ag_smith
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Everything posted by ag_smith
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It's sad that we aren't allowed to discuss addons unless they are popular and brand new. I guess that's how everything is these days, fickle. Playing something that isn't "brand new" is frowned upon. You're supposed to just download the addon of the week and take pics for the CP thread, don't bother downloading any thing older or worse yet discussing them. I'm sorry but this is very unfair comments. The board rules are there not to piss off the users, but make the board easier to browse. You know, people (at least I do) expect to find the topics about the latest addons in this particular section. If you guys actually read the rules, you would know A&M:D forum is there for bringing up questions regarding older addons. Sorry for playing mod... and no hard feelings.
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Alright, this should do it. Of course, you need to add another entry to your stringtable.csv, ie: STR_Eestlane2, Soldier (Galil) and then you need to replace "Galil" with whatever the classname of the new weapon is. Same goes for "Galil_mag". Hope this solves the problem. The wound textures entry seems ok, just make sure that they're there and texture paths are correct. It might be that OFP doesn't like unusual letters like 'Å‘' in some strings, but that's just a rough guess.
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Why don't you post the cfgVehicles section of your config, so we can point out what's wrong rather than try to guess?
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Hey Offtime, since I see your on-line, check your GG, would you? Please.
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The soldiers look outstanding, I hope somebody is gonna take care of finishing them, especially those guerillas/mercs. Well done, mate. BTW, what about this dude: On sale as well?
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The Lost world Mod - jarrasic park
ag_smith replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
LOL, is all this stuff animated already? Looking great as usual and you guys work very fast, too! -
GS faces for Llauma head model
ag_smith replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
Well, you have the choice of sending them to Offtime / Llauma (or eventually, me) so that they will be included in facestex2.pbo or you may condemn yourselves (is that the right expression? ) to the hell of unstandarisation and release your own .pbos. Of course, I don't recommend the latter one. -
Any chance that you upload it somewhere else than rapidshare, please?
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Most likely, you forgot to add rpg7_proxy in resolution LODs. Just go ahead and copy&paste that proxy from View Pilot LOD.
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OFPL Lechistan, Object Pack i PKP 1.0
ag_smith replied to ag_smith's topic in ADDONS & MODS: COMPLETE
No, it's not. You just have to use Right click -> Save as.... -
OFPL Lechistan, Object Pack i PKP 1.0
ag_smith replied to ag_smith's topic in ADDONS & MODS: COMPLETE
Alright, here it is: sch2_0-15.p3d Right click->Save as... IMPORTANT: Make sure to backup AEF_Train.pbo before you do anything. Replacing this model will make the train engine unable to recognize the track, thus making the railroads nothing but an eye-candy. That's the cost of solving the lag problem you might experience with some addons. That's why you want to have a backup copy, to be able to revert anytime. This is not authorized anyhow by AEF guys, I hope they won't be mad at me. To install simply unpbo AEF_train.pbo and replace the file in AEF_Train/t/ subfolder, then repack again and you're good to go. -
Kyle, you could have binarized those RHS weapon models, that would cut down the file size drastically.
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OFPL Lechistan, Object Pack i PKP 1.0
ag_smith replied to ag_smith's topic in ADDONS & MODS: COMPLETE
Ooops! I must be getting old, my memory doesn't serve me well these days. I promise I will put it up tomorrow morning. For now -
They should implement life jackets or rafts for pilots in that case. With some scripting that's even possible in OFP.
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You have to use ODOL Explorer convert HYK p3ds from ODOL to MLOD format. Only MLOD format is openable in O2.
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I'm not really sure what you mean, but it's the Camelbak, that acutally holds water. Since I see Estonian army use a lot of older US equipment, you could always use HYK models as a source for helmets/backpacks/gear whatever. They're open-source as long as you give him a credit for what you take.
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Those DMA Libya/Bushfires pics make the OFP look very VBS-ish. I like them a lot! Well done everyone who contributed to the project!
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OFPL Lechistan, Object Pack i PKP 1.0
ag_smith replied to ag_smith's topic in ADDONS & MODS: COMPLETE
Hi all, I've tried the solution suggested by sv5000 and it doesn't work for me. Furthermore, I've miserably failed to find any other working solution and I'm out of ideas for any others. Trainless version is not an option. I can't afford to spend enough time to make it. If anybody wants, I can upload the semi-fixed model, that'll make the problem disappear at the cost of functionless trains. -
It seems like it needs Footmunch's Skyrider for the cockpit textures. Pretty damn impressive for a beta and the textures are truly amazing. Just remember to add some more resolution LODs. Edit: For the courious people, polycount is only 4000 and it uses two 2048x1024 textures.
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Perhaps if he's gonna be wearing a vest/body armor, you can add shoulder pads to mask that incorectly mapped texture?
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For soldier model, only resolution (the numbered ones) and view-pilot LODs should be textured. Others should be left untextured.
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One of the resolution LODs is probably untextured or the texture paths are incorrect. Just open up the model in O2 and check if the resolution LODs have textures in buldozer, then you'll find out which on it is. Edit, nevermind. It's in viewpilot LOD. You've probably forgot to change texture paths or something along this line.
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Okay, I have even better suggestion for you. Why don't you switch to something more up to date than BAS infantry kit? Like Jon Doe model for example? It's already correctly mapped and it's very easily modifiable (is that a correct word?) texture layouts. @Tankieboy, hey you missed Polish OFPL soldiers on that screenshot.
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OFPL Lechistan, Object Pack i PKP 1.0
ag_smith replied to ag_smith's topic in ADDONS & MODS: COMPLETE
Well, you see, the thing is that when absolutelly NO AEF scripts are running at the given time, you still get the lag spikes. It also happens only with certain addons like King Homer's M1A2 SEP or OFPL F-16 (there're some others...). Now, here you could say that it's that addons scripting fault - CPU intensive scripts are being looped continueously. But it's not. When you remove that straight track section from the map (or make it bush class for that matter), the lag spikes don't happen anymore. Since AEF train engine does depend on nearestObject function to find the adjacent track section, you have come to conclusion, that having too many objects recognisable by this command (ie. houses and track sections as well) is what causes the problem. However, I've gone through OFPL F-16 scripts step by step and no nearestObject command in there is running in a loop. So it seems this conclusion isn't correct... and this is where I find myself at the dead end of reasoning.