ag_smith
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Everything posted by ag_smith
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There's a button inside.
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Beta testing closed. No more PMs please. Â
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Huh? Â (removed) Edit: never mind.
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You're welcome. I'm really glad you guys find it useful.
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Alright, the deal is Industrial Pack release date is tomorrow and unless a major disaster happens, it will not be postponed. This means it's already too late to make any destroyed models or whatever. Besides, such possibility, as good as it sounds, requires a lot of consideration and investigation (eg. is it possible to manipulate WRP-placed objects?). We might do to these in our further releases, but no promises here. For now I'll change the destrType for bigger buildings (except for oil facilities) to indestructible.
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Heh, our gate is exactly the same addon. It can be opened by the action menu too.
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Could ypu change goggles animation class name to goggles and make sure they are up when animationPhase is 0 and down when animationPhase == 1? This way they would be compatibile with BAS' chopeer dust. Apart from that, top quality.
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You mean, all of them? Or maybe just the biger buildings? What about oil/fuel tanks, etc?
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Hey, is this 2S1 122mm howitzer on these pics?
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This actually reminded me that you could use the AI paths (as well as other nice objects) from recently released 3WX Objects Pack. How do you expect to make Pacific environment with stock BIS objects then, heh?
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this setFuelCargo 0 should do the trick.
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Sorry for double-posting. Â
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I've tested it out and I've got a few tips. Good: - brilliant swamp - use of grass addon - nice Pacific island feel. - many diffrent islands. Bad: - no OFPEC tags - low-res Everon textures - buildings (barracks) too close to runway. - too many walls in that town to airport. Stone walls on tropical island, how did the stone get there? - paved roads in the middle of the jungle & roads leading to nowhere - many objects overlaping each other (and that causing nasty texture flickering), eg. walls, pier sections. Well, I know it's a beta, so I thought this will help you to improve it a bit. EDIT: There's a new thread about it in A&M:C if you haven't noticed. Click me!
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Heh, you mean http://www.opflashpoint.org/. Downloading... Cheers,
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Geo and Roadway LODs dimension limit is 64x64 meters.
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AFAIK vektorboson is away till Sunday... but he said May, so maybe it's going to be released on the 31th?
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They will be probably included in 3WX 3rd party pack v.1.1.
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I've recently discovered two new named properties that are used in visual LODs. I have no idea what they might do so I thought maybe somebody else will enlighten us. Here they're: - Lodneeded = 2 (in tovarna.p3d) - canbecoccluded = 0 (in FDF Mod's radio mast).
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Hey Major Fubar, what unit is it?
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I've just wanted to say that the bridge in this pic is positioned in quite unrealistic way. This is a third world country. No estacades, please.
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Hmmm, just installed the new stars with supplied Kegetys' installer and tried out Strela and guess what... it's completly intact. You really should use this installer instead of depbo-makepbo.
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IIRC it didn't handle air defence. It was something like sector control. You was able to request permission to land if you were within the airfield airspace and if the runway was empty you were granted it. Otherwise, you had to wait for your turn circling around the airport. Well, something like this...
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*cough* 25x25 is not normal size *cough* In fact both Everon and Nogova are 12.8x12.8. Only Tonal is 25x25km.
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Don't forget that the scale of things IRL is not the same of stuff in OFP. But IRL the LSD which is of the Whidbey Island class is larger in size than the Arleigh Burke (at least if FAS.ORG is to be credited with reliable info...). I thought we were talking here about the LSD 48 Ashland (?)that is made by TOW & already ingame.
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What about interiors? Are these already modeled in your model? (I mean, just basic locations: the bridge, hanger, etc.)