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ag_smith

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Everything posted by ag_smith

  1. ag_smith

    DMA TOYOTA WARS

    Bugger! :P If you're asking about the volume levels, then it's pretty much like Sanctuary said. You can't arbitrarily guess what the correct values are. You may try bumping up the first value, eg: soundEngine[]={\humr\HMMWVengine,db-25,1.25}; try replacing with 0.1, 1.0, 5.0 and so on unitl you think it's audible enough. You can use logarithmic values like db+10, db+50 for highe boost, too.
  2. ag_smith

    DMA TOYOTA WARS

    You do NOT need that for the latest version. Are you sure, you have removed the old one (Libya_256.pbo)??
  3. ag_smith

    Redundant PBO's ?

    Yeah, you can remove all the files that are present in Res\dta as well. My OFP/dta dir contains only these files: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Abel.pbo Cain.pbo Eden.pbo Music.pbo Voice.pbo scripts.pbo
  4. ag_smith

    DMA TOYOTA WARS

    May I just suggest to add the link in the first post? So that more people could find it... Thank you for your nice comments.
  5. ag_smith

    DMA TOYOTA WARS

    For all you whinning for more desert camo vehicles... BRDM-2!! :P It's just a 15-minutes totally FICTIONAL repaint so don't expect any nifty uber-features. I've taken the freedom to use DMA tag for it, I hope you don't mind that, Honcho. Right click me (Save as...) 3MB Credits: Offtime, me, Jack_410
  6. ag_smith

    DMA TOYOTA WARS

    Alright, I assume you know how to unpbo and repack again. You have to unpack config.cpp from DMA_toy1.pbo. Then open it with a notepad or other text editor. Search for the following lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundEngine[]={"Vehicles\HMMWV",0.1,1.2}; soundGetIn[]={"Vehicles\CarGetIn.ogg",0.01,1}; soundGetOut[]={"Vehicles\CarGetOut.ogg",0.01,1}; Replace each occurence with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundEngine[]={\humr\HMMWVengine,db-25,1.25}; soundGetIn[]={"Vehicles\get_in",0.0003162,1}; soundGetOut[]={"Vehicles\get_out",0.0003162,1}; (Of course you can use any other sound of your choice...). Repack again and you're ready to roll.
  7. ag_smith

    Cesna

    You might want to try this once ofp.info FTP is back online.
  8. ag_smith

    DMA TOYOTA WARS

    For all you guys still having problems with download, this mirror probided kindly by Mr Burns works like a charm form me. Just tested it again and I'm getting 200kB/s here. The hotels are out there, where hotels usually are... in the cities. Same with a few other hidden 'features'. ... and please, everybody, we DO KNOW about the Toyota no sound bug, I'm pretty sure Honcho will have the fix ready for us as soon as all other major bugs are reported.
  9. ag_smith

    Addon Optimization

    In regard to binarize problems, make sure that you do NOT have #include preprocessor command anywhere in the config of the addon you're trying to binarize. If you do, the model selections will end up screwed up.
  10. ag_smith

    Addon Optimization

    I've always assumed that LOD switching is based on calculations involving: - current framerate - system performance & LOD values set in the OFP Preferences - face counts of the current and the next/previous LOD - object size (size of bounding box) - distance from player - LOD 'resolutions' set in O2 Well, at least that's how I would make it if I was to implement such a system. So you can see it ain't exact science. It depends a lot on your current system workload and I think there's no possible way to force the values to switch at certain distances. What LOD values should be optimal then? I have no idea... I always try to determine that by trial and error method and testing addons on a few different machines. Generally for regular models I would follow BIS model guidelines. For very large objects, though, from my experience you have to set much higher LOD values, ie. 3, 8, 16, 40 (don't ask me, why these particular numbers ).
  11. ag_smith

    DMA TOYOTA WARS

    I'm really glad to see how this has grown far beyond my expectations, when I joined the project half a year ago. Congratulations to everybody involved, we've created the best real deal middle-eastern themed mod and special thanks to honcho for putting it all together.
  12. ag_smith

    BRDM-2 with ATGM.

    Silly me, I could have read the post just above yours. I couldn't find the addon anywhere online, so I have digged through my addon archive and look what I've found: HWK_BRDM.ZIP
  13. ag_smith

    BRDM-2 with ATGM.

    Huh? I'm afraid I've missed something. If you were going to ask for permission to modify the OFPL BRDM model, it's open-source so anybody can modify and release any modfied versions.
  14. ag_smith

    Addon Optimization

    That's basically what mipmaps are for; the graphics driver chooses a mipmap according to the triangle's onscreen size and thus uploads only a 16x16 texture instead of 1024x1024. Extra textures would increase the memory footprint unnecessarily. ... and here I was, thinking that we've busted this myth forever. Vektorboson is absolutely right on this one. OFP textures have precalculated mipmaps for this reason. There's really no reason for using low-res textures. Just to quote Offtime: (source)
  15. ag_smith

    Llauma Head 2.0

    Yeah, I know, just forgot to mention that. Do, what the man says.
  16. ag_smith

    Falklands mod progress

    Heh, those icebergs look like a real deal now! Good stuff, I just hope I'll still be around when it gets released.
  17. ag_smith

    Llauma Head 2.0

    You can't simply use "merge" option, because the soldier p3d and head p3d have usually different lod numbers. From my experience, merging such models will not work out too well. Another important thing! In the latest version of facestex2.pbo, Offtime has fixed the infamous face savegame/double init problem. It requires a custom animation to be added to soldier model and the config. I think he mentioned it in this thread, if not just go ahead and download the latest GROM version to see how it's done.
  18. ag_smith

    Diesel's A-10 Addon and CTD Problem

    Diesel is in the Army for a 'while'. I also experience that bug, but it happens to me only with they grey version. It happens in SP as well, so I doubt it's about texture aspect ratio. Have no idea how to fix it. Maybe it's caused by some non-planar faces in the model?
  19. ag_smith

    FN SCAR and SHRIKE 5.56

    I have a strong feeling that r/l will interfere as usual, forcing me to 'borrow' those kinda things. After all - there's a lot of indivudal preferations, and if i was to acknowledge every request for a certain optic...well you get the picture. We'll see what happens further down the road. I'm gonna be away for a week now but the first BETA will land in your laps soon after that. Blackblood, you have my permission to use our EOTech optic. Just make sure to credit ZoloQ and Gordy for it.
  20. ag_smith

    Providing Flashpoint Support post 'AA'

    I've heard *rumors* that p3dedit is able to handle the conversion correctly, but this tool is not available to public and there's a little chance that you could get ahold of it these days. So overall, it's a good decision to avoid ODOL>MLOD conversion. It's gonna save you a lot of trouble.
  21. ag_smith

    Providing Flashpoint Support post 'AA'

    Some of the issues are: - vertex lighting properties don't work as they're supposed to. Ie. for optic models, the muzzle flash doesn't shine at night. - wound textures don't work, even though everything is configured properly. There're some others, but I forgot what it was. They're pain in the ass because they don't happen in every case, also I'm not aware of any ways to fix them. The lighting and screwed up selections (especially important for animation of soldier models) can be easily fixed, but you'll have to redo a lot.
  22. ag_smith

    Providing Flashpoint Support post 'AA'

    You seem not to be aware about the fact that ODOL explorer conversion sometimes (which means: quite often) irreversibly damages models in not very obvious ways. There're some topics about it in O2 modelling forum, if you're interested. Additionaly, the model lighting always gets screwed up.
  23. ag_smith

    Llauma Head 2.0

    never mind.
  24. ag_smith

    ofp.info Interviews BIS (many unseen pics!)

    The only real improvement they could make in terms of animation is animations based on a skeleton structure. Extending the current selection based system is a dead end and sounds so 2001-ish.
  25. ag_smith

    ofp.info Interviews BIS (many unseen pics!)

    Seeing all that, I hope the ARMA will not be the game as shown on the pics. It looks very unimpressive, especially the crappy lighting, totally unconvincing landscapes and object placement, no multpile guns, etc. We've been repeating this over and over and they still feed us with the same kind of bullshit.
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