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> BAZEF
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post Sep 16 2007, 13:13
Post #21


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and do them fast, I need barracks for my High Def. tropic island wink.gif


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post Sep 24 2007, 20:37
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Inhabited barrack, it is almost ready


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Who will guess as is deciphered BAZEF ?

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post Oct 25 2007, 21:14
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New version Aircraft Control Tower (Woodland)


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Who will guess as is deciphered BAZEF ?

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post Nov 2 2007, 21:32
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[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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Who will guess as is deciphered BAZEF ?

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post Nov 2 2007, 23:48
Post #25


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how many faces are those jails made of?

anyway seems good, only try to use a different texture for the beds wink.gif


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JdB
post Nov 2 2007, 23:57
Post #26


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QUOTE(Linker Split @ Nov 2 2007, 23:48) *
anyway seems good, only try to use a different texture for the beds wink.gif


As well as of course adding some "wear and tear" details to the textures thumbsup.gif


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post Nov 3 2007, 00:03
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they a 6000-7000 poligons


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Deadeye
post Nov 3 2007, 15:02
Post #28


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-=engener=- please do not hotlink images exceeding 100kB wink.gif 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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post Nov 11 2007, 10:42
Post #29


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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 helpsos.gif

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]";
            };

};
};

};


--------------------
Who will guess as is deciphered BAZEF ?

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post Nov 11 2007, 11:39
Post #30


literally the BIG BOSS of OFP
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I saw you defined in skeleton section only DoorL, not DoorR...


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post Nov 11 2007, 12:43
Post #31


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Yes though one shutter would open, to me purely to understand technology


--------------------
Who will guess as is deciphered BAZEF ?

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post Nov 11 2007, 13:20
Post #32


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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...)


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post Nov 11 2007, 16:07
Post #33


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It is a pity, but nothing helps cry3.gif


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Who will guess as is deciphered BAZEF ?

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post Nov 25 2007, 10:08
Post #34


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If not who will not help me with a config for animation, will look only sreens, the release to be postponed in foggy distances wink.gif


--------------------
Who will guess as is deciphered BAZEF ?

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post Nov 25 2007, 10:20
Post #35


literally the BIG BOSS of OFP
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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


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-->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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post Nov 25 2007, 16:06
Post #36


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It is not necessary to me to speak common truths, the help with a config is necessary to me


--------------------
Who will guess as is deciphered BAZEF ?

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post Nov 25 2007, 16:10
Post #37


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QUOTE(-=engener=- @ Nov 25 2007, 16:06) *
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 smile.gif
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


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post Nov 25 2007, 17:09
Post #38


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The SAME MODEL With ANOTHER'S CONFIG PERFECTLY WORKS, SO to mine HAS put In the CONFIG


--------------------
Who will guess as is deciphered BAZEF ?

NEED HELP WITH MODELS IF CAN HELP SEND ME PM
 
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post Nov 25 2007, 17:22
Post #39


literally the BIG BOSS of OFP
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QUOTE(-=engener=- @ Nov 25 2007, 17:09) *
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!


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
-->MATERIAL EDITOR TUTORIAL!<--
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post Dec 2 2007, 21:44
Post #40


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Well here something is already almost ready, there were some problems with animation - each animation turns out as broken on phases, artificial


--------------------
Who will guess as is deciphered BAZEF ?

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