Wright
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Everything posted by Wright
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QA that is the best pic yet I've still got a bunch of those Godzilla movies stashed away in my closet.
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Given the option I think I'd leave soldiers off of the radar screen. As one man against a chopper you don't have many opportunities but at least this way you could use stealth to your advantage.
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Alright, this is really starting to irritate me. The goggles really make the model, but I can't get them to show up. Any help would be appreciated. Wright
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Hey Avon, Thanks for the heads up on the signature. Well replacing bis soldiers with these guys was easy, all I did was unpack data3d.pbo and replace mc vojakw2.p3d with SUCHurifle.p3d from his addon. Everything seems to work with no conflicts except...the goggles aren't showing up. I'll let you guys know if I figure it out. My only other concern is that some servers may kick you if you modify data3d.pbo. Time will tell.
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Excellent work guys, these units work great and don't lag me like the bas soldiers do. Now to figure out how to swap these in for the standard bis soldiers.
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Thanks Lee, much appreciated.
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BlackDog and Lee H. Oswald All of your screenshot are of tremendous quality, I'm curious about which drivers you use for your video card, if you use any aftermarket tweaks, and what sort of option configs you have set up in ofp. Thanks, Wright
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Blake, Something helpful I discovered the other day is that when using the wss converter, you can just drag the sound (wav or wss) onto the program icon and it will convert it for you, no command lines needed.
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I second that request!
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That looks terrific man. The textures look great. Take your time and do it right, it's more than worth it.
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Thanks for the link, I'll try it out when midterms are over.
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Could you tell me what program you used and where you got it? I'd like to get some better looking units as well. Thanks, Wright
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Leon, I tried this a long time ago and it is indeed possible. I was able to change the main sky when sunny or overcast, but I didn't try the sun or moon effects, though I'm sure they're possible as well. The problem was, no matter how good my textures were, they'd always come out looking crappy when I ran them through texview and put them in game. I couldn't get a seemless enough color gradient to make the skys look good....almost like flashpoint didn't support enough colors to work. I wish I could remember the names of the textures you need to change, but they're all in data.pbo. If I remember right none of the names make since so you'll probably have to browse through all of them to check. Good luck.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Tank braking singnificantly faster. <span id='postcolor'> Finally! Â Guess it's time to buy Resistance.
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I had a question but it is just a tad off topic. Assuming we can create new models with custom animations, is there a limit to the size of a model you could build in oxygen? I always had a crazy wish that someone would do a Godzilla mod with a bunch tanks and planes going after some giant creature terrorizing the island. Maybe something that big would really slow things down though....just a thought.
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I just changed my ingame water the other day, but unfortunately I don't think it's possible to have more than one type of water in game at the same time. Here's the deal with the textures, if you look in data.pbo, you have 7 textures labeled more.anim.1 through more.anim.7. There are also two textures labeled specular and another called speculardy or something like that. The first 7 textures are used to animate movement (they cycle through) and are pasted over the water on a large scale. The specular texture is used to show fine detail when you're up close and it is pasted in on a finer scale, meaning over a much smaller area for each texture. If you want to change the color of the water then you need to change the color of both of these textures sets since they overlay. I found that just changing the animation ones was not enough to see a real difference. Here's a link to a pic to give you some idea of their relative scales: water scale Good luck.
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hmm...I don't know about the models out there, but this whole csp thing seems to be a really cool idea. Talk about supporting the community! If this ever gets up to a usable state I would imagine it would be a great community for all modmakers and editors.
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It's doable. You will need to open up data.pbo using depbo or a similar tool. Then you will need to open the face textures (all at the bottom and starting with x or z I believe) in Tex view and save them as .TGA files. Then if you wanted them to be jpg's you would have to do some sort of a batch conversion or just resave them all in photoshop. Good luck
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Replace ofp sounds with res sounds
Wright replied to Espectro (DayZ)'s topic in ADDONS & MODS: COMPLETE
yes, it will. -
Yeah Munger that would be realitively easy to do. Can you send me those sounds in .wss, .wav, or .ogg format? If so I can churn one out for you pretty quick. Wright
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I love Opfâ„¢, but there is one thing that..
Wright replied to Renegade's topic in ADDONS & MODS: COMPLETE
Renegade, Sadly there is no way I know of to define two seperate sounds for in and out of vehicles. I've noticed that different vehicles have different amounts of sound insulation when you are in first person mode or third person driving your vehicle. I would imagine this is either hardcoded into the engine or model, or is in the config somewhere. Also, if you just wanted to amplify sounds, I would imagine that you could just amplify the sound itself and not mess with the config which leads to accusation of cheating when in multiplayer. Good luck! By the way, I also have some sound addons that will replace your sound.pbo without messing with the config, and it'll give you a nice improvement over the stock sounds. You can check it out at http://students.washington.edu/gw2001 -
By the way Goeth, I wanted to add, your "tree falling over" sound is terrific. I was looking for a sound like this but could never find one. What do you use as a source for sounds like these? Wright
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Woops my bad. I guess I should have said I have been using his sound pack with regular ofp with no problems. Resistance must use a very similar system since the two seem to be basically compatible soundwise. On that note, I'm curious what you guys think of the new rifle sounds that came with resistance. I haven't heard them, so I'm curious if they are a good improvement and worth putting into an ofp soundpack. perhaps someone with resistance could snag those sounds and post them somewhere so I could check them out? I plan to buy resistance eventually but I need to be able to afford some ramen on my poor college student's budget.
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This is for ofp, as is the addon this thread is based on. I don't have resistance so I haven't been able to check compatibility for that. I imagine however that they will be using at least a slightly different system so it will likely have to be modified to work with resistance.
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I wasn't going to post this because I can't take credit for much of the work. Â However I have taken many of the sounds from this addon (excellent work by the way! ) and also sounds from other addons and some of my own sounds as well, and combined them into an uber soundpack if you will. Â I created it for my own personal use but I have posted it on my site. Â Those who are interested can download it at http://students.washington.edu/gw2001, and it's the latest one at the top of the page. Â Â As I said it uses many of the sounds from this excellent addon but I changed a few things: m16 Ak74 Pk M60 machine gun m2 static machine gun Tank machine gun several explosions grenade sounds (just added some debris noise) Jet sounds Tweaked the tank sounds a bit and there were probably a few smaller additions that I have forgotten Anyway thanks again for this terrific addon and I don't mean to hijack your thread, just getting all the options out there for those that are interested. Wright