Jump to content

J. Schmidt

Member
  • Content Count

    318
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by J. Schmidt

  1. J. Schmidt

    Example Campaign PBO problem

    I don't know if it's the same problem you came across, but the example campaign did show up, but it created this error when I selected campaigns at the main menu. Warning Message: No entry 'Campaigns\example_campaign\description.ext.Campaign'. 15:44:29 Warning Message: No entry '.briefingName'. 15:44:29 Warning Message: '/' is not a value 15:44:29 Warning Message: No entry 'Campaigns\example_campaign\description.ext.Campaign'. 15:44:29 Warning Message: No entry 'Campaigns\example_campaign\description.ext.Campaign'. 15:44:29 Warning Message: No entry 'Campaigns\example_campaign\description.ext.Campaign'. 15:44:29 Warning Message: No entry 'Campaigns\example_campaign\description.ext.Campaign'. 15:44:29 Warning Message: No entry '.Campaign'. 15:44:29 Warning Message: No entry '.firstBattle'. 15:44:29 Warning Message: '/' is not a value
  2. Looks epic, keep up the great work.
  3. J. Schmidt

    -Lost Dragons-

    Congrats on making the top finalists. I’m looking forward to trying the new alpha version you’ll be releasing for the community to try.
  4. @HorribleGoat Wow only three people working on this with you, and you've done a fantastic job so far, I'll be willing to help with creating structures if you'd like. I'd also be willing to help with some interior work of the vehicles, e.g. computers, lighting, living area(s) and etc. @Zachgibson22 those are some great drawings you've created, those would be really cool to see in the mod.
  5. @Fr3eMan what trees are you using for the forest areas on the map?
  6. J. Schmidt

    Minihattan Island - A3

    I can't wait! Keep up the excellent work!
  7. J. Schmidt

    Apartment Building WIP

    @WarLord554 I'm creating normals from the tex map pictures, @PuFu & @Fennek I'm going to upload some pictures of the model shortly...
  8. J. Schmidt

    Apartment Building WIP

    07-28-14 Apartment Building WIP: It's been awhile since my last update, but I've been working on the textures for the past week, by all means it's not a professional job, but I hope to that one day I'll be able to texture like a professional. I still have to size the UV Map in the UV Editor a bit to completely match up with the textures, which'll prevent the few black lines/spots when the texture is applied to the model. Now I'll be continuing on with the lighting mechanics, and probably will continue to improve the texture work while I'm at it. Anyhow here's a link to a slideshow of the texture work I've been busy with, (Keep in mind it's not a professional job.) http://s1138.photobucket.com/user/JSF_82nd_Reaper/slideshow/Project%2002%20City%20Life/07-28-14%20WIP%20Update The texture files that I created are (Not sure if I created them correctly): _AS - ambient shadow texture _CO - color (diffuse map) _MC - macro texture _NOHQ - normal map high quality _SMDI - optimized specular map for better bit depth
  9. J. Schmidt

    [PvP] Airsoft: Bring Your A-Game

    Here's my updated server info, feel free to join and get your A-Game ON!
  10. J. Schmidt

    Apartment Building WIP

    During stage one I spent about 6 hours browsing through several pictures of modern architecture apartment buildings, there were about 4 pictures that I liked and finally picked a 3 story single bedroom apartment building. I wanted to start out with a modern architecture styled building that was small and simple. (I'm a fan of modern architecture style buildings.) Because the building I selected fit these specifications I decided that I would use it and that many players would enjoy living in it for some sort of role playing game mode. Since the apartment building already had a floor plan and several views I was able to skip stage 2 and continue to stage 3. Here are a few pictures of the apartment building I selected:
  11. J. Schmidt

    Apartment Building WIP

    @Fennek thanks for the links will definitely check them out.
  12. J. Schmidt

    [PvP] Airsoft: Bring Your A-Game

    The dedicated server I have up for Zooloo's Paintball game mode can be found by looking for "[uS] AURORA Networks || Public || High FPS || TS: 64.74.97.96:9987" or just use the remote filter and use 64.74.97.96
  13. @Abs I can walk through the shuttle in every direction I approach it, (For the player is pilot shuttle). But for placing the empty ship and then a player, I can walk through all sides except when I approach the shuttle from the front about 5m-8m back, if I'm closer I can walk through it. I'd say if you duplicate your first lod, or which ever lod has the most detail, take out the interior items/modeling, then getting rid of, or replacing all non-convexity objects with closed cubes it should work. (Make sure you don't forget to Convexity-Component Convex Hull. Then add the mass, and duplicate the geometry lod and set it to the fire geometry lod, and add what ever else needs to be bullet/laser proof.)
  14. @Abs Will you be fixing the Geo Lods in the next update, that way we can't walk through the shuttle. And IMO another cool feature would be when you get out your inside the shuttle still, then have to open the doors and then walk out.
  15. Sweet testing it out now. BTW select your glass in your model in oxygen 2, or object builder, then select Faces-->Move Top and you'll be able to see the interior of the shuttle from outside.
  16. J. Schmidt

    Ragdoll'd

    @OFPsince06 You have to right click the little icon then "Open in New Tab" or "Open in New Window". @Zooloo75 Looks like you had a lot of fun with that, lol, looking a lot better then what you showed me last night. Keep up the great work.
  17. I've been working on a few buildings these last couple of weeks as well as an elevator in which I hope will be used without any problems in Bracer's Minihattan project. To start this thread off I would like to point the attention to the current issues and areas that I need help with for the Elevator I'm working on. I've been able to UV-Map and animate the elevator to move up and down via "addAction" commands, and haven't fallen through the floor when it's moving. The first area that I would like to improve upon is the memory points, at the moment I have an "interact" memory point that is used for the "addAction" commands to work. At the present state that memory point doesn't move up/down with the elevator itself, and I thought I read somewhere that it is possible to have memory points follow the model. I have had to put the radius of the memory point to the height of the building that the elevator goes up, on top of that I would like to put a control panel inside the elevator that would be used to interact with, as well as a control panel on each floor of the building to call the elevator. The second thing that I would like to get working is to put a set of doors on each floor that'll automatically close/open until the elevator is on that floor, and do the same to the elevator door itself. Also I would like to improve the open/close animation, right now it's instant and I'm unable to figure out how to get the door to totally slide/hide to the right of the elevator when open. Here's the video I recorded of what I have so far, that may help with my explanation about the door animations... Elevator Video: I would also like to include a few questions about texturing and how to create a light inside of a model that can be turned off/on; as I browsed threw the textures that the Community and BI has created I've noticed several texture files that look like the following picture. Correct me if I'm wrong, but it seems that the texture has the UV-Map of the model and then the actual textures the model uses over it, if that's true how can I do the same thing and then set that single texture file for the whole model? http://i1138.photobucket.com/albums/n529/JSF_82nd_Reaper/Examples/housev_1i1_mlod_co_zps4296fdff.jpg (388 kB)
  18. J. Schmidt

    Innovation Studios WIP - Buildings

    I've spent about 6 hours in the ArmA Model Makers Channel last night and didn't really get anywhere. The people that helped me gave me a different way to script this but needless to say I couldn't get it to work. I do like what they came up with, but the only way to get it to work as far as I know is doing the whole multiple copy and paste of the same code. I'll check everything through again to see if I did something wrong but it's not looking promising. (The script they came up with closes the doors automatically, then raises/lowers to the floor you chose, then opens the doors automatically when you reach the floor.) However I'll paste what I had before I talked to them, and then what they came up with. The main problem that I'm having is getting a script to execute within the config.cpp which adds several "addAction" commands. ElevatorActTest.sqf private ["_elevator"]; _elevator = _this select 0; _elevator addAction ["Floor 2", "c2_objects\scr\elevator01.sqf", "Floor02"]; _elevator addAction ["Floor 3", "c2_objects\scr\elevator01.sqf", "Floor03"]; _elevator addAction ["Floor 4", "c2_objects\scr\elevator01.sqf", "Floor04"]; _elevator addAction ["Floor 5", "c2_objects\scr\elevator01.sqf", "Floor05"]; _elevator addAction ["Floor 6", "c2_objects\scr\elevator01.sqf", "Floor06"]; _elevator addAction ["Floor 7", "c2_objects\scr\elevator01.sqf", "Floor07"]; _elevator addAction ["Floor 8", "c2_objects\scr\elevator01.sqf", "Floor08"]; _elevator addAction ["Floor 9", "c2_objects\scr\elevator01.sqf", "Floor09"]; _elevator addAction ["Floor 10", "c2_objects\scr\elevator01.sqf", "Floor10"]; _elevator addAction ["Floor 11", "c2_objects\scr\elevator01.sqf", "Floor11"]; _elevator addAction ["Floor 12", "c2_objects\scr\elevator01.sqf", "Floor12"]; _elevator addAction ["Floor 13", "c2_objects\scr\elevator01.sqf", "Floor13"]; _elevator addAction ["Floor 14", "c2_objects\scr\elevator01.sqf", "Floor14"]; _elevator addAction ["Floor 15", "c2_objects\scr\elevator01.sqf", "Floor15"]; _elevator addAction ["Floor 16", "c2_objects\scr\elevator01.sqf", "Floor16"]; _elevator addAction ["Floor 17", "c2_objects\scr\elevator01.sqf", "Floor17"]; _elevator addAction ["Floor 18", "c2_objects\scr\elevator01.sqf", "Floor18"]; _elevator addAction ["Floor 19", "c2_objects\scr\elevator01.sqf", "Floor19"]; _elevator addAction ["Floor 20", "c2_objects\scr\elevator01.sqf", "Floor20"]; _elevator addAction ["Floor 21", "c2_objects\scr\elevator01.sqf", "Floor21"]; _elevator addAction ["Floor 22", "c2_objects\scr\elevator01.sqf", "Floor22"]; _elevator addAction ["Floor 23", "c2_objects\scr\elevator01.sqf", "Floor23"]; _elevator addAction ["Floor 24", "c2_objects\scr\elevator01.sqf", "Floor24"]; _elevator addAction ["Floor 25", "c2_objects\scr\elevator01.sqf", "Floor25"]; _elevator addAction ["Floor 26", "c2_objects\scr\elevator01.sqf", "Floor26"]; Elevator01Test.sqf private["_elevator", "_unit", "_selectFloor"]; _elevator = _this select 0; _unit = _this select 1; _selectFloor = _this select 3; switch (_selectFloor) do { case "Floor02": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 10.3]; waitUntil {_elevator animationPhase _elevator == 10.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor03": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 13.3]; waitUntil {_elevator animationPhase _elevator == 13.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor04": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 16.3]; waitUntil {_elevator animationPhase _elevator == 16.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor05": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 19.3]; waitUntil {_elevator animationPhase _elevator == 19.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor06": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 22.3]; waitUntil {_elevator animationPhase _elevator == 22.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor07": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 25.3]; waitUntil {_elevator animationPhase _elevator == 25.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor08": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 28.3]; waitUntil {_elevator animationPhase _elevator == 28.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor09": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 31.3]; waitUntil {_elevator animationPhase _elevator == 31.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor10": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 34.3]; waitUntil {_elevator animationPhase _elevator == 34.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor11": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 37.3]; waitUntil {_elevator animationPhase _elevator == 37.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor12": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 40.3]; waitUntil {_elevator animationPhase _elevator == 40.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor13": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 43.3]; waitUntil {_elevator animationPhase _elevator == 43.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor14": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 46.3]; waitUntil {_elevator animationPhase _elevator == 46.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor15": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 49.3]; waitUntil {_elevator animationPhase _elevator == 49.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor16": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 52.3]; waitUntil {_elevator animationPhase _elevator == 52.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor17": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 55.3]; waitUntil {_elevator animationPhase _elevator == 55.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor18": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 58.3]; waitUntil {_elevator animationPhase _elevator == 58.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor19": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 61.3]; waitUntil {_elevator animationPhase _elevator == 61.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor20": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 64.3]; waitUntil {_elevator animationPhase _elevator == 64.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor21": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 67.3]; waitUntil {_elevator animationPhase _elevator == 67.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor22": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 70.3]; waitUntil {_elevator animationPhase _elevator == 70.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor23": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 76.3]; waitUntil {_elevator animationPhase _elevator == 76.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor24": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 79.3]; waitUntil {_elevator animationPhase _elevator == 79.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor25": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 82.3]; waitUntil {_elevator animationPhase _elevator == 82.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; case "Floor26": { waitUntil {_elevator animationPhase _doorL == 0}; _elevator animate [_elevator, 85.3]; waitUntil {_elevator animationPhase _elevator == 85.3}; _elevator animate [_doorL, -0.7]; _elevator animate [_doorR, 0.7]; }; };
  19. J. Schmidt

    Innovation Studios WIP - Buildings

    At the moment I'm having troubles getting my config.cpp to run a SQF script which adds several "addActions" to the object. These "addActions" in return are suppose to initialize another SQF which consist of several "Case" commands which are suppose to lower/raise the object. I've gotten the object to raise/lower by using a different work around, which is just using the config.cpp "UserActions". However I don't really want to use this due to having multiple copy and pasting of the same code for each of the different elevators that I'll have to create. (I have to create these different elevators because each family of skyscrapers Bracer has, have different floor elevations in which the elevator needs to be raised/lowered to.) If anyone can help, it'll be greatly appreciated.
  20. J. Schmidt

    Firefight Improvement System 2

    @Zooloo75 This is looking very promising, I'm liking all the features you've put into it as well as the ones you are planning on putting into it. Keep up the great work!
  21. J. Schmidt

    The New York City Project

    @Rellikplug I'm still working on getting the script version of the elevator to work, but I may have to go back and use the config.cpp for the lowering/raising of the elevator (since I've got it to work with that.) The script version I'm trying to get working uses cases and if/then statements, but I'm not very good with scripting those. I'll be posting updates in the thread Bracer linked above.
  22. J. Schmidt

    International MaxxPro - Deja Vu?

    Great job, keep up the good work, can't wait to use it in game.
  23. J. Schmidt

    Realtime Geographical Weather

    @Zooloo75 I really like this idea, but I don't know if it would be possible to do, due to the ArmA engine.
  24. J. Schmidt

    Minihattan Island - A3

    @Bracer Looking very good, can't wait for your next release. (BTW when do you think we can meet up so I can give you the elevator Files?)
  25. @CiforDayZServer Let me know if you'd like to incorporate an elevator in the 7 story building, I've one created and working for ArmA 2, and have been working on updating the scripting. This is the same elevator I've talked to Bracer about, so he can use it to put in his skyscrapers he's working on.
×