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Thread: Angelina - the yacht

  1. #1
    Master Gunnery Sergeant
    Join Date
    Jan 7 2002
    Location
    New Zealand
    Posts
    1,088
    I waited, then finally the day has come and Angelina has begun her journey into the world of OFP. Thank you, staff of BIS, for this opportunity.
    Remember this?
    .
    She has already been converted to Trainz, which made an easy transition from trueSpace to Max.
    She's 44 metres long, and I'd like to make it people friendly, that is, walk around on her, land a chopper on the rear deck, pilot it, etc.
    Any suggestions would be most welcome.
    Cheers 8)
    We are now fully operational - that is, we are in a constant flap instead of having isolated confused situations.

    D.I.L.L.I.G.A.F.: Rebel Without a Pause

  2. #2
    i dont think being able to land by chopper on her is possible.. im sure the team would of thought of that in the making of ofp but the problem is, is that the water isn't really water... its one layer of blue static imagry.. When ever someone tries to land on an object in the water it makes the object sink...

    Maybe it is possible i dont know but im sure you will be needing some new parameters for the game.

  3. #3
    Master Gunnery Sergeant
    Join Date
    Jan 7 2002
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    New Zealand
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    Author of the Thread
    Hi Rob
    I thought that might be the case, but I am optimistic that there will be a way around this problem, such as create it in two parts; the boat, and a helipad that moves with the boat. Still, for cut scenes landing and taking off from the yacht could be scripted.
    Cheers 8)

  4. #4
    thats ok m8.... but there are many possibilities in this game that you may be able to get around it but there are other things that the developers didn't think of like maybe proper water and fox holes.... also crators when a explosion hits the ground... if these simple things could be made into another flashpoint game then people are going to be HELL of a lot more impressed with the ofp team..

  5. #5
    Gunnery Sergeant
    Join Date
    Jan 6 2002
    Location
    Bremen, D, EU
    Posts
    431
    Hey Colonel, nice work (I already knew it, but anyways). But there is still a lot of work to to for you to get that into the game. If I'm not completely wrong you did not texture it yet, right? You simply gave the polygons different colours. But OFP does not support that, so you have to create a lot of textures. I would not texture the objects in O˛. If you texture the model in another program that is more comfortable at that, you can export it as 3ds and just reassign the converted textures in O˛ again. That is the most easyest way I found aout yet.

    Good luck, till later, PSC

  6. #6
    Master Gunnery Sergeant
    Join Date
    Jan 7 2002
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    New Zealand
    Posts
    1,088
    Author of the Thread
    Hi PSC
    You are right, the other piccy is an early version with coloured polygons.
    Heres a partly textured version I've been building for Trainz

    I've got to reduce the poly count, which shouldn't be too hard as the model is made from several sections that when joined it'll reduce the polys. also the rear railing is seperate parts so I'll create a transparent texture for those.
    I've already had the ship in O2 and the textures came in fine.
    More to come.
    Cheers 8)

  7. #7
    First Sergeant
    Join Date
    Aug 3 2001
    Location
    United Kingdom
    Posts
    980
    If you wanted people to be able to walk around on it and land helicopters, etc. couldn't you use the 'roadway' LOD....? that lets people walk about on the first floor of a building, etc.

  8. #8
    Master Gunnery Sergeant
    Join Date
    Jan 7 2002
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    New Zealand
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    1,088
    Author of the Thread
    GFX707
    Just downloaded and tried your bunkers, excellent work.
    You seem to have the walls and floors bit worked out good. This lod and programming side of things is all new to me, although I learn pretty fast.
    I presume that to prevent going through floors, walls etc we have to create an invisible block (correct me if I'm wrong) wherever there is a floor or wall, then associate those blocks with lods or commands that ofp recognises. I've been thinking that a building and the boat would use the same method. Correct? I don't want to get too complicated but would like to see the yacht more functional than just a piece of I candy, wouldn't you agree?
    Any help you can give I'd appreciate it.
    Thanks
    Cheers 8)
    Bob

  9. #9
    The "where do i bump into a wall" part is done in the Geometry LOD, and is determined by every sections mass. So mass = 0, won't stop a fly, mass = 20000 will stop a fly

    Then to determine where you can shoot and where not (and where the ai can see things, and shadow and etc) is the View Geometry LOD. And you need to section things up here aswell. I use the Structure-Topology-Find components part. and make sure it's simple structures that make up the building/vehicle/whatever.

    /HuBBa
    "If you run, you only die tired..."

    /[FILO] HuBBa
    aka. [moose]HuBBA

  10. #10
    Nice job, but it will be really usable in Independence Lost
    Really nice model

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