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Sven2157

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Posts posted by Sven2157


  1. @Thromp

    Your 2 cents have nothing to do with the topic, you can post your DayZ thoughts and comments in the DayZ thread. Please do not derail this thread!

    Oh, I am not to sure about that, as I think that the original author brought it up in the first 2 sentences...

    Good evening gentlemen,

    It is my deepest regret to inform you of this in our community, but it has been brought to my attention and confirmed by me that my addon Taviana Island and other mods, including DayZ are being re-distributed for money by this site: http://worldzombie.ru

    So I believe that he is on topic...

    Just my 2 cents...


  2. Ok, just off the bat. The most likely reason, not a definite answer, but most likely, is that the models are trying to be called from here: '\ca\building2\civilian'. However, you have added a namespace, which technically puts them here: '<namespace>\ca\building2\civilian'.

    Possible solution: Remove the namespace, as when you compile the final files, the paths will still contain your namespace.

    I believe, though I am not really sure, that Visitor calls everything from the root; i.e. the P drive. Adding that namespace causes you to have to add that namespace to ALL file locations with in the configs. You would then have to include that namespace in all final versions, as well as ALL the files in the sub-directories. This results in a HUGE files, as you now have to include ALL those files in your release; which in essence are duplicates of files that already exist in the game. This could then cause class name issues, again resulting in undesired headaches - Massive Memory usage, CTD's, etc, etc.

    As for the Textures. Are these being called from Arma? Or TKOH? Again this is most likely an absolute/relative path issue. Try removing the namespace and working straight from the root( make a copy of your current folder, then modify the second one just in case - you can delete this later ).

    Let me know if I am close...

    *** EDIT ***

    Also if you are using Eliteness, remember that it creates duplicate folders at the very beginning. 'hisim\buildings_h\hsim\buildings_h\aBuilding_h.p3d' - or something like that...

    *** EDIT 2 ***

    For the Texture issue, also try updating the RVMATs. Remember TKOH is the newest; thus having the latest updates to the engine.


  3. Could you please elaborate a bit more on this:

    I have copied all the *.cpp files from all the hsim pbo's I have extracted into my own namespace [i understand some people discourage using one's own namespace, but without a technical reason why this should be forbidden I choose to use one]. PBO's extracted thus far are:

    structures_us_h

    plants_us_h

    hsim_rearmed_core_h

    If I am understanding you correctly, you have created your own classes? It is VERY important that you do this correctly, thus the warning to not do so. Please explain what it is, exactly you did, and you might get your technical reason.


  4. ...can't sell a simulator if it lacks on instrumentation guys....

    Ahh... There's the problem. This is not a simulator; it is a game. I have never seen any documentation stating otherwise, nor was I under the impression that it was a simulator when I bought it. Here is how Steam has had Take On Helicopters listed since I bought it:

    The brand new helicopter game from independent developers Bohemia Interactive – creators of the award-winning military-Sim series Arma 2. Built upon over 10 years of experience in cutting-edge simulator development, Take On Helicopters immerses players within beautifully rich landscapes and an authentic flight model.

    The player takes on the role of a civilian helicopter pilot. Harry Larkin’s aviation business has fallen on tough times. Built up over decades, it’s now only days away from closure. His sons face an uncertain future, struggling to save the company their father spent his whole life building. Together, they must take on contracts and competitors; together, they take on helicopters!

    Take your first steps towards mastering rotor-wing flight across a massive range of enjoyable challenges, or create your own missions using the powerful easy-to-use mission editor.

    Take to the air above two beautifully rich and expansive environments, based upon real-world North American and South Asian terrain-data.

    Take on cutting-edge technology, helicopters modeled in stunning detail, a large-scale, open-world sandbox and authentic flight dynamics…

    Sorry you feel differently, or were under the impression that this was anything but a game. However coming here and talking down to the developers, and community for the most part, because you saw what you wanted, and then discovered that it was not what you saw, is not really fair.

    You are the one that could have read a review or two. You are the one the that failed to read the game's description properly. You are the one that saw what you wanted, bought the game and then was disappointed because it wasn't what you were looking for.

    No worries, we have all done that. Hell, I even did that with this game. I wanted, and still want, a GOOD helicopter simulator; TKOH, is a great starting point, and will hopefully nudge other Big 'House' developers to start to compete for this market.

    Sorry you feel let down, but give TKOH a chance. There is still a lot that WE as a community can do - i.e. the Modding tools.

    Welcome to Take On Helicopters!... :)


  5. Yeah sorry, I use a Saitek X-52 and the Saitek ProFlight Rudder Pedals. I can't imagine what it would be like to use an XBox Controller.

    Even when I play Battlefield, I use the mouse and keyboard, as it is easier than those console controllers. BI, didn't leave you treading water though, their joystick mapping may be a bit difficult to grasp at first, but is very user/desire friendly for your mapping needs.

    Perhaps someone else using a console gamepad can jump in. Sorry :(


  6. I've tried disable and using the map function to see if I could remove that. but it binds everything different. Right stick turns head on ground, until the head is far left/right, then the body starts turning, in air the right stick looks left/right in chopper, but it also controls "tilt", so look left, and the chopper will roll in that direction.

    Hello stuntpoteten,

    When you are looking at the controller screen, all you need to do is, find the controls that are mapped twice, and delete the mapping for the joystick. You can then reassign the control or have no mapping for it. You can do this from the main control screen, as the 'mapping' screen are just presets for various controllers; starting points.


  7. I can't seem to find the sample of the light helicopter just the medium sample one

    Rhys

    Awesome! Congratulations! The medium is the only sample, but has ALL the parts and code to make an addon. Just open the model p3d file, and have a look at the Geometry LOD and look for the MASS and CONTACT POINTS.

    It is really coming along! ;)


  8. Thanks Guys

    Cool got that my object is now textured and bulldozer has created a paa2 file. Next step is getting it in the game. I assume I need to add the paa file in the model cfg for it to appear in the game?

    Rhys

    Nope, use BinPBO; make sure that everything is in the same folder, or tree of folders. Then select the bambiBucket folder in BinPBO, and pack it up. Then second box in BinPBO, is where the file will output. This can be where ever you want. You just need to the make sure that the PBO that is created is in an addon folder in TKOH root folder.


  9. Would you mind telling me the name he goes by on this forum? It seems whenever i try to send "h-" a private message it comes up with "could not find user"

    Sorry, didn't realize there is a space in there. Copy this and add it to the 'Recipients' box:

    h -

    I just tested it... ;)


  10. The texture you are using( he has already emailed it to me, and is displayed below ) needs to be in a power of 4. So the width x height is something like 128px X 128px. The reason your texture is failing the conversion, is because when the mipmaps are being generated, they can't be divided by 4. 128/4 = 32/4 = 8/4 = 2. Mipmaps are smaller and smaller version of the original texture. They are used to texture the object in game, but at lower resolution when the player is further away.

    Think of Mipmaps as LODs for textures.

    Also when you create a texture sheet, you don't have to draw the actual object on it. Since your texture is pretty flat, you can create a texture sheet that is striped; compare the following 2 images( your orginal, and my new one ):

    Original Image: thumb_bambibucket.gif Modified w/ power of 4: thumb_bambibucket.png

    You can click the images for a larger version. The modified version, then allows you to use the UV Edit in O2, to grab the model and place it on the texture as you like. In this case, you need to flatten the model in a Front/Back direction.

    So, in O2:

    1. Click on the modified image to enlarge it. Then right click it and choose 'save image as...'. Save it to your working folder.
    2. Open your model, and hit your 'A' key. This brings you into the texture mode.
    3. Right click and choose 'Load Texture'. Navigate to where your texture is, and select it.
    4. Then draw a box around your model in the front or side viewport. Try to match the size as best as you can.
    5. Then view your model, up close, in Bulldozer.
    6. If everything looks good, then you are done. If not, adjust where the box around the model is to make your changes.

    Hope that helps! ;-)


  11. I really do want to do it. But i can't register at OFPEC D:

    I've asked and re-asked for a activation email and i haven't received a single one and i checked through every single folder....

    I had the same problem: OFPEC Registration Question. The post was locked; but what was failed to be understood, is that EVERY tutorial and MOD'ing post states you should register there and get your MOD'ers Tags.

    Anyway, because of that post, a fellow that goes by h- on these forums contacted me via PM. He got me all sorted out, and would probably sort your issue as well.

    Good Luck! :cool:

    Will go check out the survey now...

    *** EDIT ***:

    Survey Complete! ;)


  12. Ok.

    I have received clarification on the Arma Samples from DnA.

    Please note!: This license is granted to ME( =170= Sven2157 ) ONLY! I am free to do as I want with these models - on a non-commercial level and distribute the results to the TKOH community.

    Here is the core of my email to DnA:

    I have some other questions regarding the license/permission to use these models:

    1. Is this a personal grant license/permission, for myself( =170= Sven2157 aka <EDIT MY REAL NAME OUT> ) only? Or does this extend to the community? ( Basically, Do others have to get their own permission? )

    2. Does this license/permission grant ALL models in the ArmA Sample Pack, or just certain models? If so, which models does it allow use of?

    3. Does this license/permission grant the ability for FULL modification of the ArmA Sample Pack contents, or just certain aspects/elements? Ex: I can add the TKOH RTD system, but no additional proxies, weapons, etc, etc.

    4. Can the newly developed models be distributed to the community, free without charge?

    Basically – Can I, or if granted, we as a community, do as we want with these models on a non-commercial level?

    And the core of the reply from DnA:

    You are hereby granted a personal license to use the Arma sample models in Take On Helicopters and its expansions. The license itself is exactly the same, the only exception being it is extended to Take On Helicopters.

    1. It's personal only at this time. We are evaluating a global new license, but do not currently have time to push it through (e.g. due to our Greece situation). Others need to go through the same process. You can give them my address in PM, but please don't publish it centrally.

    2. All models.

    3. Full modification just like with the Arma sample models themselves.

    4. Yes, and only free of charge, exactly like how the license for the Arma sample models themselves state.

    > Basically – Can I, or if granted, we as a community, do as we want with these models on a non-commercial level?

    You, can use it as stated in the license, so only non-commercial and only within the specified products (not another game e.g.).

    So there it is... :cool: Let me know if you need DnA's info, or have any questions!


  13. Myke;2246985']One word on the scale in O2: the grid has a cell size of 1 meter or 39.3701 inch/3.28084 foot. Also in the measuring window' date=' units are in meters. When creating new objects, also there the size reference is in meters. Creating a box with size 1 - 1 - 1 will be 1 meter large in all 3 dimensions (stupid explanation, can't do it better).[/quote']

    Yeah, the problem is that when you export as a 3DS format. Open it in 3ds Max/Gmax, the scale is off. When you re-scale it in 3ds Max/Gmax and save, it seems to not keep the scale correct. This model was made in Gmax by nosecone, and then the import into O2 bolluxed the scale again.


  14. Alrighty...

    Firstly, models apparently have to have a geometry LOD, even if it has nothing on it. You can find more about the different LODs in the Wiki. Second, you have to have a config.cpp and model.cfg in order to view it in game. Not sure about Bulldozer, but it worked for me. To close Buldozer hit 'ALT+F4'. To leave it open to make changes, and continue viewing your changes just use 'ALT+TAB' to switch between O2 and Bulldozer.

    On a modeling note - When you import from another program( Gmax in this case ) you must take care of the model's scale( as seen in the following image ):

    thumb_2012-10-30_00001.jpg

    I have made comments in the Model and Config files for your review and zipped up all the files in a 7-zip format( .7z ). You will need 7 Zip to extract them. You can download the files from the following link, with the username and password I sent you in that private message. bambiBucket.7z

    Let me know if you have any other questions! :cool:

    *** EDIT ***

    The only change to the P3D file I made was to add an additional LOD, and under properties I selected 'Geometry'. Then of course, I added the config.cpp and model.cfg...


  15. Try updating your drivers: Saitek x52 Pro Driver Update

    You should get the SD6 Profile software as well. This installs the necessary drivers for the mouse( mini-stick ), so Windows sees it as a HID. Once the drivers are updated, make sure you calibrate ALL buttons and axes. Move the stick to the top left across the top to the top right; across the right to the bottom right, etc. Make a giant rectangle. Do this several times in a row, so the driver knows where the bounds of the stick are.

    Then do it for the throttle, and everything else; buttons too.

    Failing that, set your Dead zones a bit higher, try blowing the dust out of the stick with a can of air...


  16. Still doesn't work. Is it possible for me to copy my A2 files into the Rearmed Addons folder though?

    That's not how it works. Again, Rearmed is just a 'bridge' between the ArmA models and TKOH. That's it. You can move ALL your Arma files, Windows files, email, your kitchen and the contents of your car trunk, into the Rearmed folder, and it still... will not work. If the game( TKOH ) doesn't see the proper locations via the Rearmed Mod, then you need to find out why. This is what we are trying to do; troubleshoot the issue.

    Answers like still doesn't work are still a bit vague. I have no idea what it is that you tried, and what is 'not working'. You never answered my questions, so I have to assume the worst. The more information you provide, the better - and quite frankly, the faster - we can arrive at a solution. Vague answers produce vague solutions.

    So again, ARE YOU RUNNING AS ADMINISTRATOR? With the right click option?


  17. Try changing this line: origin="GAME DIR";

    To this: origin="REGISTRY";

    The whole thing is not loading correctly for some reason. Are you running Steam AND TKOH as Admin? I don't mean is your Windows account Admin( as it must be to begin with ), but are you right clicking the Steam icon and choosing "Run As Administrator"? And the same for TKOH?

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