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spookygnu

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Everything posted by spookygnu

  1. From my experience i tried all kinds of programs to get into modding. I have'nt used 3ds max yet but went through sketchup, modo, blender and finally to maya. I found maya a lot more intuitive to me and more fluid in my creating process. Some would disagree, but they would disagree no matter what program is used to mod with because it does come down to personal preference, how you can transfer various forms of data and how it helps with the end result. You will probably have to do alot, i mean alot of reseatch on your chosen product so that what you create in the end gives a near accurate representation in the game world. Trolling through thousands of google images and reading up on your mod in question will give you a good reference guide when creating it. Its the subtles that make mods look, feel and sound amzing. If you are creatively minded and have a passion for wanting to produce something for all to enjoy, you will pick things up quite quick. 6 months ago i knew nothing about modeling and now i'm about to release the RSO buildings pack. Admittdly some of the work was already done. But if you get help and be proactive and disciplined with your learning you could have a decent looking alpha with a few months. That might sound like a long time on paper but in reality it will fly by. The key to it is passion, discipline, proactiveness and motivation to see it through. Research reasearch and do more research. Its emmensly satisfying when you see something you have created working in game. You fèel all that hard work was worth it in the end.
  2. spookygnu

    RSO Creations

    Website Update released.
  3. I was referring to their placement, not the height. You have them too close to the runway. they need to be further back. the Elevated nav lights are always off the end of the runway not on it. I know there is an area that is blank at the start but that area has the groundd spot lights. try this guide I found a while back to help you out with lighting design and placement. reference slide 11 about approach lights. http://www.slideshare.net/Miltenjose/airfield-lighting-introductory
  4. did you use a reference for those lights DonbassCZ? I think the nav lights should be a bit further back from the actual runway.
  5. I was referring to the last update and implying that if a newer update appears, the last update will not be an update as it is obsolete, being as the newer update will be the latest in a line off updates to the BOF map. which in turn will keep you all up to date as time updates over time! :P ;)
  6. patience is virtue you all should have, unfortunately most don't and as a result it is classed as pestering the modders for information. hence why it is in the forum rules.
  7. I'm sure Rebel_man will update you when an update is ready to be updated, then you will get a slightly better idea than the last update, because, it was updated with an update. I don't think there has been an update since the last update so when a new update arrives you will know different. I can't speak for him but I take an instant dislike to people asking for stuff. Go read the rules Skream!
  8. If you read the entire website. Which there is not alot to read atm. You will notice that i am working on my own and rebel is working on his. Rebel and i have our own maps and we are working together on the models. Donbass is making bases for bof.
  9. spookygnu

    RSO Creations

    Tested the stage 1 builds today and it's gunna be fun for all you mil-simmers out there. We will finally have a decent amount of buildings to choose from. All the map makers out there will be over the moon at what we are doing with these. Certainly making the mid eastern maps anyway. Ours look awesome just with a couple of streets. I hear the nightmare sound of a sniper rifle crack and not knowing where the hell it came from. My god you guys are gunna love what we have in store for you all.
  10. All you mil-sim groups out there seriously will have your work cut out fighting on fallujah. May I suggest getting your cqb skills up to scratch. muwahahahaaa!
  11. spookygnu

    RSO Creations

    Ah dude, feel a little tear welling up there.
  12. Can I bring you attention to this please guys. you will find more info and updates, Images and progress reports here: http://rsocreations.wixsite.com/rso-creations
  13. Ok folks, As I had been posting little updates to you all on the progress of this project. I am glad to annouce that we are releasing a new website for you all to browse and view the content in progress. More information can be found here: https://forums.bistudio.com/topic/198222-rso-creations/
  14. Right guys. Got a little update for you all on the progress of the project. As it stands we are currently heavily working on getting these builds up to date. I will stress we are only working on the buildings at the moment. The misc stuff will come at a later date. The pack should be ready for an alpha release over the next couple of months. When that will be, will be when its out. We have renamed the tag from OPX to RSO as requested by Opteryx in the release post of the source files. This pack will contain all of the buildings he kindly released to us and more. What the more will be, you will have to wait and see! ;) There are about 20 of the 80 odd buildings ready for alpha atm, these are totally playable but only for players not AI yet. We want to give you something soon at least to play on before all the techy shit goes in there. These buildings are awesome to fight in. Trust me! Wait out!
  15. Well there is room for people to help. Certainly with propulating the buildings. This can go one of two ways. 1. The buildings continue as they are with very very little in them. Only having the jbad buildings populating them. 2. People offer to help propulate buildings to give your hungry cqb skills a real test. Whats it gunna be? You have to remember that there is only 2 people actively working on the map as we speak. The other two are advising on technical stuff. Thats only due their own heavy projects too. Theres alot to do. So when it comes to us putting things in buildings think about our workload while you twiddle ya thumbs waiting for a map to be released.
  16. Step 1: Download l3dt pro trial for 90 days or get the standard free or even pay for the full version. Then install it and run it. Find your image. Open it in photoshop and change the image size in pixels to what your map is. As an example If it is 10240x10240 you need to scale it down to 1024x1024, you are basically taking the zero of the end from what ever scale your image is. Save it as a bmp! Step 2: Import your terrain to L3DT if you have you terrain in TB already, Open your map project in tb and go file export terrain. Export it as an asc file to your desktop. Open l3dt and go file/import. Import the heightfield from tb that you put on you desktop. You dont need to change any values it should import exactly as it is from tb. Step 3: Importing your sat Now to put your sat in. It is real easy to do. But you wont get high res like tb. File/import/new map layer Give it a name. I normally call my "satImage" Find the image you resized to "xxxx X xxxx" and change the drop list to rgb colour click ok. Step 4: Viewing the Image in Sapphire Go to the 3D button ( far right on the tool bar in L3DT). You should have a green terrain. Step 4a: Go to options/terrain/new texture layer Select the map layer you named previously for your sat image. Your sat should be in l3dt, looks great doesn't it? You can move your camera around the map as per normal in L3DT. Forward = W Back = S Up = E Down = R (these can be remapped) zoom + pan = mouse and scroll wheel. Press 'h' to bring up the editing brushes. Your sat will go. But do the process again from "Step 4a" while your editing brushes are open. You can now edit terrain using the sat as a reference. Adding Water To put water on the map, close the 3d viewer and to operations on the tool bar. Select water map and click ok through all the pop up windows. Let it generate the water the when do go back to 3d view. You will need to go to options again and apply the sat tex. Everytime you go in and out of the 3d view you will need reapply the sat tex in 3d view. If your sat disappears at any point just repeat the process from step 4a whilst in 3D view. It really is a simple as that.
  17. spookygnu

    Editing in L3DT with your satImage

    it may do! I haven't tried yet, but you do no matter what need to make sure your sat image is the same size as your heightmap for this to work correctly or you get a weird stripe effect.
  18. spookygnu

    Collission Box`s

    I think the way to do it with steps is to make individual step as it is on the actual model. so your collision boxes for steps should look like steps instead of one box.
  19. One thing that was discussed in the beginning of the process was what to do about the interiors. there are two ways to look at this. 1. Time, effort and productivity 2. Performance and balance. 1. The time it takes to make all the interiors and the effort to create detailed interiors takes alot more than you think. objects from Jbad can be used, but this was where it was suggested that if mission makers wanted to fit out the interiors they can and to their own liking. Creating an abundance of objects for people to sit down at tables and discuss plans whilst eating a plastic apple would be counter productive to the whole process. The team is not that big and it only has a certain amount of skills. The thought of becoming pressurised into having an end result for the masses would eventually cause motivation to lack. 2. The decision to make things as proxies for the interiors to help with the performance was discussed but again that would take the time to make all the objects. Why not let the mission makers do it themselves with 3den or map builder or even Xcam. all can have presets for compositions. With the map being so big it was a matter of saying, focus needs to be concentrated and maintained without digressing to much from the main goal. The none modders of the community need to appreciate the fact that things like this take a lot of time, effort, concentration and to a point detriment to real life such as family. So with regards to having interiors in the buildings, some may have it, some may not. I know jbad buildings have interiors afa rebel is concerned jbad buildings will be used so you get a balance there. But having custom stuff that will probably be very minimal. may be even updated over time due to the enormity of the project. There are already over 100 custom buildings in the making for it. ARRRRgghhh shock horror, did I let out a little teaser there? anyway, try to keep ya hardons to a minimum and you will be pleasantly surprised at what is to come.
  20. Never mind fixed it. there was a problem with two of the models. Hanger.p3d and minaret.p3d. If anyone else is trying to pack OPX source files as their own pack, watch out for these two. I removed them and all is fine how it should be.
  21. Ok, I HAVE scoured the forum, seen various threads on the topic and asked people about what could be the problem and as fair I and everyone that can see and make out the code looks fine. But for some reason I am receiving an error when I open the 3d editor and no categorization for my objects are appearing in the list. here is the error here is the config.cpp http://pastebin.com/RR8uuuvW any ideas as to what could be causing the error would be greatful. I know about the moricky thread and the wiki page on categorising in the Editor, I have looked over it countless times and I'm still getting the error. Like I said AFAIK the code is correct. TIA
  22. This project is not dead! with some help from the man himself and others, the future looks bright. That's all I am saying, that's all you are going to know for now. Future updates will be posted when due. No begging! ;)
  23. hi! I have part of the script working such as turning it on and off and changing the colour, but the light does not actually glow inside the RHS_ch47. I was reading an earlier post about an earlier version working better than the latest. Is this true or can someone simply explain why the light does not glow inside the fuselage? thanks edit: Worked it out, I had to mess around with the multiplier. raised it to 20 to give a good enough light. Excellent script!
  24. spookygnu

    (Tactical Mission)

    My buddies an I played Baphomet tonight and we all got the scare of our lives throughout the mission. ABSOLUTLEY FUCKING LOVED IT! EVERY SINGLE SECOND! I even leapt of my seat and kneed to the desk, simultaneously firing a couple of shots off, when the witch screamed down my headphones. We had a right giggle at ourselves getting the spooks put into us from this mission. they have raved to me about how good Doomsday was and I think we will be playing that very soon. May I request as an idea that if players stay in one location for too long that a horde appears at somepoint and that its there own fault for sticking around if they get killed. Loved the idea of almost getting overrun on occasion but I reckon you could level up the tension abit with a horde or two. Push it up to 11.
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