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VipHeart

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Everything posted by VipHeart

  1. VipHeart

    swap textures

    @nephilim: As DBR_ONIX said: the solution to the blurry textures porblem is to hide small faces with the texture somewhere inside the model. This way the engine has to cache the texture during the loading process. If you don't do so the engine will only load up to the 6th mip-map (i guess).. which results in the blurry texture. Hidden selections is not the better solution because you would have to double or trible the face count (for each texture an new part of the model..). And as we all know the engine has more problems handeling large poly sizes then texture sizes
  2. VipHeart

    swap textures

    If you don't want to use seperate p3d files for each side you can still use the setObjectTexture function. Simply do it this way: 1. Step Open the model in O2, select the whole model and go into the faces properties, now select all faces of a kind (e.g. 1.pac) the way Nephilim described and press the button "create selection" (or similiar). Now define a new selection with the name tex1. Repeat those steps with the second texture and name it tex2. 2. Step Now in the CfgModels section in the config.cpp you define those selections as the first in row (e.g. it's "tex1","tex2", "other_selections"). This is important because in the setObjectTexture function you have to use the number (e.g. tex1= 1 becase it's the first in row) 3. Step In the CfgVehicles section you add classes for all sides always useing the same model definition (e.g. model="\myaddon\model.p3d";) BUT each one gets an own eventHandler in which you state: this setobjecttexture [0,"\myaddon\1.pac"];this setobjecttexture [1,"\myaddon\2.pac"]; In the west side's config entry you would then state: this setobjecttexture [0,"\myaddon\3.pac"];this setobjecttexture [1,"\myaddon\4.pac"]; ..and so on! There might be a couple of small mistakes here.. i'm in the university and so I didn't had the chance to check all the stuff
  3. VipHeart

    Animated .paa textures..

    There's one thing I'm wondering about since the very ealry days of O2: animated textures Flashpoint uses animated paa textures to display the water and for almost all particle effects. I played a little arround with thos particle effects and flashpoint honestly doesn't even care how large the anmimated textures are.. using 512x512 worked fine. Also the zasleh - the gun fire effects - work with animated textures HOWEVER when you're trying to use animated textures in normal models it simply won't work!! The strange thing is, that for example the fountains in OFP have animated textures applied to the model ( you can find them in the data.pbo) but those animations aren't diplayed ingame. Now why does BIS include animated textures for several models in the original game when they don't use it?? Has anyone any idea how to use those animated paa textures??
  4. VipHeart

    Animated .paa textures..

    Tested the addon and I like it However, my question how to use or trigger those animated paa's in normal model still remains unanswered! Anybody any idea??? Maybe some of the BIS folks??
  5. VipHeart

    Animated .paa textures..

    Yeah, I know vektorboson but some things which weren't fully implented worked after a little work on it.. Burns, you're my man! That's exactly what I was referring to!! But how do I trigger these animated textures on a normal model?? There must be a way to do that - 'cause the engine definitley knows how to handle those textures (see what i said about the smoke or explosion textures..)...
  6. VipHeart

    Armed Assault info for modmakers

    There are only two things which O2 is really lacking: - EXTRUDE function - easier UVmap/TEXTURE functions O2 ist just about perfect for low poly modelling in all other aspects.. But I really would like to see in the game itself is a better handling of the animations system ( for example: animations for weapons and vehicles) and an improved ballistic/ammo system where several weapons of the same kind could use the same ammo yet have different sounds and so on.. AND multiple gunner positions would be great!!!
  7. VipHeart

    Animated .paa textures..

    I'm sorry Nephilim, but I think you misunderstood me. I don't mean animated textures like animated gifs where you have all the frames in one gif file. Take a deeper look into the data.pbo - there you'll find several textures which are named *name*.01.paa - where the number is increasing. E.g. the explosion or water textures. As soone as you give several image files such a name sheme the engine will display it as an animation. BUT it seems it will only do so if the texture(s) is/are used in an smoke or explosion effects. However, the engine always displays all frames it finds and the "frames" (meaning the single paa) are not defined anywhere - so setObjectTexture or anything similiar was definitley not used!! Now what I wondered about is the fact that the fountain model uses such "animated paas" aswell. There is even a "animated=0" setting in it's class description in the main config.cpp. Yet, if you watch the fountain ingame the water won't move - but why did BIS included those animeted textures then??? Same thing with the bmps track texture - also animeted. There are several more examples of those textures in the data.pbo.. I'm even not quite sure wether the fountain was animted in one of the earlier patches.. I think I remember the fountains water to be animated in the early flashpoint versions.. but my memory could trick me.. Anyway: the engine seems to understand those animated textures!!! By the way: the muzzle flash doesn't rotate. It changes the texture - believe me. The "animted" zasleh texture has only three "frames" which are displayed when the weapon is shooting...
  8. After playing a little bit with the helicopter physics in Flashpoint I found a good way to use it for hovering scifi vehicles. HOWEVER.. unfortunatly most scifi vehicles - like Star Wars Speederbikes and Landspeeders - don't fly very high! So is their a way I can prevent them from flying higher then, let's say 10m?? Maybe via an simple script or is their even a config entry I don't know yet?? I need your help guys!
  9. VipHeart

    Speech9[] 2 Identities with 2 languages

    Maybe you solved it already.. yet an answer is never to late, isn't it?? I'm not sure, but i'll think Flashpoint will output the languange which is choosen as game language. So if you have choosen "german" in your FlashpointPreferences chances are high that the game gives you that german sound file as output I think
  10. VipHeart

    Armed Assault - should the name be changed?

    To be honest: I don't mind the name.. Of course Armed Assault seems a little.. well.. lets say "unmilitary" as every dumb ass knows that an unarmed assault generally is a very short and senseless one. But what I'm really concerned about is the fact that judging from the pics - besides the obvious new shadow system - the engine hasn't changed a bit! It's still the old houses, trees and bushes - and the soldiers only slightly look better then HYK US Soldiers. SO what I as a mod maker expect BIS is to really show some fresh air in the engine itself! Features like: - Animated vehicles (so we can construct cranes, walkers etc.. - several gunners per vehicle - easy to use animated textures and bumbmaps - better and more flexible ammunition system.. If they implent only 2 of those four features i will definitley buy the game - despite the strange name
  11. To be honest: I don't mind the name.. Of course Armed Assault seems a little.. well.. lets say "unmilitary" as every dumb ass knows that an unarmed assault generally is a very short and senseless one. But what I'm really concerned about is the fact that judging from the pics - besides the obvious new shadow system - the engine hasn't changed a bit! It's still the old houses, trees and bushes - and the soldiers only slightly look better then HYK US Soldiers. SO what I as a mod maker expect BIS is to really show some fresh air in the engine itself! Features like: - Animated vehicles (so we can construct cranes, walkers etc.. - several gunners per vehicle - easy to use animated textures and bumbmaps - better and more flexible ammunition system.. If they implent only 2 of those four features i will definitley buy the game - despite the strange name
  12. VipHeart

    CfgCloth Section

    Although I've been working with Flashpoint for years I never really noticed the CfgCloth Section in the config.cpp. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgCloth { class Flag { stepSize=0.005; colPoints=9; rowPoints=9; stretchCoef=1000; fricCoef=1; windCoef=10; gravCoef=1; }; }; It seems somehow to be relied to the Flags in OFP. However, the explanation in the commented config is not very sufficient. If I stick to the name i would guess it defines properties to create clothes in OFP. But how does it work? Only as proxy? Is it possible to apply it to other things then flags like camo nets or cargo nets or even capes?? Any idea folks??
  13. VipHeart

    CfgCloth Section

    Yeah, now we talked about something widly known.. but we still don't know how to use that damned CfgCloth section Okay, let me make it clearer: For example I want to create a moving cargonet in an aircraft. I could use the flag proxy. BUT is their any other possibility to let this net behave like clothes ( hence CfgCloth..)?? Common folks.. any idea somebody??!!
  14. VipHeart

    CfgCloth Section

    Does really nobody know how to use the CfgCloth section??
  15. VipHeart

    P3dedit

    Okay NX.. didn't said that their hadn't been any victims however, in the times before binarize this wasn't a huge problem - and after ODOLexplorer, too. Technically ODOL was never meant as an protection - just as an optimization (as the word binarize says..). Lots of models from the HK pack were used by other mods later on - few gave me credits. Compared to todays standart those models weren't the best - but still lots of work. But even when BAS used them without appropriate credits i didn't bitched around (we handled that peacefully ). Cause the community had the benifit. And let us be honest: did it really hurt anybody?? Besides our egos? NO! Whenever you're creative there will be somebody who will copy your work... that's the curse of creatives all around the world
  16. VipHeart

    CfgCloth Section

    Thx ostrorogi, but I know The question is wether you have to attach it as proxy or somehow define a part of the object with this properties?? Could you gimme an example?
  17. VipHeart

    P3dedit

    Review of the situation: Hahaha! Reading this topic almost a year later is quite funny! How much people where arguing about ODOL-MLOD converters To the people against ODOL-MLOD Converters: Have you been the victim of model thieves??? I just remember a few cases.. very few. So all the fear and hatred was completly for nothing The tools helped the community and lod of mod makers to get new inspiration and knowledge from other mods. They didn't steal their work. The whole OFP community only survives because the mods and modmakers exchange their knowledge. Maybe some of the modmakers afraid of OdolExplorer or P3dEdit feared that people would notice that they had stolen their work themselves.. won't give names here Again: funny to read that topic now...
  18. VipHeart

    Upcoming lost brother addons

    I messed around with an update almost two and a half years ago.. well, I never finished it However, maybe I'll take a look at it again in the next couple of weeks. JAM compatibilty is defenitly something i would add
  19. VipHeart

    Upcoming lost brother addons

    Yo Thunderbird, that's agreat idea. It should be managable with the voices to have either side speaking their language!! Firefly, I can send you list of the orginal flashpoint comments in miltary english ( I'll improve some) and then a rar archieve with example voices. Then you'll just have to translate the list into hebrew. I know, that might be some work. But it'll be worth it :-) I'll post a tutorial on creating those voices soon!
  20. VipHeart

    Upcoming lost brother addons

    Hah! I couldn't believe it, when I first heard it: LoBo is still alive and kicking?? I see.. i've simply been away for too long seems as i have missed really a lot of details, hah? Miles, your work looks pretty good! I like the way my former babe is handled by you Keep up the good work!! --CUT-- Avon Darling? Just a question: would you lend me a helping hand in creating a hebrew voice pack? My ivrit is too rusty to handle something like that alone. Besides I have no military experience in the hebrew language. I already created a very complex german voice pack during my army time. Yet, still don't have a release date for it But would you mind helping me with hebrew?? I though about a arabic pack aswell - but i guess there are better people for this task avaible
  21. VipHeart

    OFP Animation Sharing Center

    odd.. the corrupt downloads really had something to do with firefox! Never experienced such an issue before  Well, with good old IE it worked perfectly! Okay fellas, i'll keep you updated on my work cya..
  22. VipHeart

    OFP Animation Sharing Center

    Well I personnally would never try to transfer any "coolness" from VBS1 to good ol' OFP However, why not bring some fresh flair into OFP without paying hundreds of dollars for it? By the way: Sanctuary, your zip files seem to be corruped every time i download them.. is their anything i should pay attention to? I use winrar and 7zip.. both don't work repeated the download three times.. any indea? Allright folks, thanx a lot.. guess i'm going back to work..
  23. VipHeart

    OFP Animation Sharing Center

    You folks.. i've been following this topic for quite a while now.. I'm unsatisfied with OFP's animations aswell. In the moment i'm working on a little project - it still has no name - to modify whole Flashpoint to give it a more "modern" look. Meaning: better graphics (models - especially face&head, textures - especially foliage and objects, effects) and better animations, aswell as new sounds. Right now it's still in a very early stage. I have made a couple of highres textures of the original houses and trees. In contrast to all the other total conversions like E.ECP and OFP2k3 i'm trying to modify the data.pbo and data3d.pbo aswell as the other basic pbos itself. Finally i would like to have a good installer so that even the "Addon-Unexperienced" users could use that mod. Now my question: Are you guys willing to work together with me to create an improved "Anim.pbo" for it?
  24. As far as i remember the texture has to be "preloaded". If the texture is loaded via the setobjecttexture command it's only displayed in 64Ë›. The trick is to put a small bit of this texture into the object you want to use the texture with. For example you want to change the helmet texture with the setobjecttexture command. You simply put a small face "invisibly" into the helmet with the texture which can be changed so it's loaded together with all the other textures during startup...
  25. VipHeart

    Joint ammo and magazines (jam)

    Major, I'm gonna update the HK pack with JAM compatibilty.. as you may know I joined BAS - the work on LB continues aswell. As far as we talked about it yet, HK pack will be divided into several packs, each completly JAM compatible. By the way: you contacted me?? Are you sure? I always reply to mails...
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