BAZEF |
BAZEF |
Sep 16 2007, 13:13
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#21
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
and do them fast, I need barracks for my High Def. tropic island
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 24 2007, 20:37
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#22
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Inhabited barrack, it is almost ready -------------------- |
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Oct 25 2007, 21:14
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#23
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
New version Aircraft Control Tower (Woodland)
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Nov 2 2007, 21:32
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#24
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
[img]http://img216.imageshack.us/img216/2314/prison1wn4.jpg /img] > 100kB
Prison (Woodland) How it to like you? [img]http://img216.imageshack.us/img216/3223/prison2vq5.jpg /img] > 100kB
Reason for edit: pictures > 100kB
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Nov 2 2007, 23:48
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#25
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
how many faces are those jails made of?
anyway seems good, only try to use a different texture for the beds -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 2 2007, 23:57
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#26
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
anyway seems good, only try to use a different texture for the beds As well as of course adding some "wear and tear" details to the textures -------------------- |
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Nov 3 2007, 00:03
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#27
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
they a 6000-7000 poligons
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Nov 3 2007, 15:02
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#28
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
-=engener=- please do not hotlink images exceeding 100kB I told you before so this time you will get 24h post restriction ! It really isn't that hard to keep images under 100kB !
QUOTE §12) No images are to be posted in the English section that exceed 100kb's filesize.
You may be post restricted after your first warning for failure to comply with this rule. -------------------- |
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Nov 11 2007, 10:42
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#29
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Here actually a problem in what: I wish to create animation of one object, in ArmA innovations concerning it are, has riveted which as a config, but couples not animation, help
CODE class CfgPatches
{ class bazef { units[] = {SmallGateW}; weapons[] = {}; requiredVersion = 1.08; }; }; class CfgSounds { class JOF_Tur_auf {name="JOF Tur auf"; sound[]={"BAZEFsoundJOF_Tur_open.ogg",1.000000,1.000000};titles[]={}; }; class JOF_Tur_zu {name="JOF Tur zu"; sound[]={"BAZEFsoundJOF_Tur_close.ogg",1.000000,1.000000};titles[]={}; }; class JOF_Tor1 {name="JOF Tor1"; sound[]={"BAZEFsoundJOF_Tor1.ogg",1.000000,1.000000};titles[]={}; }; class JOF_Tor2 {name="JOF Tor2"; sound[]={"BAZEFsoundJOF_Tor2.ogg",1.000000,1.000000};titles[]={}; }; class JOF_Rada {name="JOF Rada"; sound[]={"BAZEFsoundJOF_Rada.ogg",70.000000,0.250000};titles[]={}; }; }; class CfgVehicleClasses { class BAZEF { displayName = "ENGENER BAZEF"; }; }; class CfgSkeletons { class house; //Define base class. class Bazef_bones: house { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "doorL","frame" }; }; }; class cfgModels { class house; class bazef: house { skeletonName = "Bazef_bones"; sectionsInherit=""; sections[]={doorL,doorR,frame}; class Animations { class ani_SmallGateDoor { type="rotation"; animPeriod=5; source="SmallGate_open"; selection="doorL"; axis="osa_L"; angle0=0; angle1=1.5; }; }; /* Animation class end */ }; }; class CfgVehicles { /*extern*/ class Thing; /*extern*/ class Building; /*extern*/ class Strategic; class NonStrategic: Building { /*extern*/ class DestructionEffects; }; /*extern*/ class HouseBase; /*extern*/ class Land_VASICore; class House: HouseBase { /*extern*/ class DestructionEffects; }; /*extern*/ class Ruins; class Flagsite:House { model="BAZEFAbmBarrack33.p3d"; armor=1000; scope=2; sound="JOF_Tur_auf"; irTarget=0; animated = 1; placement = "vertical"; vehicleClass="BAZEF"; displayName="Flagsite"; }; class SmallWallW: House { model="BAZEFAbmBarrack30.p3d"; armor=1000; scope=2; sound="JOF_Tur_auf"; irTarget=0; animated = 1; placement = "vertical"; vehicleClass="BAZEF"; displayName="SmallWall (WOОDLAND)"; }; class SmallTowerW: House { model="BAZEFAbmBarrack31.p3d"; armor=1000; scope=2; sound="JOF_Tur_auf"; irTarget=0; animated = 1; placement = "vertical"; vehicleClass="BAZEF"; displayName="SmallTower"; }; class SmallGateW:House { model="BAZEFAbmSmallGateW.p3d"; armor=1000; scope=2; sound="JOF_Tur_auf"; irTarget=0; animated = 1; placement = "vertical"; vehicleClass="BAZEF"; displayName="Small Gate"; class AnimationSources { class SmallGate_open { source = "user"; animPeriod = 5; initPhase=0; }; }; class UserActions { class Open_Gate { displayNameDefault="<img image='cauidataui_action_open_ca.paa' size='4'/>"; displayName="Open Gate"; position="open_pos"; radius=2.000000; onlyForPlayer = 0; condition="this animationPhase ""ani_SmallGateDoor"" < 0.5"; statement=" this animate [""ani_SmallGateDoor"", 1]"; }; class Close_Gate { displayName="Close Gate"; position="open_pos"; radius=2.000000; onlyForPlayer = 0; condition="this animationPhase ""ani_SmallGateDoor"" >= 0.5"; statement=" this animate [""ani_SmallGateDoor"", 0]"; }; }; }; }; -------------------- |
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Nov 11 2007, 11:39
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#30
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
I saw you defined in skeleton section only DoorL, not DoorR...
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 11 2007, 12:43
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#31
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Yes though one shutter would open, to me purely to understand technology
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Nov 11 2007, 13:20
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#32
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
try to put also the unopened door in the cfgSkeletons class...
also, there should be a point in the memory LOD which is the one you can access to the action (I don't remember the line to put into the config to configure it, somehting like position...) -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 11 2007, 16:07
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#33
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
It is a pity, but nothing helps
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Nov 25 2007, 10:08
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#34
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
If not who will not help me with a config for animation, will look only sreens, the release to be postponed in foggy distances
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Nov 25 2007, 10:20
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#35
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
you also need to binarize the model, in order to have animation working...
Make sure you have: model.p3d (the model) model.cfg (the configuation with cfgSkeletons and cfgModels) Textures -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 25 2007, 16:06
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#36
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
It is not necessary to me to speak common truths, the help with a config is necessary to me
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Nov 25 2007, 16:10
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#37
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
It is not necessary to me to speak common truths, the help with a config is necessary to me din't want to be rude i told you... maybe you need to binarize the model with the model.cfg on BI forum there was a thread about these sort of problems... it is called "Ladders???" Try it for me is a binarization problem -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 25 2007, 17:09
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#38
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
The SAME MODEL With ANOTHER'S CONFIG PERFECTLY WORKS, SO to mine HAS put In the CONFIG
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Nov 25 2007, 17:22
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#39
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
The SAME MODEL With ANOTHER'S CONFIG PERFECTLY WORKS, SO to mine HAS put In the CONFIG Ok, so the best way is to compare both configs, and see whatare thedifferences. Nobady was born with all the solution in his mind! -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Dec 2 2007, 21:44
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#40
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
Well here something is already almost ready, there were some problems with animation - each animation turns out as broken on phases, artificial
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Lo-Fi Version | Time is now: 24th April 2024 - 11:35 |