Stag
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Everything posted by Stag
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A possible idea for a new addon....
Stag replied to Bullz_eye_on_my_back's topic in ADDONS & MODS: DISCUSSION
Why bother even making new wire fences? All it needs to do is to cause damage to existing fences when in contact. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @ Dec. 15 2002,22:31)</td></tr><tr><td id="QUOTE">Can someone tell me what SCUD stands for?<span id='postcolor'> Because sombeody propped it upright.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Dec. 14 2002,03:39)</td></tr><tr><td id="QUOTE">I think that mods should share models and textures for their weapons so we don't have 6 different colt 1911's, 3 different ingrams, 10 M16's, so on.<span id='postcolor'> This sounds like a universal standard for OFP, which is not a bad thing, in fact something I would very much like to see; obviously with the most realistic figures possible. It would need a lot of co-operation between existing mods, plus further research to allay (or perhaps increase) the fears of the most stubborn "My country's tank is better than yours" Die hards.
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@ Solidsnake: Because its there. BUT (@ Franze), Textures need a lot of work if you want the universal admiration (or at least a percetage) of the OFPcommunity. Make it eyecandy, or make it BLOW THINGS UP! Just my ha'peth. When are you going to start an OFP related project?
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FliPer is working with BAS? Good. That place is becoming a regular one-stop download shop!
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It can be done; just look at the ELCAN sight from Operation Northstar. I think I know how its done, but I've got other projects going. ...Nah, I won't leave you in suspense. create another object in the optics file and just paint the damned thing whatever colour you want.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ACES_KEVIN @ Dec. 12 2002,05:31)</td></tr><tr><td id="QUOTE">Not my intention to give a modmaker my idea tho....i myself have been searching for these type photos.....i am simply trying to stir up a lil intrest, and maybe get a few guys who wanna research it and make this type of MOD..... I understand your point but i think my photos met there intent well enuff.....some pretty good shots of what the chineese got there.... Kevin<span id='postcolor'> The "you" was none-specific , but when you consder the amount of effort that goes into creating even a simple addon, I think I can safely say that generally a request by somebody for a specific item doesn't actually impress a modeller. Not to be disparaging, but simply stating the general position; Not very many addons are built as a result of a modder reading an anonymous "I would like to see a (insert as applicable) in OFP." thread. Modders will build something simply because they want to do so. To stand any chance of encouraging them to work on your request, at least go part of the way to assisting them.
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Nice to see so many requests, but frankly, photos exist by the sackful. If you really want a modmaker to take a serious look at doing something, he will need PLAN DRAWINGS, which I spend a hell of a lot of time searching high and low for. This doesn't mean I would immediately take up any project, if you posted one here, but if you really want a particular vehicle, why don't you give the modders some practical help, rather than posting very colourful but in the main almost useless photos? Â Actually, posting plan images here may be a good idea; maybe someone will take the project up...
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I believe somebody is working on a turreted BRDM. Been a while since I've seen anything about it though.
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Re: that info above; I have been playing with it today, and I can shave a few processes off that: 1. Open a new file. Make the size 512x512. (larger doesn’t seem to make much difference, unfortunately) add an alpha channel, and make sure its selected. 2. Select the colour WHITE, and draw a solid-filled circle in the centre of the image. 3. Invert the colours, so that the alpha and the circle swap places. In PSP I think its called negative image, in Photoshop, its Invert. 4. Draw in the crosshairs. 5. Select the magic wand, click on the white, selecting all of it, and copy. 6. Open a new layer, and select RGB channels. 7. Paste your selection into the new layer, and invert the colours again so it turns black. 8. Save the image as a 32 bit .tga, or the alpha channel won’t make it into O2. As for blurring and muzzle flashes: airbrush white directly onto the alpha channel. Mud? haven't got that far yet; I'm making this up as I go along.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Goeth[kyllikki] @ Dec. 11 2002,13:29)</td></tr><tr><td id="QUOTE">Very nice looking indeed. While your at it make a similar recon vehicle for east too .<span id='postcolor'> You mean like a BRDM?
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1. In your Bulldozer folder, create a new folder, and call it AK5D, or whatever you want your final model to be called. 2. Store all files relevant to that project in there. 3. All graphics files must be multiples of 128; eg: 128x128, 256x256, etc.
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It's more like an alpha than a beta, but By god! its got potential! All doors/ramps work, though as far as flight goes, its about as responsive as a traffic warden to a joke. Almost totally unusable at the moment, but a good concept demonstrator; cutting edge OFP models will be incorporating these features. We've just had a glimpse at an amazing future.
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I've actually sat in one. there was loads of space in both driver and command positions. Mind you, I was 11 years old at the time.
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If you have the SPD Ghillie Sniper pack loaded, it will use that model, but if you haven't, it doesn't matter, it will default to the standard walking shrubbery. I know the sound is crap, I'm working on it, and the textures. and the LODs... Let me know what you think. Download Enfield L42A1
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I thought this was supposed to be the version chambered for .40SW, but on the ADF site, they say that will be the next update. This being the case, shouldn't it have a 13 round clip?
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Verry Nice! The Ferret is/was a scout car in service with the UK right up to before the Gulf War, I believe. It was usually attatched to headquarters units rather than the proper recon sections. There was a version with a pair of Swingfire missiles attached to the turret, one either side, but given the problem of missiles and wheeled vehicles...
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@USMC Sniper: No worries as you can see, I managed to get to grips with O2 after all. How are you with config/sound problems? @ Russkiesrule: What do you think of the way it shoots?
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An early shot; Yep, I know there's too many rounds in the mag.
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Job 1: updating the textures.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Dec. 08 2002,12:37)</td></tr><tr><td id="QUOTE">I think this addon has a lot of promise, but needs a few fixes: I found the gun fires above the crosshairs centre, almost a metre high at about 300 metres distance. The model casts no shadow, you need to fix the LOD or whatever, because guns that cast no shadows look really tacky in OFP. I also tried replacing the wav with a generic sniper rifle wav from some game, and it worked fine. I think you should ditch the wav you've got and try another one. Finally, here's weapon and ammo pics I made if you want to use them. Cheers, Fubar<span id='postcolor'> Thanks for the input MF The positioning of the shot vs. the crosshair at 300m should be accurate; this L42A1 is in the M21 class tree, and gets its ballistic information from that weapon. IRL there would be some differences between the two weapons performance, but I don't know enough about config editing yet to mess with ballistics/muzzle velocity. the setting of the crosshair at 550 m is based on best information I can find, as is the layout. You can certaily tell the design originated in the 1930s; there aren't any increments on the crosshair. there is a cerain way to compensate, eg, add marks at increments at fixed positions, or another system which I would like to implement (though I'm not sure its possible), is different sight views which could be dialled up via the space bar. Again, I will need to get to know config editing better. Shadow thingmie noted, again As for the sound thing; I tried a couple of .wavs which should do the trick, but got the same result in all cases, though I didn't try using any of the sounds from OFP; I wanted to try to avoid that. Did you just substitute the new wav for the one I put in, or make some corrections to the command line? Thanks for permission to use the pics. Though the rifle is an image of an earlier version of the weapon. I did bung an image in to use on the gear page, but it didn't come out. I take it the dimensions must be very specific? Edit. Just tried both the M21 and the SVD at 300 and 550m. their trajectories are far flatter. Looks like I've managed to change the ballistic information after all. I'll look into that.
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Thanks miles, but I don't think thats it. In another topic, Suma said something about "Making sure the sound is using the full dynamic range of the sample." Can anybody elaborate on that?
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Custom sounds problem. volume too low.
Stag replied to Doomtrooper's topic in OFP : CONFIGS & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Dec. 04 2002,23:13)</td></tr><tr><td id="QUOTE">Make sure your sound is using full dynamic range of the sample (you can see this in the sound editing package).<span id='postcolor'> Appears to be the same problem I'm having. How do you go about checking this? Which sound editing package? -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ Dec. 07 2002,02:39)</td></tr><tr><td id="QUOTE">Oh and don't forget the shadow of the gun m8 <span id='postcolor'> Nice point.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ Dec. 06 2002,21:52)</td></tr><tr><td id="QUOTE">Edit the sound file in a soundeditor.<span id='postcolor'> Thanks for the suggestion, but tried that, didn't seem to make any difference.