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brsseb

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Everything posted by brsseb

  1. brsseb

    Convexity

    Yes, someone explain these terms. I wanna know too. Especially what do do with the faces that the function finds. brsseb
  2. brsseb

    Convexity

    Yes, someone explain these terms. I wanna know too. Especially what do do with the faces that the function finds. brsseb
  3. Hi Im working on a helicopter and got two question: #1:What do the vertex in most Memory LODs named "Zamerny" really do? Is is criticall in any way? #2: And that axis for the horizontal stabilizer (osa vejskovky), is just needed when an heli has a horizontal stabilizer on the TAILBOOM itself and not the one poking out on the back? And why does it say osa (axis) when its just ONE vertex? Doesnt it take two vertrices to make an axis, like it does for the main and tail rotors? brsseb
  4. Hi Im working on a helicopter and got two question: #1:What do the vertex in most Memory LODs named "Zamerny" really do? Is is criticall in any way? #2: And that axis for the horizontal stabilizer (osa vejskovky), is just needed when an heli has a horizontal stabilizer on the TAILBOOM itself and not the one poking out on the back? And why does it say osa (axis) when its just ONE vertex? Doesnt it take two vertrices to make an axis, like it does for the main and tail rotors? brsseb
  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Nov. 01 2002,07:32)</td></tr><tr><td id="QUOTE">when there is one point for axis then the selection can move in more then one axis like the M2 on stand it can moxe along x and y axis.<span id='postcolor'> But my heli is very small and it horizontal stabilizier is completly fixed and not moving in any way, so I`ll just leave this named selection out then!? (or does it have too great impact on the phycis model to be left completely out?) And what about Zamerny then?
  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Soul_Assassin @ Nov. 01 2002,07:32)</td></tr><tr><td id="QUOTE">when there is one point for axis then the selection can move in more then one axis like the M2 on stand it can moxe along x and y axis.<span id='postcolor'> But my heli is very small and it horizontal stabilizier is completly fixed and not moving in any way, so I`ll just leave this named selection out then!? (or does it have too great impact on the phycis model to be left completely out?) And what about Zamerny then?
  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 31 2002,13:08)</td></tr><tr><td id="QUOTE">you can also add property "canocclude" with value "0" to the model to totally disable occlusion culling (hidden object removal) Â from the model<span id='postcolor'> Thankz for all responze people. Its working now, no flickering. I made a view geo out of the res geo and now it works. Mind telling me why, someone? Because that solution makes no sence to me . Editing the property canocclude cant be a good solution. The game SHOULD do hidden object removal to increase performance. And disabeling it half-vay, like 0.4 or something is not good for anything but threes, right? So AI can see trought leefes and light bushes. But can someone tell me why the view geo trick worked? Ive learned that Geometry is just used for collision detection and for the physics. And with the "View" in front it makes no sence. brsseb (chopper tut en ruote)
  8. hi Ned help with my heli model. its almost done, but some strange problem is making it look pretty bad ingame. Here is an example: Normal shot from Nogova: Same shot, but with my addon infront. Notice the missing buildings and threes: (if above images dont work, try the main dir. The pics are called "before" and "after": picture root) Can anyone tell me whats wrong? Ive got all the neccesary LODS ("0.000", Geo/Frie/Hitpoints/Memory/Landcontact ,you-name-it). It flies good and looks otherwise not to bad. Any help welcome!
  9. hi Ned help with my heli model. its almost done, but some strange problem is making it look pretty bad ingame. Here is an example: Normal shot from Nogova: Same shot, but with my addon infront. Notice the missing buildings and threes: (if above images dont work, try the main dir. The pics are called "before" and "after": picture root) Can anyone tell me whats wrong? Ive got all the neccesary LODS ("0.000", Geo/Frie/Hitpoints/Memory/Landcontact ,you-name-it). It flies good and looks otherwise not to bad. Any help welcome!
  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 31 2002,13:08)</td></tr><tr><td id="QUOTE">you can also add property "canocclude" with value "0" to the model to totally disable occlusion culling (hidden object removal) Â from the model<span id='postcolor'> Thankz for all responze people. Its working now, no flickering. I made a view geo out of the res geo and now it works. Mind telling me why, someone? Because that solution makes no sence to me . Editing the property canocclude cant be a good solution. The game SHOULD do hidden object removal to increase performance. And disabeling it half-vay, like 0.4 or something is not good for anything but threes, right? So AI can see trought leefes and light bushes. But can someone tell me why the view geo trick worked? Ive learned that Geometry is just used for collision detection and for the physics. And with the "View" in front it makes no sence. brsseb (chopper tut en ruote)
  11. Make a view geo of res geo? Why? Not all heli addons have that?!? I`ll try anyway..and yes Im working on that heli tutorial and I wont release it before this this problem is out of the way.
  12. Make a view geo of res geo? Why? Not all heli addons have that?!? I`ll try anyway..and yes Im working on that heli tutorial and I wont release it before this this problem is out of the way.
  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (A.W.O.L @ Oct. 30 2002,15:54)</td></tr><tr><td id="QUOTE">Hi, that problem often happens to my addons - I think it is when u make the geomotry LOD bigger than visual LOD, to stop people walking through walls. Might not be to do with that, but I know what problem u are talking about. Dont know a solutiuon, but I dont really mind that problem personaly.<span id='postcolor'> Cant be. The size of structues in the Geo lod doesnt have to be smaller that the visual one. No way. Proof: Im most heli addons the main rotor (thin, long blades) is presented by a big flat box that covers the entire spin area (meaning its 10 times bigger than the actual rotor). So that cant be it. But a welcome sugestion, anyway. More help needed. anyone?? brsseb
  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (A.W.O.L @ Oct. 30 2002,15:54)</td></tr><tr><td id="QUOTE">Hi, that problem often happens to my addons - I think it is when u make the geomotry LOD bigger than visual LOD, to stop people walking through walls. Might not be to do with that, but I know what problem u are talking about. Dont know a solutiuon, but I dont really mind that problem personaly.<span id='postcolor'> Cant be. The size of structues in the Geo lod doesnt have to be smaller that the visual one. No way. Proof: Im most heli addons the main rotor (thin, long blades) is presented by a big flat box that covers the entire spin area (meaning its 10 times bigger than the actual rotor). So that cant be it. But a welcome sugestion, anyway. More help needed. anyone?? brsseb
  15. Hi Have made a small chopper and want it to be police, so I wanted to put some of the policeforce-related textures from the Resistance "Jeep (Police)" on it to make it look like its part of the same force. So my qestion is: Where are they? And what are they called? Guess its something czech since I cant seem to find them in data.pbo (neither original or resistance). Does anyone knows what they are called? brsseb
  16. I have a question regarding one of OFPs biggest shortcommings; ferrying units inside other units without it falling of. With the recent addons like the 7decks LSD and the upcomming Mi26 and Antonov-plane Im getting frustratet. Sure it can hold many soldiers and you can land helis on the decks and drive in vehicles in it when they are just standing there (nice for cutscenes), but actually taking to the sea/skies with a load of T80s in the cargo bay is just not possible it seems. So, my question; Do anyone think that this is something that it is possible to fix in a later major patch by the BIS guys? Or it is most likely beyound what is possible with the engine? But it was thinking, a heli can transport soldiers because you have inserted proxys for each soldier position. And why cant we have, like cars as proxys? You drive close to the plane/boat, near a named vertex in the Memory LOD just like soldiers and then, magically the car is inserted in a vehicle slot (proxy position) and all units in the car are trown out (maybe left behind by the entering vertex position? (or better, still be able to sit inside the vehicle and stay there, because its a proxy position in the car.) So not just drive a vehicle onboard, park it anywhere and expect it not to fly off one airborne/waterborne. But a proper secured "parking space" like soldier proxys are? Cant be that hard, simply locking a vehicle model to certan slots in, like, the cargo hull of the LSD? Or just drive in, find a proper parking space and use a command called "Attach to addon" with locks the car in a certain position (some x-y-z coordinates relative to the LSD addons x-y-z coordinates) and follows the LSD addon like a moscito? Surley this should be able to accomplihed by a patch, no? Or even with a cheap script? It must be done, somehow BIS!! It would give OFP a whole new dimension. ...or am I totally lost here....Please answer this someone, its important. Or give me mail adress to someone who can answer. Now Im back to my car-ferry model..............(untill someone close to BIS tell me that it just aint possible, Im living in denial! ) brsseb
  17. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 18 2002,20:09)</td></tr><tr><td id="QUOTE">Right now, (with v1.85) you can do velocity matching via script, which is theoretically very easy, ...<span id='postcolor'> Velocity match? But lets say we do a velocity match on a parked Jeep inside the LSD. Would that be possible. Doenst velocity match just mean that the other vehicle will drive at the same speed and heading? Sort of like holding a formation exactly? But it couldnt be that hard to do it properly, BIS? Just add a new LOD of some sort, which seems just like Path/Roadway just that its kinda "sticky" (to be placed in, f.ex. the LSD cargo hull), aka objects standing on it isnt affected by the movement of the boat itself, making it belive it is just standing there on still ground. A surface that is excluded from the rest of the games normal phycis with special attributes. It must be done... for the sake of mankind!... or something
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Konyak-2 @ Oct. 17 2002,19:16)</td></tr><tr><td id="QUOTE">Nice to see good reaction, and I'm sorry some thought I'd miraculously overcome one of OFP's biggest shortcomings. Â No, you cannot drive into it, close the ramp and take off as IRL. Â BUT, it should be usable for talented mission makers to combine the two models and switch one for the other at the right time and thus actually transport things. Â I could have made the ramps animated, but it would mean two versions of the model, another for OFP:R, and it wouldn't really change much in terms of usability. Â But it would be cool to see, and since I made the damn thing because it would be cool to see, I will probably make parts animated later. Â As soon as I get the sound right, I will release it as is. Regards, Konyak. BTW, for the Germans out there.. What does "Hammergeile" mean?? <span id='postcolor'> Still not though with my question of one of OFP biggest shortcommings, transporation of vehicles inside other vehicles. Do you think that this is something that it is possible to fix in a later patch bye the BIS guys? Or it is most likely beyound what is possible with the engine? But it was thinking, a heli can transport soldiers because you have inserted proxys for each soldier position. And why cant we have, like cars as proxys? Like you drive close to the plane, near a named vertex in the Memory LOD just like soldiers and then, magically the car is inserted in a vehicle slot (proxy position) and all units in the car are trown out (maybe left behind by the entering vertex position? (or better, still be able to sit inside the vehicle and stay there, because its a proxy position in the car. So not just drive a vehicle onboard, park it anywhere and expect it not to fly off one airborne. But a proper secured "parking space" like soldier proxys are? ...or Im I totally lost here....Please answer this, its important. Or give me mail adress to someone who can answer. Untill I Now Im back to my car-ferry model..............(untill someone close to BIS tell me that it just aint possible, Im living in denial! brsseb
  19. brsseb

    Breaking news

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mister Frag @ Oct. 16 2002,02:41)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ Oct. 07 2002,06:32)</td></tr><tr><td id="QUOTE">Mi26 is the BIGGEST chopper in the world like "Mriya" (Dream) is the biggest plane in the world. BTW the factory where it has been created is not very far from my house (I'm talking about "Mriya"). Maybe we will rework the textures but later. And about release date. I'm repeating for the third time - "when it's ready". Maybe in2 days or maybe in a week.<span id='postcolor'> Speaking of the AN-225 "Mriya", check out these pictures to get an idea of the immense scale of that plane: http://www.air-and-space.com/Card%20Catalog%20Antonov%20An-225.htm<span id='postcolor'> LOL "The Biggest Airplane in the World, Antonov An-225 Mriya: $19.95 " ---> with an "Add To Chart"-button on the side. Hey, cheap plane that one. Might by one myself. Do this site take VISA? If only I could afford the hangar space..... Anyway, great heli that one. Cant wait for it to be released!
  20. I was so exited then I saw the SCUd being loaded into the Antonov. But now Im told that you cant transport vehicles with it?? Isnt the 1.85 patch going to fix this? So that vehicles inside other units are not going to just slide away? So that we can make boats with cargo hulls for vehicles, Carriers that can ship planes and men and, hech, trailers that can carry tanks? Or it this just an illusion? An impossible dream that only OFP 2 may be able to fix? It some of the above it totally impossible with the newest pathes, then......... ...my dreams are crushed....
  21. I was so exited then I saw the SCUd being loaded into the Antonov. But now Im told that you cant transport vehicles with it?? Isnt the 1.85 patch going to fix this? So that vehicles inside other units are not going to just slide away? So that we can make boats with cargo hulls for vehicles, Carriers that can ship planes and men and, hech, trailers that can carry tanks? Or it this just an illusion? An impossible dream that only OFP 2 may be able to fix? It some of the above it totally impossible with the newest pathes, then......... ...my dreams are crushed....
  22. brsseb

    New ingame ship screenshots

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jafergon @ Oct. 03 2002,01:38)</td></tr><tr><td id="QUOTE">Sorry I forgot, the latest version size is about 2mbs (in .zip format )<span id='postcolor'> Well, thats just VERY GOOD NEWS for us poor ISDN-users. I was expecting a file on around 20MB+ or something (although this addon would be worth downloading whatever the size). I guess you dont have that many different textures and use alot of the ones already in OFP. Which is nice! Keep up the good work (and release the boat SOON, please! (And you MUST make more boats like this. A small carrier, or a small and fast destroyer.)
  23. brsseb

    New ingame ship screenshots

    Very nice work you`ve got there. Ive got some questions, though: 1: It has 6500 faces. So what does that do to the OFP engine. Are we looking in doubling the recommended sys.specs for OFP then? Figure this boat, some APCs onboard, two Chinnoks on deck and the decks full of troops and all that in one frame? Smells "2GHz and GF4 STRONGLY recommended" a long way... 2: You say that people can move inside the ship below decks, and not on the outside? Does that mean that its possible to make, say, an 747 and people in the back can move around in the plane? A terrorist Vs SecretService fight onboard a inflight AirForceOne would be cool! "Save/kill the president!" . 3: Most of OFP buildings are somewhat buggy when it comes to collision detection, aka filled with small "holes" that enable a unit to get trough walls, fall out windows etc. This happens very often when your running. Â Because its a ship, anyone who falls of will drown (because, as in most military games these days, no hard-ass soldier can swim..). If there is such problems then walking trought the ships corridors will be more dangerous than walking trough a minefield. How have you dealt with that problem?
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