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Yamato

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Everything posted by Yamato

  1. I was working on a wrp on Wrpedit using Res objects, objects form Data3d.pbo and other objects that my MOD team made. Now I threw every p3d files into Buldozer\Data3d, and it was working fine in Buldozer. However, when I put this into OFP, everything - textures, objects, everything - disappears except for those defined in the actual data3d.pbo in OFP\Dta\ directory. Does anyone know how to configure the setting so that I can use multiple directories (i.e. use files both from O.pbo and Data3d.pbo and have them recognized as files from two separate addon files)?
  2. Hi. I wrote a script that would auto-generate objects within certain radius from the player. I am no master-scripter, but I hope you'll check it out. I need better object positioning algorithm. Glad if someone could help me out. Thanks. Script file
  3. I think the answer is no since Buldozer, while it uses same graphic engine as OFP does, is a completely different program. There is one closest solution which is to 1) make a wrp. 2) make a script which extracts Carthesian coordinate and the azimuth for all objects in the island and outputs it in sqm-compatible form 3) Copy and paste whatever output it may be OR a) make a wrp b) if you are a fine C/C++ programmer (or Java ...or Python... you name it), you can make a program that extracts position and azimuth of all objects in a wrp file (I believe OFPEC had a file spec for Wrp file.) But, since making (2) script will be pain in the A_S and making a wrp file by itself (with all the cpp, correct folder structure, etc) is kindda cumbersome, I suggest that you make a script where you can: 1) Camcreate an object 2) Move its position precisely 3) Modify angle precisely 4) output each object's coordiate onto a text box exempli gratias.
  4. Yamato

    Moving roads?

    Actually, you sortta can. First, add a tree or grass or anything that you can move in buldozer. Second, select portion of the road that you want to move and do "detach objects from road." Third, Select that potion AND the object that you've placed in step 1. Finally, move around the object from step 1 in buldozer. The road should move along with the object. ----------- Actually, you can do quite nice things with this. Let's say that you have two separate, perpendicular roads and you want to add a T-instersection to join them, but the roads don't quite fit. What you can do then, is make a T-intersection, "detach.." it, and then you can move it so that the two roads fit nicely together, covered up by the T-intersection layering over the two.
  5. Yamato

    Resistance forests

    class CfgWorlds {  class DefaultWorld{}  class Eden:DefaultWorld{}  //can be anything. I wanted to derive Everon class b/c i believe you don't have to set plate settings, etc.  class YourIsland:Eden{   //all the configuration for your island...   //YOU HAVE TO PUT THE REPLACE OBJ OVER HERE.    class ReplaceObjects   {    class ForestBorder1    {     replace="blahblah.p3d"; with[]={"blahblahT1.p3d","blahblahT2.p3d"}    class blah...    }   }  } }
  6. Hi. I'm working on an island for a MOD right now, and I have some issues. 1) Anyways, I was trying to make a cave using stone objects (remember the times when ppl used to go into mission editor and place bunch of objects with SETPOS [] and make a fort, etc?), but although things look fine in Visitor, the heights are reset when I load them on OFP. Also, I had trouble making ports because all the objects sink Are there ways to place objects above 0m and keep it that way? 2) Does anyone know what the units in Visitor is? is it the "game-metre"? 3) Does anyone know the lowest possible height that sea level rises to? (I don't think it's below 0, but is wondering...)
  7. Yamato

    Visitor res objects

    You can simply extract files from O.pbo, and it's ready. I heard that there are some dePBOing softwares that won't work though...
  8. blackdog, I agree, but I did a Japanese translation of Visitor. Some DLLs have no strings at all, and if you have a Czech friends who were kind enough to translate the strings, be happy. It took me some half a day to do the translation, but it's do-able. Oh, is it possible to modify strings in dropdown boxes?
  9. Yamato

    Texture transition not working

    If you look at other threads, you have to set different tex in different "terrains" You have to define new Terrain type for each type of tex; if you put everything in one Terrain Type, then no transitional textures will be made. There is a wonderful 'Search' function in this forum. I suggest that you use it to your advantage.
  10. Yamato

    Bridges

    As for the ramped SS, I think you have to make the water level steady. Also when I was messing w/ WrpEdit, I noticed that the bridge should be on land for only 1 grid, otherwise it's screwed ingame (when changing terrain detail level.) Second thing is, I have sloped bridge like yours in Buldozer, but it works fine in OFP. I think what you need is some intense tweaking. Thanks to Kegetys for telling us how to change object height in Buldozer. ...Someone wanna release list of shortcut keys in Buldozer/Visitor that are not known by many of us?
  11. Yamato

    Bridges

    I think you have to add it as artificial object (name : O\hous\mostred_30.p3d, I think it was) I don't know how to set ABSOLUTE height in Visitor, so it's going to be a bit hard placing the bridge. The height from the bottom to the bridge is 33.47m, I believe. So, if you set the landheight to 30m and waterlevel to -3.47, it's going to be fine. The only thing is the bridge part that connects the bridge over water and the land together. You have to average out both their height by calculation, i think
  12. I was using the wonderful function of "Set Random Angle", "orientation", "size" for trees. Anyways, then I was adding 200 trees in Visitor and previewed it on Buldozer. It seems that I had 'bank' and 'orientation' mixed up, and what I've got were trees that seemed as if a hurricane had struck the island. Now, I know that I can select each obejcts out of the gazzilion that I've added and set angle to 0. Is it possible to modify multiple objects and set their bank angle to 0? Also for 'group of objects,' I thought it would be nice if it was possible to rotate multiple objects with same vector rotation so that I won't get really warped results. Of course, I love Visitor, though.
  13. Yamato

    Using multiple pbos

    They used to say: "Love thy partition; Love thy fdisk; Love thy subst; Yet hate thy daddy who knows subst but doesn't know how to delete it, or becomes afraid that deleting a drive may delete all the files; Hate thy brother who just wants to become smarter than thee and says, 'Yo, bro! I'm saving hard-disk space for you! You have all these things that you never use. What's this C:\windows that takes up over a gigabyte!?' and to show his smartness, he types in the command window del C:\windows\*.* "
  14. Yamato

    Trouble with roads

    You can set road manually by right clicking on the road and clicking "Modify A..." You can set everything to sil25, for example, and ta-dah! you have a completely straight road. Nice way to make roads if you are making a city.
  15. Yamato

    Roads and crossroads

    Is it possible to generate a road such that a road is looped? for example, something like # <-this where the cross of the top left goes to the cross on top right, which goes to lower right, to lower left back to top left. I want to make a city with such kind of road. Do I have to set everything manually?
  16. Yamato

    Using multiple pbos

    I don't know the exact problem, but perhaps you haven't binarized Obloha.p3d?
  17. Yamato

    Using multiple pbos

    That was a problem for me for a split second. When the File Open dialog opens, simply type in "b1.paa" OR "blita1.paa" or "pole1.paa", using double quotation marks. Even though the dialog doesn't show the files, windows would recognize all files that you've specified by double quotations.
  18. Yamato

    Using multiple pbos

    Did you put de-pbo'd o.pbo in Buldozer directory? Also, notice that you have to make a drive for Buldozer. I've written on how to do this a few posts below. Then as for the tex, I think you have to specify which texture you are using by going to  system preference and setting texture directory (for example to Z:\o if you want to use tex from O.pbo, Z:\landtext if you want to use default tex's)
  19. Yamato

    Using multiple pbos

    OK, the thing with "The tough part is replacing the existing objects with the new same file with different subdirectory." When you edit things from WrpEdit then import it to Visitor, I noticed that all the things with the directories were disregarded. This means that if you imported a file which contains an object from O.pbo, and another from data3d.pbo, Visitor did not distinguish that it was from two files. So, Visitor thinks that you have RootDir\SomeP3DPath\SomethingFromO.pbo RootDir\SomeP3DPath\SomethingFromData3d.pbo instead of Root Dir\O\Something Root Dir\Data3d\SomethingElse Which means that once you put everything correctly as Suma and Maruk told us, Visitor fails to recognize the files. Which means, you have to replace RootDir\SomeP3DPath\Something1.p3d with RootDir\O\Something1.p3d As for my wrp, I had to replace all the data3d\dd_bush01.p3d ... with o\tree\dd_bush01.p3d et cetera. I don't know. While the files from original OFP has tex from LandText and Eden, Cain, etc, I can't be too sure because as far as what I've seen, Visitor does not care about directory structures when it comes to texture files; it only loads from whatever directory you've specified as tex directory. well, have fun during the weekends. ...Hey (suddenly realizes ), I'm supposed to be studying right now for the PreCalculus final that I have tomorrow. I've been procrastinating for straight 36 hours since BIS announced release of Visitor2. Should I be happy or should I get studying? Screw Riemann Sums, screw Derivatives, screw Argon, screw Oiler, screw Polar coordinates, screw Conic formulas, screw everything...
  20. Yamato

    Using multiple pbos

    Nagual, Let's say that Buldozer is in C:\Buldozer. put all de-pbo'd folders onto Buldozer dir. ex. C:\buldozer\O C:\buldozer\data3d C:\buldozer\customAddon then make a .bat file, which says then save it as.... I don't know, "prepareOFPE.bat" or something like that. then execute the bat file. There should be a "Z:\" directory with C:\Buldozer being the root. the rest is easy. Load Visitor, goto system preference, set basic directory to Z:\ tex to Z:\ everything else to Z:\ If you want to use tex from O.pbo, make sure the Texture directory is set to 'Z:\O' I think you can use texture only from 1 pbo. Now when you try to load an object, the list should be like: o\tree\dd_bush01.p3d ... data3d\ker trs travy.p3d ... customAddon\Blah.p3d etc. The tough part is replacing the existing objects with the new same file with different subdirectory. Oh, if you were just starting to make an island, be happy. It won't be such an onerous task. Now, if you have more than 100 types of objects used, it's time for you to groan and start working on the freakin' task of replacing all 100 new files, which took me an entire day, pretty much. But it's worth the effort.
  21. Yamato

    Using multiple pbos

    Oh, now I can use O and other addon files!! Thank you Suma, Maruk, Lobanack! Now, I'll get working on the wrp file even though I have a precalc final tomorrow
  22. Basically Ter->Wilbur->txt txt->WrpEdit->wrp wrp->Visitor Ah-ha!
  23. Yamato

    Battle over hokkaido demo released!

    CuteQA, How should I express my current emotion? I can't express my feelings right now enough. Words can't express my feelings right now, but I'll try. some LOLs and s and s and some other LOLs all bundled together.
  24. Yamato

    Battle over hokkaido demo released!

    Antichrist, That's awesome! Yeah, picture of Sakhalin cities would be really nice since I'm really confused as to how the city looks like. Is it Soviet-Russian kindda building or is it Japanese...? Right now, the island is based on Reibun Island, which is just North of Wakkanai, the northern end of Hokkaido. Nice to have conflicts with the Soviets over there (not that I want conflicts )
  25. Yamato

    Battle over hokkaido demo released!

    Sorry that I wasn't able to be here. I just had the f'in SAT Is. Anyways, I've told all the bug reports to the members, and again thank you all for being so cooperative in reporting bugs. As for the island that some has mentioned, I DON'T KNOW IF THAT'S OUR SCREENSHOT OR NOT, AND I EVEN DON'T KNOW IF THAT IS OUR ISLAND OR NOT. I'll ask Jyotohei. Actually I'm making an island with terrain outline of actual island in northern Hokkaido. I seriously wanted to use Sakhalin because that's the territory that we and Soviet (/Russia?) had been arguing against, but I can't quite manage to put an island of appr. 500km by 100km, can't I? btw, I loved the experimental island where the island size was double the original... I don't remember the name though... Sorry for going off-track, but then what I wanted to say is that Nope, I don't think that is our island since there is no such screenshot in our official page. Probably, OFP.at used our model (which is something I want to show gratitude toward) to take scrshot of their island. I think that our island will be "Japanese." Currently, I'm asking GuGu to make bamboo trees and Japanese-style houses.
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