Timmothias
Member-
Content Count
39 -
Joined
-
Last visited
-
Medals
Everything posted by Timmothias
-
i don't think you should be able to jump. for one, in a real life situation, it doesnt seem like there are many oppurtunities to do any jumping. when you need to get somewhere higher, you either climb, or find another way or something. adding jumping (even with a penalty system) usually only makes multiplayer games jump-fests. also, with a full equipment load i can imagine it would be quite difficult to do any kind of significant jump. of course climbing would be a-okay.
-
Which mode of combat needs most imprvmnt?
Timmothias replied to FenderHSS's topic in ARMA 2 & OA - SUGGESTIONS
fixed wing needs most improvement, that is if you aren't considering development time and their significance in the game. the a10 campaign missions felt very clunky. i'm not sure if i hit a single thing. -
i wish the ai wouldn't run into your line of fire while you're shooting for a long period of time. when shooting in a gun emplacement or shooting a m60, ai soldiers have a tendency to run in front of me, and then i get the credit for a friendly kill.
-
i wouldnt mind finding out about this too. so if you're gonna pm him, please pm me too.
-
i wouldnt mind finding out about this too. so if you're gonna pm him, please pm me too.
-
well, i dunno about that kfdata thingy. it might do that for windows xp and stuff, but i have windows me so i'm not sure. it just says objektiv2light has caused an error in objektiv2light.exe. objective2light will now close. pretty generic error, so i dont know what the deal is.
-
i used wings 3d to create a model of a building. when i use the export feature to export to .3ds format, and then try to open the file with o2, it gives me an error and closes down the program. the model doesnt have any textures or anything, and i think it should work. anyone know why it won't work? i put some time into this baby and i would really appreciate getting it into oxygen.
-
well, i dunno about that kfdata thingy. it might do that for windows xp and stuff, but i have windows me so i'm not sure. it just says objektiv2light has caused an error in objektiv2light.exe. objective2light will now close. pretty generic error, so i dont know what the deal is.
-
i used wings 3d to create a model of a building. when i use the export feature to export to .3ds format, and then try to open the file with o2, it gives me an error and closes down the program. the model doesnt have any textures or anything, and i think it should work. anyone know why it won't work? i put some time into this baby and i would really appreciate getting it into oxygen.
-
i looked around manually, didnt see anything. anywayz, if i do not own the 1000's of dollars program 3ds max, anything i can use to export this way?
-
i looked around manually, didnt see anything. anywayz, if i do not own the 1000's of dollars program 3ds max, anything i can use to export this way?
-
haha, you crazy moth... ummm, fools, it does automatically tile a texture.
-
haha, you crazy moth... ummm, fools, it does automatically tile a texture.
-
i checked out the m16 tut so that i could texture my skyscraper model, but i am having some troubles. question 1: how do i tile the texture on the face, or will it do that automatically? this would help to greatly reduce the filesize. and more importantly, question 2: i set my texture as the background texture, select the faces i want, (i don't really position it, because i want it to be a tiled texture) and then i hit A. the background texture appears in 02, but when i check it out in buldozer, the texture doesnt appear. i'm thinkin it has something to do with the reference to the .paa, but i dunno.
-
i checked out the m16 tut so that i could texture my skyscraper model, but i am having some troubles. question 1: how do i tile the texture on the face, or will it do that automatically? this would help to greatly reduce the filesize. and more importantly, question 2: i set my texture as the background texture, select the faces i want, (i don't really position it, because i want it to be a tiled texture) and then i hit A. the background texture appears in 02, but when i check it out in buldozer, the texture doesnt appear. i'm thinkin it has something to do with the reference to the .paa, but i dunno.
-
man, thats weak, i can't believe you can't tile stuff.
-
man, thats weak, i can't believe you can't tile stuff.
-
i posted these at the ofpec forums, but no responses yet. so i'll post here too. its just a bunch of questions i have about o2 and ofp modeling in general. 1) is each square on the grid equal to 1m x 1m? 2) about how big is an OFP person in oxygen. if the answer to question #1 is "yes", then how many meters high and wide is a person. 3) i don't understand Resolution LODS completely. is it the higher the number, the more detailed the model? also, i heard that the max number for res. lods is 12.000, is this true? also, are there set numbers i have to use for the LODs, or can i just put 5.673 and 2.465 and OFP will automatically use them whenever needed. also any other tutorials or tips you could give me would help. 4) still looking for a free 3d modeling program you guys use; so if you could recommend one it would help a lot. 5) any function or tool in oxygen i can use to level the model exactly with the ground? i dont really wanna approximate and then have a little space between the ingame model and the ingame ground. 6) i dont see these normals i keep hearing about. do i need to create them, or should they automatically come when i create a face?
-
i posted these at the ofpec forums, but no responses yet. so i'll post here too. its just a bunch of questions i have about o2 and ofp modeling in general. 1) is each square on the grid equal to 1m x 1m? 2) about how big is an OFP person in oxygen. if the answer to question #1 is "yes", then how many meters high and wide is a person. 3) i don't understand Resolution LODS completely. is it the higher the number, the more detailed the model? also, i heard that the max number for res. lods is 12.000, is this true? also, are there set numbers i have to use for the LODs, or can i just put 5.673 and 2.465 and OFP will automatically use them whenever needed. also any other tutorials or tips you could give me would help. 4) still looking for a free 3d modeling program you guys use; so if you could recommend one it would help a lot. 5) any function or tool in oxygen i can use to level the model exactly with the ground? i dont really wanna approximate and then have a little space between the ingame model and the ingame ground. 6) i dont see these normals i keep hearing about. do i need to create them, or should they automatically come when i create a face?
-
is there a way to mirror properly?? by properly i mean: create a duplicate of sets of points/faces/structures a given distance away from the originals. i know they have the mirror buttons, but these only flip the selected items around the x or y axis, and you dont have the option of creating duplicates and/or setting them a certain distance away. i seriously hope there is because i just made a whole set of vertices on one side of the grid, thinking i could just mirror it over when i was done. now i'm not so sure
-
is there a way to mirror properly?? by properly i mean: create a duplicate of sets of points/faces/structures a given distance away from the originals. i know they have the mirror buttons, but these only flip the selected items around the x or y axis, and you dont have the option of creating duplicates and/or setting them a certain distance away. i seriously hope there is because i just made a whole set of vertices on one side of the grid, thinking i could just mirror it over when i was done. now i'm not so sure
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (scousejedi @ Sep. 15 2002,23:41)</td></tr><tr><td id="QUOTE">2. dunno.... d/l demo models and cut and paste selection :proxy:cargo or driver from jeep it will show you a triangle that will give you an idea of height. It should throw a driver model into the viewer as well I think..?<span id='postcolor'> where exactly do you find these demo models?
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (scousejedi @ Sep. 15 2002,23:41)</td></tr><tr><td id="QUOTE">2. dunno.... d/l demo models and cut and paste selection :proxy:cargo or driver from jeep it will show you a triangle that will give you an idea of height. It should throw a driver model into the viewer as well I think..?<span id='postcolor'> where exactly do you find these demo models?
-
ok, i found a work-around. make a duplicate, then mirror it. then use "Points/Transform 3D/Move" and select relative to pin. then you can enter the number you need to move em.
-
ok, i found a work-around. make a duplicate, then mirror it. then use "Points/Transform 3D/Move" and select relative to pin. then you can enter the number you need to move em.