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Thread: My Own: Operation Flashpoint

  1. #1

    Question

    Well, we was thinking for long time, that Lluma's faces doesn't work properly. At the and of the day it's not strange.
    The engine lays custom (BIS) face on a head, then goes a Llaluma's face as a next one. It gives few problems: one can't choose his own face, and every time one goes out from any vehicle, he has diferent face, like cameleon. To resolve that, the custom textures must be changed. And MIG25_Radek, our team member, did it! There is the Lluma's head and few (for now) textures with faces in the player edit menu. It looks pretty good! One doesn't need special script for face changing any more. And the face will work properly. All of that stuff will be part of the upcoming Wrzesien 1939 Mod. But it will be puplished separately as well, to free use by other mods, like i.e. FFUR, witch will use Llaluma heads supposedly. We,ve got few screens, here you are:


    Large Version


    Large Version


    Large Version


    Large Version


    Large Version


    Large Version

    Screen 7 Large, Small
    Screen 8 Large, Small
    Screen 9 Large, Small
    Screen 11 Large, Small
    Screen 10 Large, Small
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  2. #2
    Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?

  3. #3
    Quote Originally Posted by (Sanctuary @ Aug. 22 2006,00:24)
    Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?
    you wouldnt need to physically replace the BIS faces to do that, all you would need to do is change the path in the config...
    same goes for that head in the GUI, u can change the model's path from ressource.bin

    i did the same thing at first for wwIIec's heads, but then i decided to keep them set by script for more compatibility with regular BIS based infantry/civilians... and u can definitly make any custom head work properly by script, it just needs to be a little more advanced than setting a random face in a built in init field...

  4. #4
    This is a great idea, good work with it! I will look forward to it's completion.
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  5. #5
    You are talking about this ?
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Head&#58;RscObject
    {
    model=&#34;hlavaw.p3d&#34;;
    modelWoman=&#34;&#92;o&#92;char&#92;civilistka_hea d.p3d&#34;;
    idc=106;
    type=80;
    position&#91;&#93;={-0.021,-0.006,0.15};
    direction&#91;&#93;={0,0,0};
    up&#91;&#93;={0,0,0};
    scale=0.19;
    };[/QUOTE]

    But simply changing the path for the setup head model will tell OFP to use the new textures for all the heads ingame ?
    I thought that random face texture assignation OFP do for every non player units was hardcoded to the textures name found in the Data.pbo , like the hardcoded water/NVG "moving" texture ?

    Or is that controlled in the main config by the class CfgFaces ?

    Would be easier to replace heads than i thought if it is as simple as this




  6. #6
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    I believe that would change all the faces of that type ingame.

    You would just have to config a new soldier class for each seperate face

  7. #7
    Quote Originally Posted by (Sanctuary @ Aug. 22 2006,00:24)
    Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?
    I&#39;m changing textures in data.pbo. It&#39;s boring, but effective.

    Quote Originally Posted by (Fab. @ Aug. 22 2006,00:35)
    you wouldnt need to physically replace the BIS faces to do that, all you would need to do is change the path in the config...
    same goes for that head in the GUI, u can change the model&#39;s path from ressource.bin

    i did the same thing at first for wwIIec&#39;s heads, but then i decided to keep them set by script for more compatibility with regular BIS based infantry/civilians... and u can definitly make any custom head work properly by script, it just needs to be a little more advanced than setting a random face in a built in init field...
    Perheaps, but i prefere my way, even if your way is simpler . It will works like ordinary mod, with different folder, and different data and others. We are planning to release some test units, i.e soldier from FFUR with Llaluma&#39;s head (if Thunderbird will agreed), and maybe new ORCS with a little changed config (without init line).

    Quote Originally Posted by (BraTTy. @ Aug. 22 2006,00:52)
    I believe that would change all the faces of that type ingame.

    You would just have to config a new soldier class for each seperate face
    it will change everything, but the idea is, that all units ingame will use Llaluma&#39;s head. ***

  8. #8
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    Ahhh, now I know what p3D to change&#33; Many thanks, y&#39;all&#33; FacePlant all the way&#33;

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  9. #9
    For mod its great, but only for mod.


    1 thread script - no more lags with GhostRecon or &#39;LLauma&#39; heads

    http://twmod.flashpointzone.com/flea/facetex2scr.zip

    place it in facetex2.pbo and relax
    Open/Edit/Save Arma CPP/BIN/ARMASAVE & stuff files

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  10. #10
    Quote Originally Posted by (MIG25_Radek @ Aug. 22 2006,01:34)
    Quote Originally Posted by (Sanctuary @ Aug. 22 2006,00:24)
    Looks nice, are you doing this by replacing the BIS faces textures by the facestex2 new textures directly in the Data.pbo , like the skypacks installers do , or are you using another method ?
    I&#39;m changing textures in data.pbo. It&#39;s boring, but effective.
    then if you&#39;re determined to go that way, why not just change the pathnames in cfgfaces ? this way you would avoid the need for an installer modifying data.pbo and all the problems that come with it (i always read people complaining about "how to install this skypack or this smoke effect...)

    also if you do that... are you gonna provide civilians with your mod too ? a lot of mission makers use BIS civilians (talking about Wrzesien 1939 Mod here)... and overwriting BIS faces will mean no faces for them




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