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brsseb

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Everything posted by brsseb

  1. SUCCESS Everything works now. Thank you guys, looks like my heli is getting animated landinggear afterall. brsseb (ofp.info/brsseb)
  2. Hi I have a custom animaiton on my heli. It works fine when the heli is on the ground, but once it is off the ground (hovering or moving), Im unable to execute the animation from the action menu (it disapears from the menu untill Ive landed again). I have a named selection in primary lod (the structure to be animated) and an axis in Memory LOD. Is it possible to do this? I assume that I have to change something in my configfile. Here is my current animation setup: ... // Animations animated=true; class Animations { class side_door { type="rotation"; animPeriod=2; selection="side_door"; axis="axis_for_side_door"; angle0=0; angle1=-3.0; }; }; class UserActions { class OpenSideDoor { displayName="Open side door"; position="axis_for_side_door"; radius=10; condition="this animationPhase ""side_door"" < 0.5"; statement="this animate [""side_door"", 1]"; }; class CloseSideDoor { displayName="Close side door"; position="axis_for_side_door"; radius=10; condition="this animationPhase ""side_door"" >= 0.5"; statement="this animate [""side_door"", 0]"; }; }; ... Is this possible to fix? I assume it is since its possible to execute the turn on/off lights action when Inflight. But what do I need to change then? brsseb
  3. Ok, almost there now . One small problem left. This below generates an error, saying some attribute in the configfile "is already defined" somehow. Can anyone spot the error? Got now 3 gears, two right/left and one tail. Each is named "left_wheel", "right_wheel" and "tail_wheel". They have axises named "axis_for_right_wheel", etc. (Dont mind the rotation angles and stuff, havent configured that yet..) // Animations animated=true; class Animations { class tail_wheel { type="rotation"; animPeriod=2; selection="tail_wheel"; axis="axis_for_tail_wheel"; angle0=0; angle1=-3.0; }; class left_wheel { type="rotation"; animPeriod=2; selection="left_wheel"; axis="axis_for_left_wheel"; angle0=0; angle1=-3.0; }; class right_wheel { type="rotation"; animPeriod=2; selection="right_wheel"; axis="axis_for_right_wheel"; angle0=0; angle1=-3.0; }; }; class UserActions { class LowerLandingGear { displayName="Lower landing gear"; position="gear_area"; radius=18100; // To overcome bug condition="this animationPhase ""tail_wheel"" >= 0.5 and player in this"; statement="this animate [""tail_wheel"", 0]"; Â statement="this animate [""right_wheel"", 0]"; statement="this animate [""left_wheel"", 0]"; }; class RaiseLandingGear { displayName="Raise landing gear"; position="gear_area"; radius=18100; // To overcome bug condition="this animationPhase ""tail_wheel"" < 0.5 and player in this"; statement="this animate [""tail_wheel"", 1]"; statement="this animate [""right_wheel"", 0]"; statement="this animate [""left_wheel"", 0]"; }; };
  4. brsseb

    Problem with my chopper cannon turret

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ Nov. 13 2002,11:55)</td></tr><tr><td id="QUOTE">you need to add the lines: rotorbig="velka virtule statica" rotorbigblur="velka virtule" rotor small="masa virtule statica" rotor small blur="masa virtule" (lines to those effects - replace the velka balh balh with the names of your rotor selections...) I will post the correct code when i get home (in about 6 hours...)<span id='postcolor'> ehh, you mean: "velka vRtule staticKa", "velka vRtule", "maLa vRtule staticKa" and "maLa vRtule" I hope..or else my Czech skills are abit bad.....
  5. brsseb

    Cane someone help me out on ccp

    Hi Fixed all your problems but one, that the gunner looks 90 degrees in the wrong direction (aka strait ahead and not to one side). But the gun works, moving in both axises , shoot strait and with muzzleflash. So, if anyone knows how to fix the gunnerview, post here. We have inserted the uh60gunner proxy, rotated him so that he looks out to the side in bulldozer. We also have a gunnerview hooked up with the gun selection names. But ingame the 1stperson gunner view is looking strait ahead, and moving the gun is all 90* off. (See ya later on MSN then, Jenske) BRSSEB
  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Nov. 12 2002,11:45)</td></tr><tr><td id="QUOTE">the osa_nose there is just the point from where the actual action in the action menu comes from, the pivot point for the animation is defined in the animation itself<span id='postcolor'> Okey...so nothing to worry about then. But I still need something to put in that position field, so what do I put in there (AKA not totally sure what you meant ). Got two main gears and a tail wheel, each with their own named selection, axis and one class each to define the animations. Then I have two classes in UserActions, one that pulls the landinggear down and one to raise it. So, my problem now is that I have nothing to put in that position field. Can I just throw in anything, any named selection from the model just to make the attribute happy? Or what part of my model should I put in that field? brsseb
  7. Hi. One more thing, my Lord.. You are executing two animations in each gear up/down class; statement="this animate [""Maingear"", 0]; this animate [""Nosegear"", 0]"; I understand that this is possible, but then the field position="osa_Nose"; makes no scene. As far as I understand, this is the axis that the selection wil animate around, but it makes no sence when executing more than one animation in the class because I assume that maingear and nosegear each have their own axes and not share the same one "osa_Nose"). brsseb
  8. Hi there. Thankz for all support. Here are some more early snaps: More snaps at this page .(images 1.jpg-8.jpg are new). I want to make 3 versions, one "Scout";only gun and perhaps a rocket or two hidden behind the, hopefully, animated cargo bays, "Combat Air Patrol (CAP)" with loads of anti-aircraft missiles and one Ground Attack version with lots fireworks, the last two using extra stubwings. Dunno If I can make true stealh, but maybe I can do something in the configfile that will make it harder for the AI to identify or spot. Also, a full incomming missilesystem is planned with working flares. Got a guy working on this system and he tells me it  works great. He will also provide some great weaponary with missiles that explode 15m above ground only to releae a rain of smaller detonations over the enemy. Pretty cool stuff, I think. Other things are custom animations, like working landinggear and other details. Will release more info when the time is right, for the moment just enjoy the shots. Yeah, version 1.85 is needed, but who hasnt got that one these days, eh ? brsseb (ofp.info/brsseb)
  9. brsseb

    Problem with my chopper cannon turret

    Ok, had a different name for the class in my configfile than for my p3d file. I changed it all to the same name; so that both my p3d file, folder, class name are the same. So NOW the flash works properly:) BUT..and there is a BIG BUT, now all my rotors are not visible ingame! They are gone! Aka all structures named "velka vrtule...." and "mala vrtule ..." etc are not visible ingame. Except for that all is well. But please help me. If someone cares ot read it, I can post the entire configfile. (ARGHH. Solving bugs in ofp feels more like moving the problem around abit, not really solving anything.. )
  10. YES! Thank you, my Lord! Yoů`ve done it. Thankz And while we`re at it, could you just give me the "statement" and "condition" pairs for engine on/off? Want a door to automatically open when the engine is turned off and closing when it starts. Then I`ll be truly satisfied. brsseb
  11. brsseb

    Problem with my chopper cannon turret

    Hi cant be configfile error, Im affraid. Gotta be something with the selections in the lods. Have cfgModels and that dont do a difference, even when I tried to but both heliclass AND gunclass prototypes in it. Then, I tried to use a configfile from another addon Ive got that I know works perfectly with muzzleflash. Used that one exactly (just removed sound, some icons/pictures and changed the "model"-attribute). Same problem. The flash is always on as usual. So the p3d file is to blame, then? ARRGGH. More testing to do.....so frustrating. PS: In model lod, I have two selections named "zasleh" (muzzleflash) and one named "zbran" (gun), just like in weapon addons. But it makes no difference whatsoever, it seems.
  12. Hi Made a small ship (class derived SmallShip) and wantet to have a radar. Made teh osa_radar in Memory LOD (two vertices) and a rectangular block in main lod named "radar". But once ingame it wont spin around its axis, but instead it seems to orbit the entire ship like a small satelitt or an anoying bug flying around in circles. Is the osa_radar axis name wrong? Or is the answer in the configfile? brsseb
  13. brsseb

    Danimations

    Hi Im working on a comanche helicopter and is has some of its rockets hidden in the hull behind two doors on each side. When the user switches to the turret gun infront, the rocket panels close automatically to give the aircraft better stealhcharacteristisks, and open again when rockets are selected. Is this possible to do in a script or something. Having these two doors open when a certain weapon is selected and closed when changed? This must be done quick and fully automatically. brsseb (ofp.info/brsseb)
  14. Hi Changed the osa_radar selection to osa_radaru but it still wont work. Maybe its because ive inherited from SmallShip class and small ships dont have radar....?!? brsseb
  15. Hi I have a custom animaiton on my heli. It works fine when the heli is on the ground, but once it is off the ground (hovering or moving), Im unable to execute the animation from the action menu (it disapears from the menu untill Ive landed again). I have a named selection in primary lod (the structure to be animated) and an axis in Memory LOD. Is it possible to do this? I assume that I have to change something in my configfile. Here is my current animation setup: ... // Animations animated=true; class Animations { class side_door { type="rotation"; animPeriod=2; selection="side_door"; axis="axis_for_side_door"; angle0=0; angle1=-3.0; }; }; class UserActions { class OpenSideDoor { displayName="Open side door"; position="axis_for_side_door"; radius=10; condition="this animationPhase ""side_door"" < 0.5"; statement="this animate [""side_door"", 1]"; }; class CloseSideDoor { displayName="Close side door"; position="axis_for_side_door"; radius=10; condition="this animationPhase ""side_door"" >= 0.5"; statement="this animate [""side_door"", 0]"; }; }; ... Is this possible to fix? I assume it is since its possible to execute the turn on/off lights action when Inflight. But what do I need to change then? brsseb
  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DarkAngel_DK @ Nov. 05 2002,13:43)</td></tr><tr><td id="QUOTE">Hi I'm a total newbie in O2 and 3d modelling and thought I would start with the how to create M16 tutorial. How to Create M16.zip But the first step - generates a error from O2 telling me that it could not convert m16_fm.gif to m16_fm.pac. What are I'm doing wrong? Cheers Mark "Cougar" Jensen Denmark<span id='postcolor'> Hi Make sure that the Gif file have sides the power of two (number of pixel in height/width should be numbers like 16, 32,64,128,256,512,1024 etc and NOT 43,52,74, or any other random number). Also make sure o2 is installed corectly. Alternative, go to my site ofp.info/brsseb and go trough lesson 3. Its better than the M16 tutorial since it lets you create a gun from start to finnish, from blueprint to actual ingame model. Great if you want to learn weaponmodelling. Then after that you will be able to do the m16 tutorial with ease. BRSSEB
  17. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Nov. 09 2002,22:14)</td></tr><tr><td id="QUOTE">From what I recall reading, this is a known bug.Only conclusion I recall reading was to script it seperately and use it in an addaction script. But I'm not sure<span id='postcolor'> Yes, but the standard ofp lights on/off works fine, so why not a user made one? (Looked trough the commended configs and could find the section where vehicle lights are turned off or on. Strange) Also, with the current settup its possible to run the animation from outside the vehicle which looks a bit weird. I want it to only be aviable when one is aboard the chopper. brsseb
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Nov. 09 2002,22:14)</td></tr><tr><td id="QUOTE">From what I recall reading, this is a known bug.Only conclusion I recall reading was to script it seperately and use it in an addaction script. But I'm not sure<span id='postcolor'> Yes, but the standard ofp lights on/off works fine, so why not a user made one? (Looked trough the commended configs and could find the section where vehicle lights are turned off or on. Strange) Also, with the current settup its possible to run the animation from outside the vehicle which looks a bit weird. I want it to only be aviable when one is aboard the chopper. brsseb
  19. brsseb

    Problem with my chopper cannon turret

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 09 2002,19:07)</td></tr><tr><td id="QUOTE">i also have this problem on the AH1W, i dunno how to fix it is it also the same on the BIS ah1?<span id='postcolor'> It must be a configfile fault. Because the current setup above is EXACTLY like the UH60mg setup. Dont understand anythink....
  20. brsseb

    Problem with my chopper cannon turret

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ Nov. 09 2002,16:52)</td></tr><tr><td id="QUOTE">so the flash shows up not all the time?<span id='postcolor'> Yes, thats the thing. Tried turning T&L off just for testing, but that wasnt it (had to be sure). Anyone? brsseb
  21. Hi Just wondered what the vertex "zamerny" in mem lod is good for and I have thought of this: Since most configfiles have this: class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewGunner { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewPilot { initAngleX=5; minAngleX=-20; maxAngleX=35; initAngleY=0; minAngleY=-90; maxAngleY=90; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewCargo { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; Then my guess is that all these coordinates are relative to the point zamerny in mem lod. if this true? Or am I wrong here (like the coord. being relative to the model origo or center of gravity). Anyone? Brsseb (ofp.info/brsseb)
  22. Hi Just wondered what the vertex "zamerny" in mem lod is good for and I have thought of this: Since most configfiles have this: class ViewOptics: ViewOpticsBase { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewGunner { initAngleX=0; minAngleX=-170; maxAngleX=+20; initAngleY=90; minAngleY=+20; maxAngleY=+170; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewPilot { initAngleX=5; minAngleX=-20; maxAngleX=35; initAngleY=0; minAngleY=-90; maxAngleY=90; initFov=0.7; minFov=0.42; maxFov=0.85; }; class ViewCargo { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.7; minFov=0.42; maxFov=0.85; }; Then my guess is that all these coordinates are relative to the point zamerny in mem lod. if this true? Or am I wrong here (like the coord. being relative to the model origo or center of gravity). Anyone? Brsseb (ofp.info/brsseb)
  23. Hi Made a small ship (class derived SmallShip) and wantet to have a radar. Made teh osa_radar in Memory LOD (two vertices) and a rectangular block in main lod named "radar". But once ingame it wont spin around its axis, but instead it seems to orbit the entire ship like a small satelitt or an anoying bug flying around in circles. Is the osa_radar axis name wrong? Or is the answer in the configfile? brsseb
  24. brsseb

    Convexity

    Hey, found out what the Convex Hull funciton does. Here: In front view, hit F10 to make a circle with faces. In side view, copy it, paste, lock xaxis and drag the copy backwards. Now select both circles, and choose "Convex Hull" function from list. The result is then a cylinder (so you dont have to manually make all the faces to get one). This is the only use Ive found of it yet (still dont know what the work convex means anyway, but who cares . It basically makes it easier to make 3d objects of 2d objects. Quick way to make a block (without using F7) is to use the function together with two planes. When people talk about convex in o2 modelling its just saying make sure your structures dont have "leaks" (aka missing faces in structures)) that will look funny ingame and ruin the look of the model. brsseb
  25. brsseb

    Convexity

    Hey, found out what the Convex Hull funciton does. Here: In front view, hit F10 to make a circle with faces. In side view, copy it, paste, lock xaxis and drag the copy backwards. Now select both circles, and choose "Convex Hull" function from list. The result is then a cylinder (so you dont have to manually make all the faces to get one). This is the only use Ive found of it yet (still dont know what the work convex means anyway, but who cares . It basically makes it easier to make 3d objects of 2d objects. Quick way to make a block (without using F7) is to use the function together with two planes. When people talk about convex in o2 modelling its just saying make sure your structures dont have "leaks" (aka missing faces in structures)) that will look funny ingame and ruin the look of the model. brsseb
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