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RozekPoland

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Everything posted by RozekPoland

  1. RozekPoland

    Bn880's Tracers V1.0

    With permission and approval of @bn880, 14 years since the last update, I have decided to release a fixed version of bn880's Tracers addon which is compatible with ACWA (1.99 version). Link: ftp://ftp.armedassault.info/ofpd/unofaddons4/BN_tracers1_25.zip
  2. RozekPoland

    OFP videography

    Part 3 and part 4 are ready!
  3. RozekPoland

    OFP videography

  4. RozekPoland

    OFP.info 2.0

    Hi! BWMOD_BasicPack_v1.2.rar - the file was not available in the backup of the website I was provided bwmod_wiesel_v2.0.rar - the link to the file was fixed BWMOD_EF_beta.rar - the link to the file was fixed Thank you for the information. Please, provide any other dead links you will find.
  5. RozekPoland

    OFP videography

  6. RozekPoland

    OFP videography

    Part 5 and Part 6 (the finale) are available!
  7. RozekPoland

    OFP videography

    Part 4 is available!
  8. RozekPoland

    OFP videography

    First three parts of walkthrough of a single-player campaign "PMC Ranger Path" created by @Snake Man. More to come!
  9. RozekPoland

    18th anniversary of OFP/ACWA

    the picture created by: (unknown author); edited by RozekPoland; source: ofpr.info.paradoxstudio.uk On 22nd of June, 2001, Bohemia Interactive released their first flagship title "Operation Flashpoint: Cold War Crisis" (OFP) also known as "Arma: Cold War Assault" (ACWA). After 18 years: Addons, modifications, scripts and missions are still being developed. Communities, groups and players are still playing on dedicated servers. The game is still being sold on Steam and BIStore. 4 years ago, at the 14th anniversary, I shared a gallery of the best pictures (over 700) that have ever been posted in OFP Photography threads. I have decided to move the whole gallery to Imgur which works smoother, provides more sharing features and is more user-friendly. I would like to invite you to my OFP/ACWA live-stream on YouTube. I am going to play a single-player campaign "PMC Ranger Path" by @Snake Man. The stream is starting at 7PM CEST (6PM UTC+1). See you!
  10. FILE(s) NOT FOUND (file paths that were not found by the game) (bold - ACWA 1.99) OFP/ACWA Main Menu Specular textures: data\grass_dx.paa misc\waveBumpMap.paa Global textures (numerized): data\desta.05.paa data\mesic.13.paa data\more_anim.08.pac data\basic.17.paa data\fire.121.paa data\fired.120.paa data\water.07.paa data\zasleh_front.04.paa data\zasleh_side.04.paa data\zasleh3_front.04.paa data\zasleh3_side.04.paa Textures: biscamel\icamel2.paa World cutscene detector (mission file format depends on currently loaded island): anims\intro.Intro\stringtable.csv anims\intro.Intro\description.ext Legacy leftovers: dtaExt\ofplogo1.paa dtaExt\ofplogo2.paa dtaExt\ofplogo3.paa Game001.Intro\ofplogo1.paa Game001.Intro\ofplogo2.paa Game001.Intro\ofplogo3.paa Game001.Intro\startup_logo_cwa_ca.paa Config(s) 6g30\config.cpp abox\config.cpp apac\config.cpp biscamel\config.cpp bizon\config.cpp bmp2\config.cpp brmd\config.cpp ch47\config.cpp flags\config.cpp g36a\config.cpp humr\config.cpp hunter\config.cpp kolo\config.cpp kozl\config.cpp laserguided\config.cpp m2a2\config.cpp mini\config.cpp mm-1\config.cpp noe\config.cpp o\config.cpp oh58\config.cpp o_wp\config.cpp steyr\config.cpp su25\config.cpp trab\config.cpp vulcan\config.cpp xms\config.cpp voicerh\config.cpp voicerh\stringtable.csv Models dtaExt\notebook.p3d OFP/ACWA Edit Profile Models: dtaExt\hlavaw.p3d male head dtaExt\o\char\civilistka_head.p3d female head OFP/ACWA Mission Editor - Island Selection Models: anims\intro.intro\notebook.p3d Replacement of notebook/computer model for Mission Editor - Island Selection. Currently loaded island determines mission file format (.intro, .eden, .abel, .cain, .noe). dtaExt\notebook.p3d As above but replacement works for all islands without specific mission folders for specific islands Textures: anims\intro.intro\_eden.paa dtaExt\_eden.paa anims\intro.intro\_abel.paa dtaExt\_abel.paa anims\intro.intro\_cain.paa dtaExt\_cain.paa anims\intro.intro\_training.paa dtaExt\_training.paa anims\intro.intro\\o\misc\_nogovo.paa dtaExt\\o\misc\_nogovo.paa demo\demo.wrp demo.wrp is defined in config and it refers to Malden from OFP demo version (mission files saved as MissionName.demo format) OFP/ACWA Mission Editor Textures: notasa.pac notasb.pac notasc.pac notasd.pac notase.pac notasf.pac bourka.paa podmapa.pac zatazenosl.paa bourkasym.paa jasnosym.paa eastsym.paa westsym.paa azimut.paa OFP/ACWA Mission Editor - Preview Models: kompas.p3d kosei.p3d vysilacka.p3d blok.p3d karta.p3d gps.p3d Textures: podmapa.pac sipka_left.paa sipka_right.paa equip\w\ (+ multiple files) equip\m\ (+ multiple files) equip\ (+ multiple files) OFP/ACWA Mission Editor - Debriefing Models: blok_selmis2.p3d desky.p3d Textures: debr_star.paa OFP/ACWA Singleplayer - Mission Selection Models: anims\intro.intro\blok_selmis2.p3d dtaExt\blok_selmis2.p3d OFP/ACWA Singleplayer - Briefing Textures: data\kasna_voda.07.paa data\m1_passide_anim.07.pac data\night_sum.06.paa data\bmp_anm.06.pac OFP/ACWA Multiplayer - Lobby Textures: anims\intro.intro\misc\gamespy.pac dtaExt\misc\gamespy.pac anims\intro.intro\misc\sipkad.paa dtaExt\misc\sipkad.paa
  11. RozekPoland

    OFP videography

    Today, at 8PM CEST (7PM UTC+1), I am going to livestream gameplay from a few dynamic single-player missions on DMA Libya map in OFP/ACWA. See you there!
  12. RozekPoland

    OFP videography

    5-hour-long livestream from completing a single-player mission "Bleed for Oil".
  13. RozekPoland

    OFP Addon request thread

    @Marc13Bautista DMA Libya 1.0 (final) ftp://ftp.armedassault.info/ofpd/unofaddons4/DMALIBYA1.0.rar
  14. RozekPoland

    OFP videography

    Over 3 hours long livestream from completing a single-player mission "Dynamic Libya".
  15. RozekPoland

    OFP videography

    6 hours long live-stream from completing a single-player mission "Dynamic Afghanistan: VDV".
  16. RozekPoland

    OFP videography

    7 hours long livestream from a single-player mission "Dynamic Afghanistan: DELTA FORCE". From the very beginning till the final victory!
  17. (Models replacement via Mission folder) Following my recent discovery related to -benchmark startup parameter I have followed the trail of exploring files that are read by the game to find out more. Such an approach has paved the way to yet another discovery that may be even more surprising and useful than the previous one. Copy the new models that are named as the original ones and paste them in your mission folder (for example - Users\YourUserName\Missions\YourMissionName.Intro). The game will automatically use them instead of the original ones. This way you can customize your mission without requirement of additional addons. Attention for models that use new textures! These textures will have to be stored in a separate pbo file to be able to be loaded (alternatively, the textures, as well as the models, can be stored in the main dtaExt folder - keep in mind to fix the paths to the new textures in the replacement models).
  18. (-benchmark) Recently I was able to successfully traceroute -benchmark parameter which is actually one of the two unknown OFP/ACWA startup parameters. This discovery may be proved to be useful for mission-makers or anyone who wants to instantly test something ingame Official OFP/ACWA startup parameters entry says: -benchmark parameter can be triggered manually but it does not function the way it was meant. In fact it just loads a hardcoded mission file in Mission Editor on Malden. Due to the fact that the loaded mission file is hardcoded I was able to traceroute it via OFP File Mon program in the first place. Launching OFP/ACWA with -benchmark parameter left an event in OFP File Mon. As I do not have test user folder in OFP/ACWA it occurred to me that the game is trying to access a very specific content that simply does not exist. As a side note: Any saved missions in Mission Editor will be stored in OFP\Users\test\missions OFP/ACWA launched with -benchmark parameter uses settings from the original profile Once you close Mission Editor the game will switch to your original profile. Official OFP/ACWA Startup Parameters entry has been updated with details provided in a separate -benchmark entry. -benchmark also appears in Arma3 Startup Parameters where it may act likewise.
  19. RozekPoland

    OFP videography

    It it the first episode which is available in 1080p 60fps. It also showcases the latest HUD enhancements powered by CustomFix mod and Fwatch 1.16. The most intense episode that starts with extremely hot insertion and dramatic ending.
  20. (How to build proper Forest ViewGeometry) 1. Open forest model in o2 As an example let us choose a model from the previous tutorial: les ctverec pruchozi_T2.p3d 2. Explore Geometry (and FireGeometry - if exists) components of the model. Decide which components (Geo or FireGeo) are worth using for ViewGeometry due to their accuracy of reflecting the forest model in general. In our exemplary forest model Geometry and FireGeometry share the same components of regular trees but FireGeo has a few additional components that reflect tree trunks. Use of already modeled components will save us time therefore it is decided that we will use FireGeo components for ViewGeo. 3. Find out what is the height (Y axis) of the lowest vertices of the tree components that you want to use for ViewGeo. It is worth using Select Vertices Tool for this task. Once vertices are selected press Shift+E or select Points/Properties... option to display Vertex Properties menu. In our exemplary forest model the height of the lowest vertices of the tree components in FireGeo is: 10.211 4. Modify height (Y axis) of the lowest vertices of component01 in ViewGeometry to the value that was determined in step 3. In our exemplary forest model the height of the lowest vertices of component01 in ViewGeo is: -0.222. We have to change it to: 10.211. 5. Rename component01 in ViewGeo to componentXX 6. Copy the components that were chosen in step 2 and paste them in ViewGeo 7. Identify objects in LOD2.000 that have no component counterpart in ViewGeo. All minor objects in original OFP/ACWA forests are available as separate models in data3d.pbo. (For this purpose you can use ODOL Explorer in combination with WRPTool which features 3D Objects Photo-Gallery) Such a model contains proper (if available:) Geometry, FireGeometry and ViewGeometry components. Instead of building required components all by yourself, it is highly recommended to use the already existing ones from separate models. Keep in mind the separate models may be used not only for fixing Forest ViewGeometry but also broken or missing components in Geometry and FireGeometry. In our exemplary forest model there is a bush that can be seen in LOD2.000. It has no ViewGeo component. The bush's separate model is identified as ker listnac.p3d. The specific model contains proper ViewGeo component that can be used in our forest model. When the ViewGeo component is pasted in our forest model, we have to manually place it in the right spot. To make it easier it is recommended to work with the component in LOD2.000 where the visual counterpart of the bush can be seen. It may be required to rotate, move up/down or (in some specific situations) re-scale the pasted component to fit the visual counterpart. Once it is done, the adjusted component has to be copied to ViewGeometry of our forest model. Before copying the component make sure that the component number is not used by some already existing component in ViewGeo components list. Avoid having components with the same number at all cost! If such a situation occurs, none of them will work! Once it is completed, remove the copied component from LOD2.000. 8. Once work on ViewGeometry components is done, replace XX in componentXX with the latest number that is available so the ViewGeo components list is numerically correct In our exemplary model the latest available number for a ViewGeo component is 45 so we rename componentXX to component45
  21. (How to make Forest use ViewGeometry components) 1. List all textures of forest model As an example, let us list all the textures of one of forest models: les ctverec pruchozi_T2.p3d data\blck_sum.pac non-transparent data\kmen_borovice.pac non-transparent data\kmen1_les.pac non-transparent data\kmen2_les.pac non-transparent merged\00001&krovi4.paa transparent merged\00002.paa transparent Basic knowledge of texture formats let us know that .pac texture is non-transparent while .paa is transparent. However, it is always worth checking them all out by yourself. 1.1. Modify transparency of transparent texture to make it be read by OFP/ACWA Forest ViewGeometry system as non-transparent The easiest way to do it without any harm to texture is by using Hexed.it. 1.2. Open texture in hexed.it 1.3. Change the highlighted position to F4. It always is 2nd position in 2nd row in all cases. As an example, let us open 00001&krovi4.paa. In this case 85 has to be changed to F4. If the highlighted position stands for FF or any value ranged from F0 to F9 then it means that the texture is non-transparent so it does not require any modification. 1.4. Export modified texture 1.5. Change path of modified texture in forest model If model is binarized (ODOL) you have to use Hexed.it or any other hex editor If model is non-binarized (MLOD) you can do it via o2 or TxtPathSwap 1.6. It is done. Forest model with modified texture(s) will switch to its ViewGeometry components in-game.
  22. How I discovered the way Forest ViewGeometry works You are about to read one of the most interesting (and never published) discoveries related to Forests in OFP/ACWA. To be specific - the way Forest ViewGeometry works. I would like to tell you the story of my struggle with finding it all out by myself. As the topic itself is terra incognita for most (if not all) addonmakers so for all of you it will be a nice read and some of the discoveries below may shed light on still-to-be-found features of OFP/ACWA. Forest in OFP/ACWA has a separate class in config (class Forest) but more importantly it has its own simulation (simulation="forest"). One of the features of that simulation is that the forest class is aligned to ground which is extremely useful for slopy terrain. Otherwise, forests would levitate on a sloppy terrain like shown below, and as has already been pointed out in one of my previous posts. Other important feature of simulation="forest" is an alternative way of calculating ViewGeometry. Every OFP/ACWA player must have already noted that AI behaviour in forest is different because it displays its superiority in terms of seeing other units. To name just a few issues of forest models: bushes provide no concealment, tree tops provide no concealment, small trees provide no cover & no concealment, tree trunks provide no cover & no concealment, imprecise geometries (geo, firegeo) of trees Players tend to blame bugged AI for it or the game engine in general. However, my study related to the topic proves that there is nothing buggy about behaviour of AI in forests. It simply works differently than in most cases. Though, it does not make it any better. If you compare ViewGeometry of a forest (left) and a house (right) you can spot a fundamental difference. The house ViewGeo consists of a number of components that cover specific areas of its model so AI cannot see through walls etc.. On the opposite side you can see the forest ViewGeo that is represented by a single triangle that is so huge it covers the size of the forest model. If house requires a dozen of components to properly cover specific areas of a model then how can the forest ViewGeo work with just a single triangle? No official documentation explains any of it. What is more weird is that all the forest models in OFP/ACWA have proper Geometry and FireGeometry. Copying components from Geo or FireGeo to ViewGeo does not make it work ingame. At this point you might go down the way with one of my previous posts related to building a proper Forest ViewGeo, but it DOES NOT provide FULLY-FLEDGED SOLUTION and it also introduces some new issues that have been listed. I did not give up on it and kept searching for new ways to achieve the goal. After weeks of fiddling with forest models, configs, scripts and archives of BIForums I did something by accident that paved the way to the final discovery of fixing Forest ViewGeo. What I did was removing all the textures from LOD2 of one of the forest models. It caused AI to be unable to SPOT. The maximum value of knowsAbout for an AI unit was 1.4. In a situation like the one in the picture above knowsAbout value should reach 4. At first I thought that messing with the model for weeks caused it to be damaged. I reverted the model to its original state and redid the trick. It worked again. I did the trick for the rest of the forest models with positive results. If an AI unit is not able to spot me it means that there must be something in its way that is blocking the view. I removed the huge triangle component from ViewGeo and AI started to work again. It is obvious now that the AI unit was unable to spot me because it was located in the middle of that huge triangle which is a ViewGeo component. To summarize: removing all LOD2 textures of a forest model caused AI to stop spotting removing the triangle ViewGeo component enables AI to spot again My next step was to copy forest components from Geo to ViewGeo. I did not spot any difference in AI behaviour ingame. It is worth mentioning that the copied components were for trees only. Bushes, tree trunks, tree tops etc. did not have their components so to get the overall experience and make the test 100% legit it would be required to build them but that would be time-consuming. Instead, I created a simple box in the middle of the forest model. I made it a ViewGeo component and I copied it to LOD2 so I can see it ingame. To make the box distinguishable I textured it black (data\blck_sum.pac). It worked. An AI unit was unable to see me. The black box was providing concealment while having properly working AI. It was a massive step because it was the first time I got a ViewGeo component working in a forest model. I was able to introduce a working ViewGeo component in a forest model but I was unable to determine what was behind the trick with removing all the LOD2 textures of a forest model. Playing the game with untextured forests does not sound enjoying. Disabling/Enabling original LOD2 textures of a forest model back & forth did not move anything forward. Changing the LOD2 textures to black, white or untextured did not give any hint. Then, one day, I did something by accident that moved the whole story forward. I was lucky. Again. I changed all the LOD2 textures of a forest model to data\clear_empty.paa. I literally made the whole forest invisible. Do not be fooled though. The logic of that forest model was still in place, including geometries. I left the black box in the middle of the forest model to have any point of reference. An AI unit was able to see me through the black box (as it can be seen in the picture above). It meant that the forest model switched back to its original way of handling ViewGeometry. A conclusion of that test was getting more and more clear to me as time was passing by. However, it was still difficult to image it in practice. It would mean something absolutely out of context in terms of anything related to OFP/ACWA addonmaking. As much as unimaginable it sounds, it is as stated above in the spoiler.
  23. How to fix a broken triangle-shaped forest model Firing through one of the trees that are part of the broken model. A tracer round that went through the tree can be seen in the picture. One of the models, which is a part of forests on Everon, Kolgujev and a huge number of community-made islands, is broken. Due to a FireGeometry-related bug in les trojuhelnik pruchozi.p3d, bullets (or any other kind of projectile) pass through the trees. The broken model is triangle-shaped and it is used on the corners of the forests. The bug has already been fixed in . A presentation can be seen below:
  24. RozekPoland

    OFP videography

  25. HUD Evolution (total overhaul of OFP/ACWA Heads-up display) Thanks to the latest version of Fwatch 1.16 by @faguss we are provided with an astonishing never-available-before feature that makes it possible to move & scale elements of HUD (Heads-up display). Due to the fact that some elements of OFP/ACWA HUD are hardcoded in the game engine, it was impossible to modify them in any way, until now. is the first modification that makes use of the brand new Fwatch feature so you can see what can be achieved with it. Keep in mind this is just an example and it does not reveal the whole potential of the feature. (Some elements visible on the screenshots below are not Fwatch-related and are strictly @customfix features) HUD elements moved to the corners of the screen for better overall visibility All elements aligned with each other for better visual experience Commanding bar extended to the entire width of the screen Log of Radio Chat extended to 13 rows (originally there is just 6) Radio Menu cropped to avoid obscuring part of the screen (Fwatch-unrelated) All tweaks are compatible with OFP Aspect Ratio Action Menu extended to 46 rows (originally there is just 6) GroupDir (also known as the group leader compass) moved to center-top for better situation awareness Tank compass & Radar moved to the top and aligned (Fwatch-unrelated) Background for Tank compass for better visibility of driver & commander indicators (Fwatch-unrelated)
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