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Macser

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Everything posted by Macser

  1. If people are used to animating walk/run cycles the way I do, as opposed to "on the spot", then this might be of some use. I think it's relevant here because the toolbox is the only way I create animations these days. In fact I no longer involve O2PE/ Object builder in the animation process at all. But it requires a small "workaround" to get things working correctly. This is briefly outlined in the video.
  2. As the path to the file seems ok, it might be the method you chose for editing. By that I mean using notepad. I know it does work. But not consistently. You should always start with an MLOD. The Arma 2 sample packs will have some M16s in them, which are legally usable in the other engines. Including CWA. Repath textures with TxtPathSwap or the mass texture renaming tool in O2PE.
  3. Macser

    Object's name not displayed in Ofp

    The main difference I can see between your config and the one I tested with your model is the inheriting class. I used class Thing. I remember I was having issues with the object. A sandbag position as it happens. Thing was the only class that seemed to work . So I just used your config and switched to class Thing. I can't say it will be the end to any troubles. But it's worked well for me so far. Terrain isn't really something I have experience with. So I can't elaborate on that. I have on occasion noticed strange behaviour on certain maps. As to why.. I couldn't tell you.
  4. Macser

    Object's name not displayed in Ofp

    I slotted the model into one of my existing addons . The name listed in the config appears as expected. The model appears to be fine other than needing a serious amount of mass. :) Unless it's a terrain issue the problem must be config related.
  5. Macser

    BX GateBuilder Questions

    I haven't used it in quite a long time. The main aim I think was to remove the need for Buldozer. It doesn't use it. It renders in the viewports using direct x. Gatebuilder doesn't seem to like subfolders with regard to textures being displayed. So "\Addon\texture.paa" seems to be fine. But "\Addon\Tex\texture.paa" shows a blank model. But the program works as you can see from the pic below. Other than that there's not much difference between GB and O2. These days I don't use either of them. Except where I might need to do a quick recalculation of the normals.
  6. Macser

    Editing .rmt files

    I meant the Maya version. I know the maxscript file might have problems with newer versions of max. But I don't know if Teacup's Maya script will work with newer versions of Maya. I'm not familiar with Maya. So I couldn't tell you more about it. :)
  7. Macser

    Editing .rmt files

    Those files were written for a specific task. Scaling. They can't be used for anything else. There was an old (Max version 6 or 7 I think) maxscript file that could import rtms directly. But the process was very fiddly. It was based on Teacup's script for Maya. I don't know if they're still around. But I know you might have problems getting the maxscript to work on newer versions. As for the original Maya version, I couldn't tell you much about that. I won't mention the program I use myself, as I'm getting a bit tired of being told how rubbish it is. :D
  8. I'm not directing the following at any particular individual. Modders who have an issue with Steam probably don't like the lack of control they have to trade. It doesn't have to be any more complicated than that. And it doesn't have to be about monetary value. That could be countered by saying there's potential for trouble no matter what you do. Maybe so. But that's all the more reason to use a service you personally know and trust, like Armaholic. And limit yourself to them. Being "held back" is not an issue. Sure it'd be nice to get your work out to a big audience. But there are modders ,believe or not, who don't care about kudos, notoriety or cred. They don't need it. There are those who would continue doing what they do long after all the noise has gone. I'm sure there's plenty of modders out there who feel very differently about it, and favour the Steam service. That's great. And more power to them. If that's what they feel comfortable with then support them and remind them that you appreciate what they do. Say "thanks" once in a while. But if it so happens that the modders people rate the highest are not on the Steam juggernaut, that's just the way it is. Accept it and move on. Or continue badgering and risk alienating them.
  9. That isn't a major concern for everybody. It's a bit unfair comparing a corporately owned service like Steam , directly with Armaholic.
  10. Macser

    To the modders

    This forum is just like every other place you might visit physically or digitally. I still don't know why people refer to this kind of activity as some "other" life. As if we phase into an alternate dimension when online. :D So you'll get the full range of responses you'd expect to meet offline. You'll see elitism and aloof behaviour as often as helpfulness and genuine interest in what you're doing. The best you can do, which is the same anywhere else, is to identify the people who strike you as being "surly", and avoid them. Obviously that's not possible in a thread. But you can still ignore posts. Some folks will assume that you want to fast track your knowledge by availing of their experience, without having done anything yourself in the way of research. I'm still trying to understand why people feel the need to guard that info so jealously. But that attitude does exist. To add to what BadHabitz mentions, it's quite possible you're in a long line of people sending pms requesting assistance. Some modders, especially if it's obvious they know what they're doing, will get to a point where their inbox can't cope. There's only so much they can do before they have to close the helpdesk. They too are here to discuss share and enjoy. That might well result in them being cranky from time to time. One other thing to remember. If the stats are correct, there's somewhere in the region of 378,000 members total. With maybe 10-16k members actually online at peak( Likely far less day to day). The people you meet aren't going to be representative of the whole. :)
  11. Macser

    (SP) Franco Prussian War Mod (1870-1871)

    Do you have anything else open when trying to run the game? Anything that would need access to the hardware? Trying to run 2 instances of the game can cause that error for example.
  12. Macser

    (SP) Franco Prussian War Mod (1870-1871)

    No pun intended. But there's still a few pockets of "resistance" left. I haven't done any real research into it. But I suspect there's more people still playing OFP/CWA than we think. They probably just aren't very vocal or visible.
  13. Macser

    (SP) Franco Prussian War Mod (1870-1871)

    Congratulations on getting the mod out there Prof. That's some amount of work. ;)
  14. I don't have the weapone pack on my P: drive . I assume because of the flat colour the texture gives the glass a green tint. But the the actual red dot in view pilot is a physical mesh. If it came down to it you could remove the faces with that texture. So at the very least it should function as a sight. :)
  15. Seeing as they would've had to interact with steam to purchase the game, If modders aren't already using other aspects of the service, it's likely because they don't want to. Not out of ignorance. I don't understand the use of that term. Since when is it paranoid to be wary of corporate groups and state institutions? I can see how it may have developed as a response to extreme cases. But I don't see how that applies here. Being cautious about sharing information and work is not paranoid. It's a simple, personal choice. And certainly not something to apologise for. :)
  16. In the view pilot the holo-sight has a single sided plane.Using this texture: "eotechholo_ca.tga" This is a texture with alpha transparency, as indicated by the _ca suffix. If the texture is not being converted properly from tga to paa then it may show as a flat, opaque colour. For the sake of it, try converting the texture to paa yourself, using Texview2, and apply it to the correct faces.
  17. Macser

    Macser's Star Wars addons

    Disregard. I accidentally posted in the wrong thread.
  18. Using BinPBO. The packing utility provided in the official tool set. There's a small checkbox on the frontend of the UI. Just check "Binarize" when packing your addon. Sorry to hear O2's giving you so much hassle. Have you tried re-installing the tools? :)
  19. Ok. I haven't spent much time working with A2 recently, so my memory's a bit rusty. The rpt log is giving you warnings about potential problems. Rather than listing game-breaking errors. I've seen one or two threads about them and most people usually ignore them until there's an actual problem. If you haven't done so already, binarising the addon might help get rid of the warnings. Although it won't clean up the source of it. doing that manually would be......Tedious. I didn't find any degenerate faces or loose verts that might account for problems. There may be points sharing the same 3d space. But I don't see them. Section count looks ok too. If the model is otherwise displaying correctly and functioning, then I would do as others have done. Don't waste time worrying about it. As for the sight. Did you add a single sided plane since the previous upload? Did you follow naming conventions for the alpha texture? https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules Excessive glossiness: Assuming you aren't using a dedicated specular map the basic settings in the rvmat, would be used. Try adjusting those. You don't need to be able to save the P3d to view your maps in O2. Rvmats can be edited as separate files.
  20. Would it be possible to have my old and new accounts merged? My previous one was listed as "Macser". That's the name I'd prefer to have. I can name the email address linked to it if required.
  21. The p3d seems to be fine. I tried it with a quick simple config.
  22. As far as I'm aware a company can ask for such personal information, before they do business with you. That however doesn't mean you have to give it to them. It's always at your discretion. If in any doubt, avoid sharing this kind of data. In fact it's probably better to avoid it as much as possible, unless you're dealing with a bank or state institution. A subscription to a life server is "non-essential" and likely transient. Personally I wouldn't share that kind of info with them. :)
  23. Macser

    class EventHadler in Config

    Sorry for misleading ye there Benny. I had no idea that was the case with defines. I better write that down somewhere. Cheers Kenoxite. ;)
  24. Macser

    class EventHadler in Config

    The error exists in a class in a config.cpp. hpps are still part of the config.cpp. So error messages would point to a config in that case too. Is it possible you introduced duplicates into WW4/WW4 EXT files while experimenting?
  25. Macser

    class EventHadler in Config

    Unless I'm looking at the wrong config that class isn't there. Have you checked the one's referenced in the includes? The error indicates a duplicate "weapons" entry in a class. Which can often happen when copy/pasting. By duplicate entry I mean something like this: class Cw40k_RsTm: Cw40k_BaseSMarine ///Tactical Marine { Scope=2; vehicleClass="Space Marines-Red Scorpions"; weapons[]={"throw","put","Cw40k_bolter","CW40k_FragHG","CW40k_KrakHG"};<<<<<<<< model="\Cw40k_SmRdS\u\Cw40k_RsTm"; hiddenSelections[]={"AmmoHpr","Tab","Acc1","Acc2","cloth","seal","mk4Hlm"}; side=1; displayName="Tactical Marine"; weapons[]={"throw","put","Cw40k_bolter","CW40k_FragHG","CW40k_KrakHG"};<<<<<<<< magazines[]={"Cw40k_bolter","Cw40k_bolter","Cw40k_bolter","CW40k_FragHG","CW40k_FragHG","CW40k_KrakHG"}; }; I don't know the correct code terminology. But "member" refers to each of those entries/lines. Scope=, model=, side=, etc.
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