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11 GoodAbout Capjerahya
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Lance Corporal
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Nice job. I tried messing with materials aswell and same issue I got with sun color where my metal materials looks more like tainted gold at certain time. The engine uses different sun color for different game time and that's one limitation I have to live with. Another issue is material is not applied to OFP override units from the main config file. I replaced OFP default units with WW4 units on ECP config then applied Material addons to ww4mod textures by making another addon. It only applies to the addon unit not the edited. I tried to apply the materials straight to the main config as well but no luck.
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:< Error: WGLE.Renderer: Could not initialise WebGL http://en.wikipedia.org/wiki/WebGL#Support
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Creating a range with a realtime camera on a RTT to show hits
Capjerahya replied to pete793's topic in OFP : MISSION EDITING & SCRIPTING
I don't think you'll find you answer in this section. -
do you have your terrain detail maxed out?
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It works fine for me. I have ww4mod+ECP and able to play large scale missions in AEC. BTW, when you say custom you mean your own or just a modification of PMC's AEC?
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Modifying the folder that new addon units are placed in, in the editor
Capjerahya replied to john_the_late's topic in OFP : CONFIGS & SCRIPTING
You can use pbobox to extract pbo files and modify the config.cpp from there as long as its for personal use only. -
WW4 Extended - Unofficial expansion for WW4 2.5
Capjerahya replied to kenoxite's topic in ADDONS & MODS: COMPLETE
If your talking about converted models from arma1 or 2 then all you have to do is download the public data and use that instead. Just read the license and comply with it. If it say limited to Arma title, it includes armed assault, arma 2, arma 3 and arma:cwa. There are 3 licenses for puclic data. The only one that you can't use in other arma series is data under DML-SA as it's only for A2DayZ mod. If you are talkig about permission for other models thay was taken from other mods then just ask permission from the original creator. There's.no reason for them to be greedy about it. Thing about it is license page is down. :3 -
Kill player's unit when player disconnect
Capjerahya replied to akvadakar's topic in OFP : MISSION EDITING & SCRIPTING
this might help you. http://www.ofpec.com/editors-depot/index.php?action=details&id=551&game=OFP -
Thanks for the advice. I pretty much spend a hours optimizing my models to suit OFP engine. Grass renders depending on user settings. Got my models set to 0.5, 0.75, 1.150, 1.75, and 2.0 which is no model to render to limit render distance and it works fine on a very old netbook of mine. But renders to far on my PC when I got all settings to maximum.
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create object or soldier then delete it
Capjerahya replied to matteo1944's topic in OFP : MISSION EDITING & SCRIPTING
Example ;distance from player _dist=2 ;create unit and set post in front of player _unit = "man" createVehicle getpos player _pos = [(getPos player select 0)+(sin (getDir player)*_dist),(getPos player select 1)+(cos (getDir player)*_dist),(getPos player select 2)] _unit setpos _pos ;wait 2 seconds ~2 ;delete unit deleteVehicle _unit exit -
I my self wanted the ofp source code just to implement Join in Progress option. I even tried to reverse engineer what whole thing thinking I can do it my self but failed. I also spent 1 month just to get a better option for 3D sight in OFP. Thanks to NPS team I was able to make a good sight out of their ideas. If ever they release the source for public modifications then I would be able to make this feature better. But considering BIS is more in to arma 3 now, I just work with what I have and what I can do with RV1 engine. Forget about this. Not gonna happen. :3
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OFP photography - No images over 100kb - Pictures only, NO comments
Capjerahya replied to Major Fubar's topic in GENERAL
Making some progress in my goal to recreate ofp original maps. :3 -
Strange, when I tried to set the edges to sharp, save and reload the model all setting were reset. I then adjust the lighting without the texture to make sure polygons are rendered plain in buldozer then put it back to my original settings. This time it worked fine. :3 Thanks for the help mac. Cheers!
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Hi, sorry for bothering once again. I already spent hours trying to get some of my models right but one thing that I notice with all my models are the have uneven shaded part. Like in this image. Both are of the same model and texture, but other polygon is shaded dark while other side is in normal shade. I want it to stay uniform and light like the unshaded part but can't figure out how. I already set the light property to both side, zbias none(don't know what this does, and also set it to half lighten. Model shadow disabled, but model shading stays the same. It only does that with my model anyone has an idea why it does that? Thanks!
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Uhhmm. I don't think that ever going to happen. No commercial company would release their engine source to public. Its like saying they quit in the whole game developing industry and others are free to make a clone of the game.