blackjack-VS-
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Everything posted by blackjack-VS-
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can u plz add me to? Porto, Portugal
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i never tryed to binarize my addon. can it be the reason for all this? and i moved all the lods to -1m of the origin line (was working on the 0m level), but it didnt changed at all. it keeps doing that deform/displacement. and i feel so lucky for being the only dumbass around here that ever had this problem...
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is that a lotus? cute car, and very nice for 1st addon. if u need help,sugestions,tips or anything i(we) can help just say so. how many polygons on the main lod? 2000? things i can point out is that yellow texture resolution ur using(seems low)... i mean u can work it out a litle more, add some details, air intakes, etc. a google picture search for caterham 400 have a lot of good pics. if u need a particulat texture i can search my database. good luck and keep us informed.
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i dont think bis crew will ever return from the milionaire island they bought with ofp milions of dolars sells... but just in case they read this, i sign it to!
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what a great surprise! wasnt couting at all with a new snow island. seem to have a nice combination of moutains and flatfields, so i guess this is 100%fun to play. can u remember how high is the tallest pick here? any noticed/extra lag? i cant wait to get home and test it with my snowboard&rf8 (i'm sory for the publicity). great job here, thanks a lot!
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i was guessing that plank...each island has its own texture names for roads. but there must be a common thing ( named propriertie?) that defines it as a road. otherwise how do vehicles react diferent when then moving on roads? (they go fast). i never unpboed an island, but maybe i'll try it, and maybe found the solution there. meanwhile if anyone now's the answer....
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i have a question related to road detection...hope u dont mind i ask it here. i would like to know how can i make my addon detect the ground texture. i'll explain why... i'm making a snowboard, with a class motorcycle. so when it hits the road it goes 100km/h... totally nonsense . so what i need to know is how does an addon identify roads... my idea is making a script that searchs every 3seconds, what kind of ground its stepping. if its snow ,no changes, then quit script... if its road then engine=off or fuel=0. so i need to know the exact name roads selection have on islands. or the usual name road textures uses... hope u can understand and help me on this.
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thanks for the tips Shinkansen. offtime sent me a couple of days ago a great tool called deep exploration, that can browse/convert ANY kind of 3d file that i know. basicly like u say the trick is to resize textures acording to o2 rules, and remove all the materials in the bump channels, or any other then not difuse map.and no sub-materials can be used. u gota have 1 selection for each material.( whoever uses a 3dsoftware knows what sub-materials are). i have something like 40 or 50 great (military)3ds files,texturized... they are all free to use, so i'm still deciding wich 1 should i pick for my next addon... my interest in using 3dmax for ofp purposes regards the texturizing work..in o2 i cant use use a simple cyllindric uvw map (just the dam plane uvw) , so with max, i can have much better textures. another thing i want to say here, that goes out of this thread.... 2 days ago, i found a great website with hundreds of textures from a game(half-life i think), many plants/trees texturesα channels, and a nice collection of sound files. i will post the link here , so if u guys interested check it out at redpixel its a brazilian link so i'll translate the names for u -efeitos sonoros -sound files -1507 texturas half-life - textures -texturas de folhas - plants textures -aros de carro para referencia- car rims (weels)
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great job TomiD. that old su25 was really ugly, and the arsh landings always screwed the front gear, making repairs useless. i replaced the original su25 by yours, and i could load all the maps i have here that uses su25. i have a question for u guys: now with the new su running on my machine, is there any possible conflict if i go to a server that is still running the old file? i login at vetsquad lastnight with my new su25 running, and nothing wrong happened... but we didnt played any map with su25...(i'll try it tonight meanwhile..) Thanks for the bird TomiD. and yes, an updated A10 would make me want to fly bis planes again PS: just curious, but what was wrong with the original landing gear of the bis model?? mass? geo lod? this fix is really precious.
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bratty i got the same doubt bag has... and it would be great if u can tell us how to do that... i got many good looking models with textures in 3ds, but i never suceed in importing them WITH textures to o2... which steps u gota do in max to converte with sucess? none? when u import in o2 there's an option for textures...what we do there?... another thing i got in mind... most of my 3ds files have jpg textures. as we all know o2 cant deal with jpg...so there's maybe 1 reason for textures failure to import to o2. and besides that, my jpg files are always in weird dimensions. they dont obey the 8 multiple rule. i mean instead of being 1024*512 i have textures with 1024*100 and all non standard sizes...is this irelevant?? i hope u can make me clear on this, because i saw few threads asking this question, but none has the right answer...
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i took some screenies of what's happening. its easyer to understand i guess. is it possible that my game install is somehow screwed and causes this? is there any "lock" option for the proxys? snowboarder driver gunner
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i'm working on my 2nd addon (snowboard) and something weird is happening here...something similar happens in my 1st addon to. so i'll split the addons errors i'm having, but i guess they r somehow related. 1-RF8- when i get in rf8 (driver or gunner seat ) on a flat terrain ,everything is ok, but if the terrain is not flat ( downhill or a ridge) the driver&gunner proxy suffer a rotation, that makes the feets visible from the bottom of the vehicle. both proxys are ofp internals. JeepDriver and T55gunner. so no custom animations here. 2-snowboard- all the same that happens with rf8, +, the driver polyogns from both legs+boots get totally deformed, in a way that it looks the guy crashed a brick wall at 200mph... driver proxy is a custom animation that i made. i cuted a frame from an existing animation and moved/rotated both legs+boots. so this makes me think that probably the proxys from both pbo's are not healthy at all... am i missing any propertie i need to define? well...any idea whats causing this?
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its a motorcycle class, and made a snowboarder static anim. i cant animate the skies... now about that uphiill issue, until now i couldnt find a way to stop him from going uphill... i just made the terraincoef = 6.0, which makes him almost not able to uphill...but he can if the hill is not to climb...and not to mention that he will go really fast on roads.. i cant find a way to avoid that either... if u have any sugestion, or know an addon that makes that plz tell me. maybe some function inside the mission cfg?
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hello everyone, i'm Blacjack from www.vetsquad.com and  this is my first atempt on building an addon. its a snow vehicle used by the russian army on the ww2.the file this is not the final version yet, so lets call it a betaversion. u can download the file from here http://www.vetsquad.com/downloads/files/rf8.pbo Merry Christmas all features :  -120km/h        -Machine gunner on the front seat        -low armor        -enough air time        -working speedometer/rpm        -propeller animated        bugs : -colision between rf8's can make u get killed easly      -machine gun rotation axles not at the best position      -no loading weapons action for now      - healing is always possible for now final version contents:-3 diferent versions of it: 1-normal, 2-ambulance  3-unarmed,close cabinet for officer's transportation                -working mp3 radio so that mission editors can play custom sounds while driving                -cargo on the back ski's (custom animation)                -total re-texturize work, with rust,stains,metal parts,etc                  -grenade laucher (like the real version)                -any good sugestion that shows up meanwhile...                http://pwp.netcabo.pt/lumex/vs/screens/1.jpg http://pwp.netcabo.pt/lumex/vs/screens/2.jpg http://pwp.netcabo.pt/lumex/vs/screens/3.jpg http://pwp.netcabo.pt/lumex/vs/screens/4.jpg http://pwp.netcabo.pt/lumex/vs/screens/5.jpg http://pwp.netcabo.pt/lumex/vs/screens/6.jpg
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i'm preparing a bonus addon for the final version of the rf8. its a snowboard as u can see, and its cool for some extrafun in the snow islands. i want to end this addon the sooner possible, because i have some other ideas waiting to be worked. meanwhile i still have that proxy problem in rf8 and in the snowboard. if u get in my vehicles,at a non flat surface, the proxys rotates, making the driver's+gunners deformed... if any one enough skilled is able to give a look to my unpbo files, i would be thankfull... cause i feel like in a dead end here. this past 2 weeks i've tryed to fix this without sucess(when i could be working on a new adon...), and besides this "SMALL" bug everything is rdy in rf8 and snowboard. if u think u can help me here, pm me plz. thanks in advance
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i checked that before and when i shift+E proxy(s) face(s) i have "normal" option selected. i presume that's the correct one. i'm searching in several pbo's i have here for the proxy lods properties. i found one detail that i dont know what it means. maybe u do. its the user (when u shift+E a face). in all the proxys from all the models i have in the user field a number 32.... i put that on my troubling addons, but not even that stoped the distortion. like i say, all the files i checked have user 32 in the proxy's faces properties, so this important i guess... some other faces have number 1 in user field, but the majority have an empty field there. if u know what is that user thing plz tell me... meanwhile i'm trying to find someone to send all my p3d+config+rtm , so maybe he can see what i'm doing wrong... i have my addon+bonus addon pending for the final version, due to this dam error....i started the addon hobbie last november, so i miss a lot of important details... i really want to finish this 2 addons fast, because i have lots of other ideas/models to work.
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messiah there are many threads about rtm files , that answer to your question. i just did my 1st animation this week, but it was for an addon, not a mission and besides i'm to fresh to give u tips anyway. i sugest that u search for "ofp anim" on the search area, and in the since field use - "since the begining" . that's how i found about it.
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ok so far not a single answer. did i post on the wrong area? is my question that absurd? (help!)
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last night a friend of mine ask me "why dont u make a ski troop?" . at start i thought it was impossible to build such thing, but then i got doubts about it. maybe not that impossible.... i would like to know what u guys think about this possibility. all sort of sugestions are welcome what i have in mind is 2 possibilities; 1ÅŸ- make the skis as a vehicle. give him a class motorcycle, so it can lean. now imagine that i use a regular soldier as a "driver" . then when i give the get in order, i would have in the ski's cfg file something like driverAction = ManActSkiDriver; the i would need to make a skidriver.rtm file. usually the .rtm files i see around is for static animations, but in this case i would need a dynamic animation...is that possible? i mean , in this rtm file can i creat a new movement to the soldier body? (guess not) 2ÅŸ . this implicates creating a new soldier, that can behave 2 diferent ways. the soldier p3d file has 2 pair's of ski's mounted. 1 pair on his back the other on is feets. 1-walk/run like a normal soldier, with the ski's on his back show, and ski's on the feet hided. 2-soldier shoe's the ski's (action menu option) and starts using a new movement. that means that it will hide skis on his back, show the skis on the feet, and start moving his body like a ski man. i guess this is possible because when u use a law weapon the soldier gets on his knee and moves slowly...so why not make him move faster on a diferent position ? this is just a tought, so many other considerations that i can predict werent exposed here. like i said i just want to know if this is inside ofp limits. meanwhile i will unpbo some troops pbo's and try to understand the basics about it.
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tomislav i'm sure u didnt noticed but the link of the midle u just paste here, is from blackjack (me) . the others are from joe lemonade and walker. and its not possible to make the front skis turn without rotating to. it was last night while playing with my rf8 that someone remind that ski idea. i'd also posted on ofpec, and someone there told me that fdf uses a similar thing that can be carry has a at weapon. u carry on the back, drop and get in/out option. i hope that's a start... thanks anyway for the help
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tomislav those 2 links u nicely paste didnt helped... 1 of them is a ridiculous "skis" with 2 weird tubes on him like airplane jet engines. it goes like 150km/h all the time. its a sci/fic atempt or just some crazy idea of duno what. the other 1 is from someone that suposely has a mod but the modlink is broken and the post is from 2003 without any response. reedkiler can u plz tell me where? what u mean with not visible? plz try to be more clear on that...i got confused
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thanks a lot junker !! its working now.
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your right about the dust on propellers being enough on chopers. but you forgot that rf8 is car class vehicle (no propellers selections), and the propeller that u see rotating in the rf8 is animated by a propeller.sqs file that i had. so i got no dust at all being created, that's why i want one. but i'll wait a few more and try to mess that rotorwash a bit.
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thanks silent for the link. i made it work really well on the rf8, with some changes. i just would like to know who i got ask permission &thank for the script the y2k3 hmmv got in. there's no author name or team on the script so i'll try to find out who made this for the proper credits. the cool thing about this radio function is that i dont launch ogg files from the rf8.pbo or any secondary file ( that y2k3 jeep uses a ssv_enviroment.pbo(15Mb) that carrys the sound files); instead of that , now 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. oh and the sound files MUST be mono, otherwise they dont play at all (no idea why, but sound quality still aceptable) ok now i'll try the most dificult task i propose myself.... adapt the " ROTOR WASH SCRIPT by TJ, Seed (and ideas from Rastovich and Vektorboson) " to my propeller... i think i will need some experts tips for this... i know that last year some guys from ses made this for sebastien nkl26... but i cant get contact from them, so i'm alone here... the main job will be rotate the effect 90ÅŸ, cause obviously this propeller is vertical ,not horizontal. besides that i got no idea of what else i need to change there... any tip/idea is more then welcome. has u could see a simple link by silent made my radio work!
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hello everyone. i'm searching for a way to make a built in radio on my rf8. can u remember if there's any addon with that built in? i found some scripts for car radios,but all them are built inside mission script... what i would like is to see is something like this... 1-when u get inside the vehicle u have a turn radio on/off action 2-when u turn radio on it plays track1,track2,track3,track4 like a car radio. with small pause between tracks. 3-when u get out the music just stops and no radio actions... sounds very simple but i spent this last days trying to do this without sucess. i started reading codes from addons just few time ago, so i'm to noob to make this in less then couple of months by my own.. would apreciate a lot any sugestion/coment about this idea of having a radio builtin. what i've been trying to do is making a class eventhandler something like getin="[_this select 0,_this select 1] exec ""\rf8\radioon.sqs""; getoff="[_this select 0,_this select 1] exec ""\rf8\radiooff.sqs""; then i would need i radioon.sqs and a radiooff.sqs. maybe this is all wrong and no way to make it work.. if u have any coment leave it here... i dont want to spent more time trying this if its not possible to work. i have more projects in mind, but i need to release a final version of rf8 1st. thanks