blackjack-VS-
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Everything posted by blackjack-VS-
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i've been searching for blueprints from the m3 u mentioned, but didnt had much luck...also searched for similar vehicles from other nations,but all i could find is some bad pics. not a single blueprint. i think next week i can do a fast model and try to apply the cargo script on it. the bad thing is i'm not that good in scripting and dont have the guts to make authopsy to the big mi26 and search for the cargo script file. so if any of u guys that is reading this, ever messed around with the cargo script, plz let me know. it would save me couple of hours of work... considering that we cant find any blueprint of it, i will creat a custom model. now what i dont know is which type of vehicle should i build. i can see 2 options; 1- a ferryboat-one bridge mounted on floaters, moved by a diesel engine. basicly its a class boat with the cargo script adapted. 2- a tracked vehicle with bridge mounted on top (like the m3), that would have float=true in script file. this option is much more complicated i guess, and wouldnt be very reallistic. i say this because the brigde platforms usually travelled pilled. so if i make for example 3 crossed sections, pilled on each other, i'll need to rotate 1 section 180ÅŸ to the front, the 2nd one rotates 180ÅŸ to the back and 3rd section wont rotate(its the central section of the bridge afterall). hope u can understand this deploy process. now the bad part. in the geo lod (colision) i cant rotate any part of the model(that i know).so i have to decide if the geolod has a deployed briged or closed one. if i make the bridge closed, in the situations that i deploy the bridge and move around, for example in the midle of a town, the 15/20m lenght sections of bridge extruded in the top of the vehicle, will go trough inside houses or even terrain...unaceptable! the oposite sucks to, because if i make the geolod with bridge deployed, and move around in a town, i'll be coliding all the time. for the plp that never made an addon, the geometry lod is the 3dmodel inside the pbo that detects colisions, and the "visual" lods are totally independent...(sory for the old news to all the others...just making sure everyone understands my problem here...) this seems thriling so any sugestions are more then welcome.. and yes lets try to make a vehicle of this kind. it will fill one of the few gaps that ofp still has. my 2 cents
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funny that last week i almost posted about this same idea...i was reading a ww2 book and when i saw pictures of those bridges mounted on top of tanks,i thought this would be a great adition to the game... from what i could read here the ai's not acepting the bridge as crossable right? how does the human player faces it? can u cross it ok? a great alternative to this kind of bridge is a ferryboat..i searched and didnt found any for ofp...did anyone ever tryed it?? it could work with a cargo script (like the one used in the big mi) found this pic in a fast search on google... more kinds of bridges here at military bridges if there's anyone interested in trying to make a script for this let me know...the model for this ferry seems very simple to do.
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a (short)list of the bands/artists that i always keep tuned. some of them are extinct. blasted mechanism (portuguese band) nitin sawhney the chemical brothers massive attack rammstein kruder&dorfmeister david bowie mike patton (ex faith no more) beastie boys pink floyd jeff buckley dave mathews the doors the clash peter murphy gorilazz blur etc,etc
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thanks a lot for the coments guys. from sanctuary words i just confirmed what i was almost sure, after playing over and over in the editor some bis animations.there's distorcion in the diferent parts of the body... the model i'm using is the mc tankistae (no idea of what "age" he belongs...if cwc or res) with the most important selections imported to max. someone in the rtm utility thread gently posted a p3d rdy to use, so i hadnt time yet to check the diferences between diferent "ages" soldier model. I started with that model in max, then added a biped dummy from character studio and made it fit the best i could "inside" the imported ofp model. then i added a physic modifier to all the selections and linked to the equivalent bone of the dummy. using the physics modifier simulates "skin" effect, making the ofpmodel selections deformable. so this is the (only)way i gota work from now on, as i was presuming... the other way is not using physics modifier...i tryed and what happened is that i have a robotic kind of animation, just because theres NO deformation in model selection. if i rotate an upperarm, the chest/colarbone connection dont react=distorce, causing an ugly result of open holes in armpit. This is not as bad as it looks i guess...what i need now is to learn all the (100's) of options that the physic modifier brings with it... this will take me some time and lots of tests, until i found the best compromise between a biped dummy, a good ofp model and connecting everything in the RIGHT places... After modeling/texturing/cfg files i want to give a try in animations. surprised that no one that uses maya or max didnt had a try on this yet...maybe they did and keep quiet all this time! if i ever make a decent anim i'll post for u guys...with ofp or arma! thanks a lot again for the explanations PS: which exact model should i unpbo to import? i would like something that fits on res and bas models if possible...
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i've been working these last 2 days in the biped dummy and trying to make the mesh rigid when the dummy moves. at this moment i still have some vertices that are dragged in arsh rotations. for example when i open the soldier arms, there's 3 vertices of the jacket that are dragged with the arms, making the jacket mesh totally screwed. same happens when open legs. the jacket gets deformed in 3 or 4 vertices... i would like to know if anyone from ofp comunity tryed to set a biped dummy to ofp model(with proper selections)with the model that matthijs gently posted. if i cant solve this problem, maybe i try the classic animation process(ikbones), but that would spoil all the fun of using character studio.... About the rtm import/export, it works in perfection and its quite simple to use. i didnt saw any english decent explanation here (the babelfish translations never work that good..), so i'll advance and write a few notes of what i experienced. hope its usefull for someone that wana give a shot with max. [install] -drop the 2 files in the C:\3dsmax7\scripts\startup Import -import the 3ds model and make sure ur using meters units -go to utilities/maxscript -in the maxscript windows select from the roll "rtm utility import" -inside the utility import open the rtm file u want -u'll see now all the named selections involved in the rtm file, but if u press play nothing happens. -now select ALL named selection of the 3ds files,go to rtm utility diaglog and click "make keys". -now if u click play, u have the model animated, and all the animation keys set in the animation slider. -if u go to 3dmax graph editor window u'll have total control of all the named selections move/rotation/scale (like ofp animator) Export -click "close" in the rtm import utility- -open the rtm export utility -click "find" so max detects all named selections of the model -now if u notice, in the export utility in the "keys" area, its blank.that because u didnt select any of the keys of the animation involved. -now, select all model selections (ctr+a) and u can see all the animations keysframes are in the time slider. (small blue dots) -select one random keyframe , then go to the utility export dialog and click "add". u'll see the selected keyframe in the "key" box.IMPORTANT: i had couple of anoying minutes with an error message here. it didnt let me add the selected frame to the key box. to skip it just click in the name of any selection inside the "bodyparts" dialog inside the rtm export dialog. -now u have to do this procedure to all the keyframes u want to have in your animation. u can select them in diferent order, that max will order them by correct time instances. -after all this done just click "make rtm", name it and its rdy -u can check the animation duration with ofp animator. thats all i could find about this great tool. i hope that i can fix my soldier.3ds model, and named selections so i can creat movement with character studio biped tool. i think i'm close of making it work. cya soon and good animations!
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thanks a lot matthijs for the solider file. i tryed this tool and i could open the rtm files after importing soldier.3ds . but now comes the hard part...i have no idea where to start. the biped that u mentioned, was created after or before the soldier.3ds import?... if this tool works like it's suposed to (and i believe it does) this will be a candy for max users... if anyone figured how this works , plz post some tips here. so basicly i will study the biped process and model mesh assignement used by character studio, then retry to mess with ofp model. meanwhile i hope someone posts some simple tips. cya soon, and ty again matthijs ps: i'm using max 7.0 and it worked...
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i'm sory for the file lost mechastalin...but think this way...if u made it ok on the 1st try, imagine how great it will be at 2nd!! i presume u were still working the main lod, so maybe it worth a (re)try think positive!
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parvus i'm sure u answered this zilions of times before, but i would like to know if ur using any action command (photshop tool) in the making off your screenies. every screenshot from u have a common look that makes them very distinct, which makes me think that ur using a common technique for all them.. keep the best ofp screenshots coming! we thank you
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couple of days ago i got an email from a teacher recruting plp with interest in 3dsmax,photoshop,3dsound,c++,and other mechanical/technical specs.so today i was invited to a kind of project briefing.i'v been 1h watching and listening a master degree student presenting both Novodex and Ogre 3dengine. i was amazed with both, and just cant wait to start working with that team. after reading in Ogre website (free open source 3d engine btw) i presume that is out of question for a game like ofp... but for other 3d aplications it's a blast! about novodex engine,it is something really ahead.. i really want to test a game(dont care what style) that uses this kind of technology.its the 1st time i see this kind of software, so i went nuts with it! for those who want to see what i'm talking about just go to both websites and download the small files with demos. not videos! u really intereact and able to do a lot of stuffs. if this is oldnews, i'm really sory... ogre 3d engine Novodex rocket 1.1 enjoy it!
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i dont play other games then ofp lately (last 3years... ), so i'm really out of loop with anticheats measures. from all the opinions here i could state that PB is not very efficient, and the worst part is the fact of causing errors/kicks when ur loading other addons/packs. when i look to ofp and remember the endless,but gladly "peacfull", error messages caused by diferent addons use by diferent players in the same server, i just cant acept new extra problems to solve caused by a anticheat aplication.. big fat NO to that! i dont wana be kicked just cause i'm using addon xpto... like someone said , the old kick/ban classic will probably do the job well... (it did for ofp didnt it? ) i play coop on a private server, so i'm glad that i dont have to deal with cheating faguets... sometimes we open the server to gamespy and at the 3rd day we cant just have more patient to the dam kids that tk and then quit... id ban solved our problem. at least they need a new ofp copy to play there. thr last time we opened the server, we add 2 new decent players to the guest list, so it wasnt bad at all... i would sugest bis to follow ofp tactic...something like: 1-release the 2nd best game from all times soon (1st ofp ) 2- release a 1st version full of glitches and errors 3-patch it 3 months later and solve 50% of problems 4-release final patch that fixes the game "enough" this way ,maybe 50% of the cheating FPS players will let us alone, and the other 50% would be fairly treated by "us". the true bis target players. the players that get worried to improve and not destroy a game. sory if went out of topic a bit...but this (nice) thread made me lost focus on the new game major concerns, like game engine, scripting, addon making, sound, fun! i really just hope that we dont get invaded by those cheaters... but its better to get rdy, and ask bis to protect us the best way they can. and off course, after kegetys "no" , my poll lost the "yes" button. looks like my mozilla recognized his signature and went nuts!! ) j/k
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would it be to much if i ask u to upload the "ready to use" model for 3dmax? i'm really busy lately but would love to try animations with 3dmax.. btw, thanks for the translation !
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nice effort on that racing driver desert rat! did u texturized the helmet with 3d software and racingsuite with o2? i ask this because they look very diferent...
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after many months i completed my 1st addon, and made a bonus addon (snowboard) to surf winter moutains. this was a long project (started last september), with the help of many talented people. Thanks to: Joe Lemonade for all the help/suport/ideas/scripts , Cleaner,Exec,FNG,Trufflepig from Vetsquad for testings&mission , Sancturary for the cargo animation files , Junker from SES for the snow script , All the ww2ec staff for the suport, specialy Red Devil for the textures layers, Pappy for the radio script, BIS studios for making my favourite game features 3 versions- west, east and civilian (vetsquad version) machine gun + grenade laucher snow rotorwash from the propeller 2 cargo guys at back skis working car radio that plays up to 5 songs totally retexturized medikit included so u can heal when u need u can load weapons inside bugs colision between rf8's usually lethal no ironsight( class jeepmg dont allow it...) notes u can find rf8's at west-->aerosan east-->aerosan civilian-->aerosan the snow rotorwash script is optional. if u dont call it, it wont be activated. to activate it just call it on the mission.sqm file of your map example: class Item36 { position[]={4810.617676,349.523041,6841.112793}; id=71; side="EMPTY"; vehicle="rf8vs"; skill=0.600000; init="[this] exec ""\rf8\snow.sqs"""; }; for the radio,u just need to have a music folder on the mission pbo with maximum of 5 sound files there. then call the ogg files rad1,rad2...rad5 and thats it. when u get in the rf8 u can play the songs u selected previously. the sound files MUST be mono, otherwise they dont play at all mission to play great mission from exec, "deathriders" with rf8 and snowboard. addons that are included on deathriders: -RF8 -Snowboard -EDG retextured guerrillas (from FCM) -BAS MAH60 (fire/explotion script) -Marine Assault Pack (updated) -Editor update 102 -Winter nogojev (still needs winter kolgujev) -Finnish houses pack (i think its from FCM, but not exactly sure) -BAS JAM2 (needed for EDG guerrilla weapons) if u found any problems with missing addons u can always download vs pack at www.vetsquad.com and get the vs-core pack at the files section. files can be found here RF8 snowboard deathriders Have Fun!
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RF8-GAZ98 final version + bonus addon
blackjack-VS- replied to blackjack-VS-'s topic in ADDONS & MODS: COMPLETE
xcess-i think ur having a strange experience, but i can imagine an explanation for that. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class rad3 { name="pitch3"; sound[]={"\music\rad3.ogg",db+30, 1.0}; titles[] = {}; }; if u have another addon with a file called rad3.ogg placed in a subfolder called music, that will cause it... if it's not the case, then ur alucinating i guess and why nogova? this is a winter addon! DBR_ONIX - the idea of carrying the snowboard like an at is great. i just dont have any idea of how to make it, but if u know how to do it(seems like u do) , just tell me what u need, and ill send u. -
Flashpoint Photography 4 - No images over 100kb.
blackjack-VS- replied to Placebo's topic in GENERAL
ofp,dxdll, RF8, winter island and the awsome GIG_scud.pbo "nuke" scud -
When you see the flash, it's already too late
blackjack-VS- replied to gandalf the white's topic in ADDONS & MODS: COMPLETE
it looks really awsome but i can only see the mushroom and red/orange colors with my visual quality almost max, and viewdistance at 2000/2500m. the audio is really great to. i had some cool screenies, maybe i'll post it l8r. -
i have a vehicle that is east side. what i want is to have a west and civilian version of the same vehicle, but with diferent textures. i'll try to explain better... my model is 90% texturized by 2 texture files. i called them 1.pac and 2.pac. they were made for the east version. i would like to have is: east version using 1.pac and 2.pac west vesion using 3.pac and 4.pac civilian version using 5.pac and 6.pac 1-3,5 and 2-4,6 have the exact same mapping displacement, so what i wana know if there's a way to do the swap textures INSIDE cfg file. what i dont wana have is 3 diferent pbos.... that would kill my plan!! i know the snow bradley's and jeep's/7t trucks uses this script way. any tutorial avaiable? Thanks for the help u can give me here. i've been away for a couple months, so i'm kind of rusty here...
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thanks for the replys everyone. meanwhile i remembered that joe lemonade's dunne buggy pack02 , uses many diferent versions of the buggy with the same p3d... so i went to my unpbo files and start studying how he made it. basicly he did almost what u guys sayed. in the p3d he has a selection called "textur01". then in the cfg he has this .... hiddenSelections[] = { "textur01", .... }; now in the eventhandler he has a nice script like this: class EventHandlers { init="[_this select 0,_this select 1] exec ""\Buggy2\FIA1.sqs"""; }; the fia1.sqs is very simple and swaps texture i guess... here it is the sqs code. _buggy = _this select 0 ?customPanelling: goto "exit" _buggy setObjectTexture [0, "\Buggy2\Tex\FIA01.pac"] #exit exit .................... so like u said, the 0 is the 1st selection of the hidden selections. so basicly he's using a diferent sqs for each texture... do u think i can make this way to or what? edit: my textures are all 512x512 and they cover almost every exterior parts... so if i cant use the diferent (complete) textures of the 3 diferent versions, i'll have to go by the simple way... i'll make 3 small faces on the both sides + front, place the side logo there and hide/unhide those faces individually for each side in the cfg. i just wanted to swap the 2 big textures , with the objective of having 3 distinct looking versions...not only the side logos. there's a sample pic of 01.pac that i was working last month. u can get a general idea here. i rendered all important panels with max, created a mask on psd and start spraying dirt for each 1.
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hey all! i'll give my 2cents here, and give my opinion, based on my own experience of addon modeling/scripting for ofp. my learning curve started from the nule point, so i had all the troubles possible to imagine (like all noobies). i had autocad and solidworks experience from collegue, but thats precise mechanical drawings...not the ofp style. the day i wanted to make my 1st addon for ofp, i installed o2. it was and still is the only tool that gives life to a 3d file, that i know. after doing three lessons (install o2+bulldozer;make a box;make a car) i was confortable with the creat vertice+face, rotate view, name a selection, hide/unhide selections/faces, face properties,etc. all this options are easly done with lmb,rmb,alt,shift,ctrl. so no big deal with that...its a matter of get used like everything new. so after few months of persistance i had all the lods working,faces texturized,config working. about the end result...its great for a 1st addon, but not satisfied me. i just wanted to have a more powerfull texturizing tool. so i had max installed and start reading some really basic tutorials. i learned the unwrap lessons well, and then yes...i had total control of my model faces! now i can texturize EXACTLY how i want. then a problem came up....i would need to draw the textures to!!! so i start learning photoshop basics, made my experiments, had some GREAT help from addon makers, and finally i can creat a decent texture for what i need on my models. so as u see, i stilll model with o2, but i agree its not the most powerfull tool for drawing. ALL the others mentioned are better in all ways possible. its just a case of knowing how to use them. the learning curve between o2 and any other software is not comparable. o2 is very fast, and all the others take a lot of time. my next and last step i hope is modelling medium quality with max. i can model many things, but still have not all the control over it. when i reach that level i will ONLY use o2 for named properties, named selections and few others details. and lod selection of course! so as u see it all depends in how persistant u are, how far u wana go, and how many time u have for learning all this. for me it started last july. the tools are all valid here, so doesnt matter if its 3dmax,cinema4d,maya,rhino,bryce for modeling/texturizing. maya only wins because u can make the animations work with ofp. but that's not my area. i use animat8r for anims. cya all and keep modeling! armed assault is otw!!
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nice work daddl ! i will try it tonight .
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i'm sory for talking about this for so long, but i cant find a solution and the same error is happening in my 2(and only) addons...today i searched bisforums for 2h but couldnt find a similar problem. i'm stucked on this since...the day i started working on addons. that makes 6months. i'm sure i'm doing something wrong. i really need a light here..because my addons are both rdy to be released as a final version (besides this crap), for the last month. i have some screenies that speaks for themselves... driver gunner snowboard now i'll describe when this happens... if u drive around, then stop at ..lets say 40% climb ,get out of vehicle and then get in again, this shit happens... seems that proxy's are not aligning correctly when the ground is not flat. i duno if it helps, but when i start a mission in the editor assign myself or ai's in the driver seat, in ANY place of an island(flat or hill), everything is ok. this is happening ONLY when i get out , and then get in again... now what the hell can be causing this? i noticed the same error in Walker snowaddon to... i'm using a custom animation rtm for the snowboarder(made by me). the rf8 driver is a "traditional" JeepDriver and Mg is a T55Gunner...(makes me think that problem is not related to anim files) i can post cfg files if needed, or send all the unpbo files in a zip. ...is anybody out there? i'll wait here inpatiently for a tip! thanks , Blackjack
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great model&textures FallOut. meanwhile u forgot to mention the face count. if its over 8000 faces i think its useless... lowpoly&ofp are like twins u know...always together. but make a limit of 10.000 (thats aproximatly the mi26 i think), and consider that BIG. so before u tell us that, i can advance what i know from my recent experience on importing 3ds models to o2. -u must have 1namedselection for 1 individual material. so no submaterials ok? -then rename all the textures to .tga format,24bit, and textures dimensions must be multiples of 8 . so for example u must have 512x512 , 512x256 , 128x128, etc. ofp dont like others then this... -now if your o2 is properly installed by the rules, u can import the 3ds file that it will open perfectly. sometimes it happened to me that o2 crashes if the model is over 8000 faces. so i imported the model in 3 or 4 diferent parts. 1st the turret, then merge the weels ,then the body, etc... -if u get this part with sucess, now u must have to start the nasty part...make a config file, make all needed named selections that ofp needs to know... -now the pain in the ass part....u must have at least 2 other main lods with lets say... if lod nr1 is 8000polys, 2nd lod should be ~2000 and 3rd lod ~300. then u need a geo lod, a fire lod, a memory lod, a user lod and few others i cant remember... i hope u dont feel bad right now with all this work to be done... i started this addon hobbie just like you are and you'r question of "how can i import my 3ds files to ofp and play with them?" i presumed you'r armed with all the necessary ofp related tools, cause u gona need them. and when u can, unpbo any tank.pbo file u think is good (t80 from bis maybe) i hope that i could help u a bit, and count with the comunity for some help. if i sayed anything wrong forgive me, and someone correct me if needed. afterall i'm a noob to!! Good luck for your project and let us know the evolution of it! Blackjack EDIT: just saw your post on o2modelling...20.000 is way to much for ofp, so u gota cut that drasticly. 7000 would be good.
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you theory could be correct, but why doesnt it happen when u board a jeep, mg jeep, hmmv ,car or truck? it just happens with my addons,and a couple others that i checked...
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the rq1 model looks great. just a good texture job now, and its perfect. the "crapy" one was the dragon war, and i didnt wanted to sound arsh, so i'm sory for the selected adjective. it is just not eyecandy...that rq1 IS the thing. About the control station, you'r right, the 2 guys are confortably seated on a military base thousands of miles away. but i also remember the usa army using a truck in the batlefield area. i think they coordinate the data they want from predator---orders in the batlefield, check targets destruction,etc... But even that i saw that documentary drunk, i think a truck wont be a bad idea in our ofp world... i can imagine it in cti's as a great tool, and in coops with a good mission maker messing around. So lets try to make this predator alive, maybe mixing the 2 existing pieces of it. (rq1 model with dragon war script), and write 1 more chapter on the long ofp history- remote controled vehicles! thank you RockofSL for confirming that i was not drunk and there's a truck involved
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a couple of days ago i was talking with a friend about this exact addon, but i didnt know that someone already atempted to build it! that model in the screenies seems a litle bit crapy, but the 3d model is the easy part here i think. the scripting is the hard work i guess... but from what those screenshots show most of the scripting is already done right? hope so! coincidence or not i saw a 1h documentary of the predator last week on history channel, so from what i remember every predators have a controling truck placed somewhere with 2 guys operating it. the driver and the cameras guy. so what u guys think about that truck option? would it be possible to use a truck that operates predator? (the floating laptop is kind of...ugly) i see a great chalenge here guys, so lets try to make this predator idea came alive!!