Jump to content

Vespa

Former Developer
  • Content Count

    86
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by Vespa


  1. There aren't any special tricks with alpha. The tunnel is just modelled in a way to not obscure the view - the far end is enlarged and in some cases the whole model is deformed into a cone shape - it is not noticeable from 1st person anyway.

    Dunno about other modelling programs, but in 3dsmax I setup a camera for reference, then select the tubus of the scope and apply Free From Deformer Box 2x2x2. Then I stretch the tubus until the view is satisfactory.


  2. Seems like fix for going up the stair finally made it to dev branch - yesterday it didn't manifest for some reason.

    ---------- Post added at 02:16 PM ---------- Previous post was at 02:12 PM ----------

    TL;DR ;)

    Thanks for detailed feedback!

    *butt visually clipping with walls - this is a tradeoff, I favoured slimmer geometry and less sticking

    *sticking at steep roadway/stairs - is fixed with this dev update

    *also random appearance of falling animations when backing off to some railings is reduced

    Ladders - all coudl be fixed, if not for AI. Currently it has to be this ugly, or AI wouldnt use the ladders.

    edit - but the animation speed is now synchronised


  3. make sure to use non-alpha texture, and name it "something_CO.tga".

    If you use 8-bit alpha texture, it will confuse the Z channel. Quick check is to write "forcenotalpha = 1" into Named Property window of Geometry LOD. If it works, then it is an alpha problem. But, erase the alpha anyway, as it decreases performance. If you absolutely need something transparent, then use extra texture for alpha stuff.

    Btw, the ironsights look not very useful, in this case I advise to compromise and make the rear sight less view obscuring. In reality you can see pretty good even through very small hole, because of light bending and two eyes. In game you don't have that


  4. List of handanims existing in Alpha (might be useful to somebody)

    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\LongRangeRifles\EBR\Data\Anim\ebr.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar_gl.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\mx.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21G.rtm"};
    


  5. You can't animate anything with that though. Your best bet is to use some handanim existing in Alpha - pick one:

    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\LongRangeRifles\EBR\Data\Anim\ebr.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar_gl.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\mx.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"};
    handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21.rtm"};
    handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21G.rtm"};
    

    etc.

    Just wait, more tools and tutorials are coming, it just takes time. Or suffer the horror of O2 :)


  6. So out of curiosity I checked the configs and apparently the pistol base class has set zeroing for like 300m, so this creates the problem.

    To correct it, insert these lines into your pistol's config.cpp:

    	discreteDistance[] = {50};
    	discreteDistanceInitIndex = 1;	
    

    50 is for 50meters zeroing, input whaterver you want.

    If you do this, the pistol will shoot right with memorypoints "konec hlavne" and "usti hlavne" aligned exactly on forward axis


  7. This is yet unresolved bug, I suspect something trivial like wrong zeroing parameter hidden deep in base classes.

    Meanwhile, compensate for this by memorypoints "konec hlavne"(move it higher) and "usti hlavne" (move lower)

    Sorry about that :rolleyes:


  8. The maxscript refers to an O2 script that we're missing: convertBiTXT.bio2s. It appears to handle the conversion of the maxscript text file output to a .p3d readable by Oxygen 2.

    Vespa, can you also add this to the tutorial: http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview for people who would want to skin/fix small errors in O2?

    convertBiTXT.bio2s - are you sure about that? I don't even have such file on my home computer, and I can import TXT just fine. Note - you import the maxscript generated txt directly into O2 - there is import option for that.

    The O2 weighting tutorial is nice! I add it


  9. For some reason, no matter where I put my headgear model in 3dsmax, in relation to the head bone, nor where the model sits in oxygen, the model is always in the abdomen, but is attached to the head bone and moves around with it

    10+ attempts later, still can't get it to move at least one inch, what's up?

    you need to have Geometry LOD (even if empty) and it has to have "autocenter = 0" set in Named Property window. See the cap model in examples

×