brsseb
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Everything posted by brsseb
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As a pretty hardcore chopperlover, I simply adore addons like these. Its not gonna get any academy awards, but truly a VERY SOLID HELICOPTER ADDON that when I first enter it and take off the ground in makes you really remember why the hell I have sticked with a computer game so very, very long without letting the other 30+ game titles currently installed on my drive not distract me too much. And its soooo very cute! A nice piece of eastern hardware! Love it! BRSSEB
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Nice, nice work. This is GOLD man, pure gold . Might just solve our RAH problem...I assume this trick can be done on not just tank class objects, right? Chopperclass too? (begging on my knees...) Thankz man BRSSEB
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New tut out. The "rocket tut". Learn how to add a machinegun, some unguided rockets and your very own custommade AntiAir rocket and fit it on the lesson 6 airplane. BRSSEB (ofp.info/brsseb)
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All textures must have sides in the "power of two", aka 32x32, 64,128, 512,1024 etc up to 4096x4096 (limit for most 3d cards i think and beyound the ofp engine). Files to be used are: - 24bit RGB TGAs (Normal of Enhanced). - 8bit GIFs (without much compressionstuff - JPG files can be used too, but best to stick to tga or gif. BRSSEB
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Hi there Interessting post this one. Have been dreaming of this problem being solved ever since i got the game. This is the only department that Battlefield1942 really beats ofp! Well, i stumbled over some lines for a script that uses the SetVelocity thingy, I can use it on any vehicle it seems and they stick to eachother. It only works on a few models and if its anything less than a heavy vehicle like a tank or minimun a bus (bikes dont work), it will blow up when moving. The bus on the ferrymodel was the coolest. You use triggers to snap the bus into position almost like a proxy. Tried it in MP and its cool to sit in the bus while being driven over sea while sitting in the bus. (at low speeds, any higher than 20-30 and the shakes become more violently and the carried vehicle is destroyed, so forget helicopters for this script.). This is the only thing missing from the game! Please fix it.
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Helicopter bouncing on the ground...
brsseb replied to The Sharpshooter's topic in OFP : O2 MODELLING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 11 2003,22:20)</td></tr><tr><td id="QUOTE">Martin? Heyas Helicopter class is most bouncy,from my experiments it needs enough mass to help the bounce And moving/playing with Geometry like Martin said And you also said that it bounces too much when placed with the editor.I was curious how high from the centerline you placed your model in O2?<span id='postcolor'> The centerline is irrelevant for moving objects, because we have a landcontact lod. So why should this matter? -
You mean a configfile..Go to breathe site and get the CommentedConfig files. Then OFPEC.com to get a config tut. brsseb
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Common problem this. Often get it when adding rotor blurs or windows to my models. It usually goes away if you just select the, i.e rotor blur plane, cut it (Ctrl+X) and paste it again Ctrl+V. If this dont work, try pasting it to another LOD just temporaroly, then cut and paste it back. Putting this together with keygets Z-buffer tips, it is apparent that the face gets a new value when doing this. brsseb
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 12 2003,19:53)</td></tr><tr><td id="QUOTE">Yes , the gun does fire from kulomet...so usti and konec hlavne are not needed? Apparantly usti and konec are only for turret firing points,hmm<span id='postcolor'> Hmm. Just learned about this kulomet vertex. Had teh problem with the usti/hlavne vertrices not working for my I-16 plane, so this pretty much kills off my wish to have movable turrets for the gunner on an airplane, like the UH60 helicopter..damn, there goes my Stuka.... So, can anyone confim that turrets are NOT working for planes? I assume they arent, but if anyone has a work-around on this problem, please tell us! brsseb
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Good news: The same theary presented by you 3ds max guys can be used for Maya too! You just export the model, piece by piece (standard planar mapping), in OBJ format. Import it in Anim8tor, enable dummy KS data and export to 3ds. There, you import the 3ds file in o2 (ignoring anything about texture errors..). Select all verts and press E, and type in the path to the texture that shoudl be on it (you have to convert the texture to paa/pac first though). Its the same as you guys, only we Maya folks must go via the OBJ format and Anim8tor to get the 3ds format, since i havent been able to locate ANY 3ds export plugin for Maya (except for a over-priced one to $799 ) BRSSEB
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Very interesting stuff guys. Maybe you cant help me out here: Im stuck in Maya 4. Ive done a model, with textures (only standard plannar mapping) and everything and i need it in o2 now. I can get the actual model into o2, no problem. I just export in OBJ format, import that in anim8tor to enable the KSdata stuff, then export in 3ds to finaly open in o2. But i dont know how to get the textures along the process. can i do the same thing (almost) for Maya? Take one piece, export selection etc. But when i get the 3ds texture import dialog wehn imporint in o2, what do i do then? i dont get an error message to ignore like you guys. Is that because the OBJ part that I have to go trough messes up the process? Or is your way of doing this still gonna work for me? Please, need to know this. Hate o2, and if I can do texturing in Maya, I will be in Heaven ! brsseb (ofp.info/brsseb)
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But i dont understand.... Why cant BIS release the models? Some of those models contain valuable info for addon makers. If only BIS released info about all their addons (all the new stuff in resistance too; bike, etc). You dont have to actually release the p3d model! (if you are affraid of someone stealing), you can just give us a VERY LOWDETAILED version, aka like half the polycount of the original. That way we would have the whole LOD setup for each p3d and you could spare the forum for much of direct addon questions. Yes, thats it. Release lowpoly MDOL versions of all the important game p3ds, like, Chinnok, V-80, Bike, Motorcycle, guns, buldings etc! ISNT THIS GREAT IDEA? Noone will steal your models because of the lack of polygons (aka ruined models), and you dont have to answer info about seleciton names and stuff any more! Think it over BIS BRSSEB
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In my opininon, you can use free 3d models for ofp as long as you are honest with it and give credit to the original modeller/site you found it on. Its really not cheating, after all the more addons we get to play with in ofp the better. Its how the final addon works ingame and how fun it is to use that counts, not what the creator did to get it there (stolen property not included, of course). But intermediate or pro modellers do feel like they are cheating, since you download a model that would take hours of sweat and tears to make. And that gives you a kinda empty feeling. And besides, modelling is the "fun" part, isnt it . I prefear to make them all from scratch, but wont feel irritated if someone decides to convert a bunch of 3dcafe models. brsseb
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NAA_Us_Marine @ Jan. 30 2003,02:11)</td></tr><tr><td id="QUOTE">No the commanche by dkm does not use rtm animations for the landing gear and yes the scud launcher is an rtm animation.<span id='postcolor'> The scud launcher uses some animation VERY limited and totally hardcoded, Suma told me. This is not possible for usermade addons and has many, many limitations, like the SCUD that must stand still when launching due to the wheels wont spin when the launch animation has been initiated. Roll on OFP2 then (or VBS) with its new engine......
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For the doors you talked about, i guess you can animate the doors using basic configfile animations (rotations), and maybe you can make the vehicle un-entreable when the door is closed and entreable when the door is open, using some sort of script. brsseb
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Hi I gota a couple of questions; I have a bunch of scripts which work just fine in SP but seem to run server-side only in MP. I launch them from the init handler of an addon (i.e. from config.cpp), and apparently only the computer that owns the unit executes the script. So how can I run a script on ALL machines? Does the init.sqs run on all machines? How come that adding an action to a vehicle does not take effect on all clients, but only on the server? Do I have to replicate all camcreated objects on all clients by hand? - Rubblemaker (posted by BRSSEB)
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Ok, hes got a final question: "About the event handlers: The init event handler runs client-side only. Is this true for ALL event handlers then, like the damage/fired event handlers?" BRSSEB (posting for rubblemaker, poor dude cant get on this page... )
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Hi I have a basic model of something but i need the driver (used the JeepDriver proxy) to be sitting down when on the vehicle (dont ask why ). I know that you can, in the config, specify like DriverAction and DriverInAction what poses you want them to have, but i have not yet get the SitDown pose (when you get when you order a solder to sit down on the ground ingame). Have anyone the few lines of code needed? Or cant this (or similar animation) be used for driverproxys? brsseb
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Need driver proxy to use the sitdown pose
brsseb replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
Well, to sum things up, i solved my problem now by having this class: class CfgVehicleActions { MyDriver ="StandToSitDown"; }; and the line: driverAction="ManActMyDriver"; in the vehicle class. Thankz people BRSSEB -
Hi again. My scritper had an urgent last question on this matter. Dunno what hes on to, but I hope someone can answer this: "Hi just noted that maybe I'm stupid and its all very easy to make the scripts work in MP, but therefore I MUST know this, so plz post in the forums; I still can't open their damn fuckin shit site!!!!! "Need to know if the following commands take effect on ALL machine or on the client which executes the command only: setdir setVelocity setpos drop RemoveWeapon RemoveMagazine SetFuel showCompass/Map/Radio&GPS... DeleteVehicle say inflame " BRSSEB
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Hi Im currently doing the missile systems for my Comanche Helicopter. It carry two types of rockets, Stingers and hellfires. I have made both rockets in p3d file "BRSSEB_AIM_92.p3d" (stinger) and "BRSSEB_HELLFIRE.p3d". I made a stupid test model (the model is called GHOST and is in the folder GHOST) and wantet to test out the rockets. First out was the stingers, placed 6 or them and they all worked fine. then for the hellfires; I made another pair of stub wings above the two I already had and placed total 16 (and of course changed the selection names before compiling, like I did with the stingers). BUT, when I started now, the upper 16 hellfires all looked like the Stinger models! They acted like hellfires, they WERE all hellfires except for the model file being wrong. But I have the right paths for the "BRSSEB_HELLFIRE.p3d" file in the configfile, so I dont understand anything! Look here: http://www.geocities.com/brsseb/stuff/16_stingers_too_much.jpg Ok, so its the configfile then I guess. Here are the important parts: // CfgAmmo /////////////////////////////// class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA: CarlGustav {}; // AIM-92 Stinger Missile class BRSSEB_AIM_92: AA { TrustTime=100; hit=100; indirectHit=80; indirectHitRange=3; minRange=100;minRangeProbab=0.50; midRange=150;midRangeProbab=0.80; maxRange=5000;maxRangeProbab=0.20; maneuvrability=100; // Things I know what is AirLock=true; // Lock Air-To-Air irLock=true; // Infared lock ? maxSpeed=2400; // Mach 2.0 = 2386km/t initTime=0.2; // Time from userlaunch to actual launch (?) manualControl=false; model="\ghost\BRSSEB_AIM_92.p3d"; proxyShape="\ghost\BRSSEB_AIM_92.p3d"; }; class Hellfire: AT3{}; // Hellfire Missile class BRSSEB_HELLFIRE: Hellfire { model="\ghost\BRSSEB_HELLFIRE.p3d"; proxyShape="\ghost\BRSSEB_HELLFIRE.p3d"; // Standards hit=900;indirectHit=600;indirectHitRange=2.5; minRange=50;minRangeProbab=0.50; midRange=300;midRangeProbab=0.95; maxRange=1500;maxRangeProbab=0.50; maxSpeed=350; soundHit[]={Explosions\explosion_at3,db40,1}; cost=20000; irLock=true; laserLock=true; manualControl=false; maxControlRange=100000; // unlimited control (active weapon) maneuvrability=20.0; initTime=0.15; thrustTime=5.5; thrust=1200; }; }; // CfgWeapons /////////////////////////////////////// class CfgWeapons { class Default {}; class LAWLauncher: Default{}; class CarlGustavLauncher: LAWLauncher{}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher{}; // AIM-92 Stinger Rocket Launcher (_L) is launcher class BRSSEB_AIM_92_Launcher: MaverickLauncher { // Things Im sure of ammo="BRSSEB_AIM_92"; displayName="AIM-92 Stinger"; displayNameMagazine="BRSSEB_AIM_92"; shortNameMagazine="BRSSEB_AIM_92"; magazine="BRSSEB_AIM_92"; count=6; // Number of rockets in magazine canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes reloadSound[]={Weapons\at_load,db-50,1}; sound[]={Weapons\missile,db-50,1}; // ? -stuff initSpeed=15; aiRateOfFire=12.000; // Delay between shots at a given distance aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero }; // Hellfire Rocket Launcher class BRSSEB_HELLFIRE_Launcher: HellfireLauncher { // Things Im sure of ammo="BRSSEB_HELLFIRE"; displayName="Hellfire Rockets"; displayNameMagazine="BRSSEB_HELLFIRE"; shortNameMagazine="BRSSEB_HELLFIRE"; magazine="BRSSEB_HELLFIRE"; count=16; // Number of rockets in magazine canLock=2; // 0 = no, 1 = "cadet" ??, 2 is yes reloadSound[]={Weapons\missload,db-70,1}; sound[]={Weapons\TOW,db-30,1}; reloadTime=0.5; initSpeed=0; aiRateOfFire=13.000; // Delay between shots at a given distance aiRateOfFireDistance=2500; // At shorter distance delay goes lineary to zero }; }; // CfgNonAIVehicles class CfgNonAIVehicles { class ProxyWeapon{}; class ProxyBRSSEB_AIM_92: ProxyWeapon { model="\ghost\BRSSEB_AIM_92.p3d"; simulation="maverickweapon"; }; class ProxyBRSSEB_HELLFIRE: ProxyWeapon { model="\ghost\BRSSEB_HELLFIRE.p3d"; simulation="maverickweapon"; }; }; And, of couse, the weapon adding in the vehicle is: // Weapons and ammo weapons[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher}; magazines[] = {BRSSEB_AIM_92_Launcher, BRSSEB_HELLFIRE_Launcher}; Sooo, anyone got an idea? The configfile looks perfect to me, but it has to be the one thats wrong. Help, please! brsseb
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Need driver proxy to use the sitdown pose
brsseb replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
One way people do custom soldier poses is to use existing models and just customize a RTM animation for them, using the CfgMCMove-something class. Maybe you have to include that one somehow, not sure sorry brsseb -
Hi Im making an RAH 66 Comanche Attach Helicopter and hope to release it soon (two weeks maybe). The main fuselage is done, got some exteriour and interiour details to do. Then texture it properly. But I am not sure how to make that machinegun. I guess its similar to that on the Cobra, but I dont know the LOD setup for it. Anyone know the proper Memory LOD and model LOD selection names and configfile setup for it? (I assume the cobramodel wasnt in the uncrypted single player demo. Didnt find it, though.) There are more snaps on this site (go here if the pics dont load in the post. (Dont mind that the heli is not scaled right yet): http://www.geocities.com/brsseb/comanche/ BRSSEB (ofp.info/brsseb)
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Need driver proxy to use the sitdown pose
brsseb replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (scousejedi @ Jan. 21 2003,00:10)</td></tr><tr><td id="QUOTE">I am trying to use a modified version of the proxy JeepDriver, called BrenDriver The proxy works in the Viewer as I have copied it into Data3D. My config has the following.. class cfgVehicleActions { Â Â BrenDriver="\bren\BrenDriver"; }; BUT, In game (1.90) Flashpoint returns error Cant find model data3d\brendriver.p3d How do I set the path to the model? I have tried naming the proxy proxy:\bren\brendriver.01 and that shows the correct model in the viewer and throws up no error message but it fails to show any model at all in game. How do I define brendriver? Do I have to write a config for it?<span id='postcolor'> Try proxy:brendriver.01 instead of proxy:\bren\brendriver.01 Like rockets, they should be like this, they shoudnt show up in bulldozer. brsseb -
Hi Sorry to hear that neither my tuts or the copy-texture-to-data-folder-first tip didnt work either. Also note that its not just the data foldere you can try this trick on, also other folders in bulldozer dir (especially other addons). I had this problem for a while where ewverytime i wantet to texture something, i had to copy the texture to a specific project folder in bulldozer dir every time, but the problem went away eventually (and i dont know why or how, PLEASE FORGIVE ME ) Note that the getting started tut had an serious error, that was fixed the 14 jan. It involves renaming the folder "o2program" to just "o2" (because the old DOScommand SUBST have trouble with names longer than 8 characters). Try this brsseb