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olli_

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Posts posted by olli_


  1. So if i create a new workshop submission, I should be able to update that with a new PBO in the future (since the submission is created with the new steamworks SDK?)

    ill pack up the logs and send them over asap

    edit: I tried reuploading the PBO under a new workshop submission and the 150mb PBO uploaded correctly (i havent tested it in game but at least the workshop page displays the filesize as 150mb) so it should be fine if i can continue to update that submission (creating a new submission for every version isnt good but if i dont have to do that then its alright)


  2. Hopefully someone can answer this in time (i know its pretty late)

    Ive been doing trademark research recently, and have noticed that pretty much everything is trademarked. AMRAAM is a trademark, Sidewinder is a trademark, F-35 is a trademark, Lightning II is a trademark,

    heck, pretty much every addon submission i look at i can find something that is trademarked (USS-iowa PHALANX is trademarked, TFAR Falcon III is a trademark, Bundeswehr MP7 G36 Aimpoint all trademarks... and so on)

    everything is a trademark... Will this stuff get us disqualified?

    edit: looks like i totally fubared the title somehow. oh well.


  3. Im trying to publish my project but im unable to upload the new PBO to the workshop.

    No matter what i do, the workshop submission (http://steamcommunity.com/sharedfiles/filedetails/?id=306002630) keeps using the 5.1mb placeholder file i uploaded a few months ago to create the workshop page.

    here's a screenshot from publisher showing the 150mb PBO and the success

    http://i.imgur.com/Z7wRILN.png (181 kB)


  4. My buldozer broke a week ago and i had to reinstall tools to make it work (and even then i had to mount the P drive for it to work which ive never had to do before :( ) and now i cant move the camera with mouse, and i cant scroll through animationsources in any way. I can still change animationphase with the scroll wheel and can move around with arrow keys + wsad

    I really need to be able to switch animationsources and viewport navigation with mouse would also be a big plus... anyone else had these problems before?


  5. im having some trouble getting the animations to run at all. Even in buldozer it wont let me run them.

    here's my model.cfg; I really dont have much experience with this at all but maybe someone with some knowhow can spot a mistake in there

    class CfgSkeletons
    {
    class Default
    {
    	isDiscrete=1;
    	skeletonInherit="";
    	skeletonBones[]={};
    };
    class OK_Projectile_skeleton: Default
    {
    	skeletonBones[]=
    	{
    		"projectile_fly",		"",
    		"wingL",			"projectile_fly",
    		"wingR",			"projectile_fly"
    	};
    };
    };
    class CfgModels
    {
    class Default
    {
    	sectionsInherit="";
    	sections[]={};
    	skeletonName="";
    };
    class OK_Projectile: Default
    {
    	skeletonName="OK_Projectile_skeleton";
    	sections[]={};
    
    	class Animations
    	{
    	   class wingL_main
    		{
    			type = "rotation";
    			source = "time"; 
    			selection = "wingL";
    			axis = "wingL_axis"; 
    			memory = true;
    			sourceAddress = "loop";
    			minValue = 0;
    			maxValue = 1;
    			angle0 = 0; 
    			angle1 = "rad -360"; 
    		}; 
    	};
    };
    };
    

    also i made a new folder and put both this model.cfg and the p3d there. Nothing else in that folder


  6. ooh yes that might be exactly what im looking for. Thanks.

    My problem was i was trying to save certain states to a single vehicle that could be accessed by the same script over multiple runs. whenever the script ended it would wipe all local variables, so that was no good, and using global variables would mean it would be global, so if i had 2 vehicles for example, it would be the same for both so that was no good either.

    This should fix that though :)


  7. Ill probably be posting breakdowns after the deadline. Kinda busy right now, still lots to do.

    Theres nothing special in the rvmats, just a simple super shader with around 0.5-0.7 specular and 60-100 gloss. the exhaust is broken off in to its own rvmat so it has higher fresnel and base gloss in the rvmat

    edit: oh yeah and im also planning to release the full unbinarized project and possibly some source files when this thing is done


  8. I want to store the amount of ammo i have so i can remove and replace the ammo at will. The problem is that the script doesnt run all the time, its called by an eventhandler every once in a while. Im having trouble figuring out how to preserve the ammo amount variable over multiple runs of the sqf.

    I thought about using a global variable but that would mean its global for ALL instances of my vehicle, and that wouldnt work.


  9. plenty of copyright threads here but cant find an answer to this specifically.

    Whats the stance on using real world manufacturer logos, real world names for weapons/vehicles etc.

    for instance, i have an AIM-9X which is produced by Raytheon, and i have the Raytheon logo on the model as is on the real-world counterpart (right on the tail) all my bombs and such are also named according to their real counterpart, and im assuming stuff like aim-9x or "sidewinder" might be copyrighted?

    Im just asking because i notice a lot of the assets that come with the game have been rebranded even though theyre obviously based off real world stuff. I really want to use the real-world names and logos and such because they all add to the aesthetics and having to change them to some generic made up name would be a bummer..

    hopefully i can get an answer to this before its too late to modify all my existing assets


  10. Im using 2 kinds of procedural textures in my Pilot LOD, one for a flat color and another for render to texutre

    #(argb,8,8,3)color(0.584314,0.180392,0.733333,1.0,CO)

    #(argb,512,512,1)r2t(rendertarget0,1.2)

    the flat color works fine in buldozer, and the r2t texure renders 100% black (as its supposed to i think)

    BUT in game both have weird black stripes on them. The stripes move when i look around.

    the r2t texture does render the camera correctly in game but its a bit hard to see behind the black stripes.


  11. Im using 2 UV sets. the first UV set is fine, but the second one is not. The .paa was converted properly since it works fine when using the 1st UV set and ive checked it in texture viewer where it looks fine. Im also pretty sure its not the rvmat thats causing this because everything points to the 2nd UV channel.

    The fbx exporter isnt really an issue anymore since i worked around it by using .3ds format.

    here's the texture sheet: Its 1024x1024, all the other textures are 4096x4096. This is the only texture that uses the 2nd UV

    http://i.imgur.com/tZHZApa.png

    here's what the texture looks like on the 2nd UV (what its supposed to look like)

    http://i.imgur.com/lST7XN2.png

    here's the 2nd UV in 3ds max

    http://i.imgur.com/WnTocgY.png

    here's the UV in OB (I've moved some UV elements 1 or 2 tiles in a direction because it warped less when i did that)

    http://i.imgur.com/Wd6Tolx.png

    here's a shot from buldozer where you can see the distortion im talking about

    http://i.imgur.com/7XcoM5O.png

    another shot showing more extreme warping:

    http://i.imgur.com/Xw6gvi9.jpg


  12. is there a way to introduce a delay between the player releasing a missile or bomb and actually releasing it?

    like i want the player to click shoot, and then 1 second later the missile fires.

    kind of like initTime for class MissileBase, except i dont want the missile/bomb to release before the delay is up.


  13. Im using the fbx 2010 exporter for 3ds max 2014. Ive also tried the 2014 fbx exporter but i had trouble with that earlier with other things so ive stuck with 2010 since then.

    I have triangulate ticked in the export options, and ive checked the FBX in a variety of programs and it is triangulated everywhere except O2, which leads me to beleive that O2 runs some sort of quadify algorithm when importing fbx files. The .3ds importer has the option to turn quadify off (its on by default for who knows what reason) but the fbx importer does not have this function.

    A macro texture is the 3rd stage map for the super shader. Basically what it does is overlays another texture on to the diffuse using the alpha layer. Its mostly used for either prebaked lightmaps (or AO) or in my case im using it to overlay small text and logos on to my diffuse which would be unreadable if i just put them in the diffuse texture.

    Also from the tests ive done in bulldozer/O2 ive noticed that the UV area where i get the least errors (usually) is actually -0.5 to 0.5, although the glitches seem quite arbitrary as sometimes if i move the UV element 3 tiles to the left it might come out looking less warped than it does within 0-1 UV space. Generally the results are more reliable the closer the UV verts are to 0,0


  14. alright i managed to get multiple UV's by importing as .3ds and copying the UVs over.

    BUT now my macro texture is warped on it. The UV is totally fine in the O2 UV editor, and the texturegrid renders on it fine in O2 dx viewport mode, but in bulldozer with my macro texture its like all wobbly and adjusting the UV in the o2 UV editor has arbitrary effects on it. (moving a face just a tiny bit on the UV might make the macro texture stretch all crazy)

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