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Macser

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Everything posted by Macser

  1. Macser

    OFP videography

    :D Apart from Jar-Jar and some other issues the prequels were ok. Although I prefer the originals, ESB was the right mix of action and sci-fi. It had a darker, more serious tone than the others in the series. Thanks for the compliment mate. I expect people will try to get them into cars and onto bicycles. Of course the results will be a huge mess. :D The weight and the lack of a head selection seemed to do the trick. So it removes the flinch from ammo impacts. And reduces the tendency for the head to snap when the character turns to look at something. There's still some issues to combat. But like I said. In the right setting they work well enough.
  2. Macser

    OFP videography

    @Krzy My favourite film in the series. Especially the battle scene. @noob1 I appreciate the kind words. Thanks. They won't be perfect. That's for sure. But I intend to release them anyway. Apart from the limitations of the man class, they work in the right setting. Perhaps by putting them out there, someone with the right scripting skills could make the improvements that I'm not capable of. Otherwise the addons will just sit idle on the hdd.
  3. Macser

    OFP videography

    Short clip of some At-Ats in operation. Animation interpolations need some tweaking. Textures all but done. Snowspeeder is almost complete too. Apart from the weapon effects. Excuse any glitches in the video. Bandicam/CWA sometimes don't get along with my soundcard. :)
  4. Macser

    Armata T-14 WIP

    I think the author's interpretation looks more interesting than the real thing. :)
  5. :) Are you still using the mod you mentioned before you edited the post? You didn't say what it was. An author can't help you without good information.
  6. Sorry to hear that Mirek. It might not be what you want to hear, but it should be possible to create a full model and get it in game without using O2PE directly. Although it would involve using Blender and the Arma toolbox. The only other possible option I know of is for 3ds max. The tool set by Soul_Assassin. I've never tried it though.
  7. Hello noob1, and thank you. I don't want to start making promises I can't keep. But I'd like to release a couple of addons at least. The At-At being one. I'm not a great scripter, and obviously there are always limitations with OFP/CWA and even the newer titles. So some things I can't overcome. Having said that, in the right setting they work well. And they look and sound the part. :) As regards the topic, and specifically the mass issue. After some experimentation and pushing the weight to ridiculous levels I managed to cure the unit being launched into the air by relatively small explosions. By "ridiculous" I mean 6 million tons. :D Some of the other problems will still need to be sorted via script though. @Lenyoga I think the "feature" affects every vehicle apart from the man class. Sometimes a spawned car won't settle into it's suspension until it's hit by a bullet, or it moves. The problem is that even if the man colliding with a tank, weighs 6 million tons(proven by experiment), it won't budge unless it happens to be "active". As soon as it is, and contact is made, it's kicked the way you might expect. :)
  8. Trying to use the soldier simulation inside a tank class caused a CTD unfortunately. Not too surprised. :) The man, tank and car classes are all vehicles. So I assume simulation is the main factor that separates them, other than memory points and config settings. There is only one vehicle (non man class) that can use rtm animations. The scud launcher.
  9. I'll definitely have another look at it. But I doubt it'll run rtms. :)
  10. I seem to remember trying it both ways. A tank with solider simulation and a soldier with tank simulation. It was quite a while ago. The end result was the same if memory serves, the unit just stood there. The tank class has it's own limitations anyway. Although mostly visual. Config based animations have never appealed to me. :)
  11. Sounds good. If the unit is supposed to be quite large it might require a script to "barge" nearby smaller units out of the way. Particularly if they're other man class types. It's really nonsensical. If you increase the mass of a man class unit to something huge it will stop tanks and cars in their tracks. It will even damage car type vehicles if they impact at speed. But here's the silly stuff. If a tank is stationary when the unit walks into it, it won't move the tank.But if the tank was moving slightly, even just a little, at the point of contact, the tank will be kicked around like a football. As I mentioned in my previous post: Your new monster machine of death may stand 100ft tall and weigh a bazillion tons. But ANY other man class unit, even if they weigh 2Lbs and could literally blow away in the wind, can push that Monstrous creation around like a giant beach-ball. And explosions/bullet impacts have the same frustrating aspect. Bullet strikes impart a flinching movement to the unit. Although this can be countered somewhat by using custom bone names. While explosions will make the unit jump vertically. That could be a geometry issue, as well as class eccentricities. I'm not trying to put people off. I just think it's best to have no illusions about the limits. It still looks really impressive to see something huge like that on a map.Especially if it's animated well. Mass should always be a consistent attribute. Regardless of the object. Unfortunately, in OFP/CWA it isn't. :)
  12. I think it looks great whether it's compared to the halo equivalent or not. Very high quality work. The confusion might be coming from the fact it looks very "clean". The specular level is high on the halo model. But it looks like there's some texture to the specular map.
  13. No problem. It does open things up a bit creatively. But there's still some drawbacks. One being the fact that mass is not a global attribute. It can be affected by class type. What the logic behind that was, I don't know. So some scripting is still needed for anything more mechanical. Like big walker type units. Otherwise your 30 foot tall "mech",weighing 100s of tons, gets pushed around by a 6 foot tall man. As if it was a beach ball. Funny for a few seconds only........ :)
  14. I see what you mean. You have buldozer and your project files on P:\ . But I honestly don't have a clue why the error is popping up. As I said I've never seen that happen myself. Hopefully someone with a bit more knowledge will see the thread and offer help. :) The only thing I found so far was this thread. Although it's not all that informative. http://forums.bistudio.com/showthread.php?126377-Oxygen2-say-quot-An-error-occured-during-save-Operetion-quot&
  15. Hello Mirek, I don't recall ever seeing that happen. Or even hearing of it happen. So are the save options greyed out? Or can you get as far as choosing location and file name? Did you install the tools as per usual? Where the drive P:\ was setup?
  16. https://community.bistudio.com/wiki/RVMAT_basics Have a look in there. And follow related links. Rvmats are the same thing as the materials you find in applications like 3ds max or Blender. They're applied to a face or group of faces, and tell the engine how those surfaces respond to light. They can contain references to specific textures like normal, specular and ambient occlusion maps. Bisurf files can be referenced too. These can give the surfaces special properties. Like bullet penetration for example.
  17. Do you usually address complete strangers like that? No. I haven't worked in the software industry.Have you ever worked in stage and theatre lighting? :confused: I've been a member almost as long as you,I'm aware of the turnover. You are addressing your statements to a specific group of people you have a problem with, and telling them they are replaceable. I don't think that's the same as talking about the turnover rate of mod communities or the software industry. Or any industry. Sincerely. I'm not trying to cause offence. But can you see how that might sound like an attack? I mean the way you phrased it.
  18. He's saying, not implying, or suggesting, that people are replaceable. That's not an opinion. Or an argument. That's a statement. If you replace someone, aren't you effectively turning your back on them? Most people are voicing their opinions. But to what end? Hardly just for the sake of it? I assume most people expect to get a result of some kind. People aren't posting in here just for the fun of it. There are aspects of the discussion that bothers everyone in some way. Some want the idea of paid mods crushed. Some do not. Some want a middle ground. But when you tell a person they are replaceable, are you not telling them how little they're worth to you? How else can you interpret that? Sometimes text doesn't convey emotion. So I'll just say, I'm not angrily bashing my keyboard over here. Even if it comes across that way. :)
  19. Why did you cherry pick that particular part of the post?The preceding sentence stated the same thing you did,essentially.But you left it out. So you're telling people what they should be doing then? I have no plans to get into paid modding. Or a donation system. But I sure as hell don't feel I have the right to block someone else, or make them feel guilty for it. Much less threaten them with being shunned.
  20. Macser

    Keeping track of released mods

    Thanks for posting those. :)
  21. Macser

    SciFi SW Mod

    From looking at his post, it's just little something to help motivate the others. :)
  22. Macser

    Keeping track of released mods

    I don't think there's anywhere left that keeps tabs on OFP/CWA addons and mods. With OFPinfo, people probably just stopped sending in information as they moved onto each successive title. JDB has been keeping OFPInfo ticking over as I understand it. But I don't think that extends to the news section.
  23. @tortuosit There was a time that art, in it's many forms wasn't considered a way to make a living. And it didn't pay well for the majority. Many people do make a living out of it of course. Possibly more now than ever before.Despite being told to get a "real" job by some who still think it's a "hobby". Things change. Too slowly for some. Too fast for others. It happens nonetheless.
  24. I agree. These were probably just the opening salvoes. :)
  25. I've never written any other way. I can see the text clearly and understand it, with, or without spaces after punctuation. The punctuation mark itself has always implied the pause/break to me mentally. No-one's ever mentioned it before. :) @Akvadakar My apologies. I thought you were trying to be clever. :)
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