mismatch of exe and data?)

    -   I thought this may have been as i asked daSquade for his .exe  file to test if it was my sprocket version causing the problems,  but i have since reinstalled the game and have a legitimate version of the game...  So  i have no idea   banghead.gif

    Once again,  thanks for trying to resolve this,  any answers  are appreciated  smile_o.gif

    p.s:  also,  i think the sprocket version i have is 1.05,  yet i just reinstalled it and it says its 1.08...  which is confusing,  so im going to downlod the patch and apply it again just incase thats what causing it...  But im hopeful as you guys wrote it, you might know if this is not the cause...


  21. I thought id post this topic in the right forum in the hopes that someone has already experienced it...

    Obviously, this for Arma, not the original Ofp.. i have the sprocket/downloaded version of Arma...  latest patches and the Oxygen 2 PE  RC...

    The error i get is the thread title..  External Viewer: Attach Failed. No viewer found  -  i get this when i try to load buldozer/the viewer... i havent even loaded a file...  and also, when i have loaded my file smile_o.gif

    O2config.jpg

    Here is my config from O2,  i have changed the Virtual drive letter in the batfile to Z.. because its a little more organised for me, but i get the same error if i leave it as P:\

    I have also tried copying all the DLL's from the o2light,  and unless i put the quotes "..." around the  c:\arma.exe  part...  when i go to the viewer, i just get a menu screen...

    I have posted this new thread as i read people having similar problems,  but im not sure if anyone has had exactly the same problem...

    ...and i hope me posting this increases the chances of it getting fixed  biggrin_o.gif

    thanks to anyone who can help

    [edit]

    Also.. i have just thought to ask, is there any alternative to buldozer viewer? Can i not import my semi-working models into Arma to view them?? because quite simply... i've stopped making my models and cant continue because i dont know of a way to preview them, if anyone knows how i can preview them directly into Arma without buldozer errors it'd be cool wink_o.gif - thanks

    [/edit]


  22. to quote the x-files...

    you are not alone... i have run into this problem myself and now wasted 2 days trying to fix it.

    talking to Dasquade and others over MSN..

    i however have WinXP SP2.. and get the same

    "External Viewer: Unable to create viewer"

    error... although i had to go through an abosolute nightmare, just to get this far... hunting around to find that i needed to put " " around the "C:\Arma.exe"

    I'm pretty pissed off with the whole thing to be honest and i think ill just give up now wink_o.gif if anyone does sort it though it'd be a godsend

    Also, i believe there are others such as 'HulkingUnicorn' who also have this error...

    Do you have the sprocketIdea version of Arma by any chance?

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