JdB

JdB Addon Releases

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look here: link

link

I see that You are using WWIIMP by Reyhard with JdB higgins. That's reason of bugs. It's obvious to me....

Bielow

p.s

Even if You replaced Rey's higgins with JdB You can still see that things. Both are different even after replace name of p3d.

Edited by Bielow

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I see that You are using WWIIMP by Reyhard with JdB higgins. That's reason of bugs. It's obvious to me....

Bielow

p.s

Even if You replaced Rey's higgins with JdB You can still see that things. Both are different even after replace name of p3d.

Thanks Bielow :)

I do not fix mods that are using my content integrated into their mod. If you want it fixed in that mod, contact the author of the mod, in this case Reyhard.

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Texturing is done*

JdB_LCA_2s.png

Also did a render with added effects for fun

JdB_LCA_Skylights.jpg

Might be a while before I get a chance to import it into O2.

Since I'm at it I might as well post another picture, that of the M5 SPC in some of it's variations.

JdB_ITMM5_Model_3s.jpg

Edited by JdB

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Might be a while before I get a chance to import it into O2.

Hmm, quite ... :raisebrow:

My PC broke down and I've got to get a new system. All projects are on hold until then. Project files are regularly backed up so they are fine.

Because of the same reason I can't post news on OFPr.info either :(

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Slowly getting back to work. Still trying to get Bulldozer to work (anyone else having trouble running it with ArmA: CWA installed?) so work on the LCA is still halted. I could probably doing everything that is needed without using Bulldozer, but I want to be sure rather than having to pack pbos and retest endlessly ingame before I even reach the point of making the config. I branched out the M5 into a full family of weapons. Going to redo mapping and textures of aimpoint and eotechs as well since they sucked on the Mk10 weapons. Once I get them mapped, textured and imported into O2 I will create variants obviously similar to the Mk10 pack.

From left to right (first picture):

- Personal Security Detail, sights similar to that of the MP5KA# series, without suppressor, 20rds;

- Personal Defense Weapon, fixed sights, with and without suppressor, 20rds;

- Submachine Gun, aimpoint and eotech sights, with suppressor, 20 rds and 35rds;

- Assault Rifle, aimpoint, aimpoint + aimpoint 3x magnifier and eotech sights, with suppressor, 20rds and 35rds;

- Light Support Weapon, aimpoint, aimpoint + aimpoint 3x magnifier and eotech sights, with suppressor, 35rds and 125rds;

- Designated Marksman Rifle, Schmidt & Bender scope, with suppressor, 20rds of matchgrade ammunition.

JdB_ITMM5_Model_4s.jpg JdB_ITMM5_Model_5s.jpg

JdB_ITMM5_Model_6s.jpg JdB_ITMM5_Model_7s.jpg

JdB_ITMM5_Model_8s.jpg JdB_ITMM5_Model_9s.jpg

JdB_ITMM5_Model_10s.jpg JdB_ITMM5_Model_11s.jpg

JdB_ITMM5_Model_12s.jpg JdB_ITMM5_Model_13s.jpg

Edited by JdB

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Still trying to get Bulldozer to work (anyone else having trouble running it with ArmA: CWA installed?)

You need to have the original OFP installed for Bulldozer to work.

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You need to have the original OFP installed for Bulldozer to work.

You deserve a medal! :cheers:

Windows 7's UAC restrictions were also causing problems. Luckily it's all working now.

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Very nice weapons, but... what it is? I typed "M5 SPC" in Google and it gave me BMW M5 car, and (from weapons) Sabre Def. AR-15 in 6.5mm Grendel...

Will you upgrade Mk10 with improved sights? Anyway, good luck with your projects!

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Very nice weapons, but... what it is?

The M5 SPC is a 7.62x51 machinepistol (yes really, it's 71cm long not counting the silencer, ITM makes some crazy prototypes like double-barreled + double-caliber weapons) based off of ITM Tool And Die's Model 5 prototype. So the weapon does not exist but it is a hypothetical evolution of the real world prototype. Due to it's short barrel it's not suited for long range shooting, but the heavy caliber does make it suited for specialist tasks, like VIP protection and infiltrations (if a suppressor is fitted). I'm not sure if subsonic 7,62 rounds exist, but if they do they would be perfect for the job as they'd still be powerful but also relatively quiet. This kind of stuff is much more interesting to me than making weapons that exist since then you get the type of complaints about bolts being two cm too far to the left etc.

Will you upgrade Mk10 with improved sights?

That is unlikely since parts of the weapon can sometimes be seen in the optic view. The way I make them is too have a version of every weapon "variant" model file, line up the camera and render the scene. Then I save it and open it in Photoshop, remove the "background" (a single color that contrasts as much as possible with the weapon itself so that it's easier to remove) with the magic wand tool, put it into the optics file and resize it until it fits into the screen. I use a PSD file for that which has the ingame aimpoint marked down so it's easy to line them up. Then I make the alpha channel for the transparency. I have to repeat that process for every version of the weapon that has a different optic, and sometimes more since for example the Mk10 has two different front ironsights (the traditional M1 sights and H&K style sights), and possibly also for versions that have different magazines if they can be seen. I might eventually do it, but it's not on my current to-do list. It's similar to mapping a model prior to texturing. Not hard, just insanely repeatative. Many addonmakers solved this by only showing the optic, but that's unrealistic imo since in real life you always see at least a part of the weapon, and unless you have the optic mounted to the very rear of the weapon, it would never look that big (that would defeat the point of having a quick target aqcuisition optic mounted, it needs a certain distance to the user's eye to function properly which is called "eye relief").

The calculation of eye relief is complex, though generally, the higher the magnification and the larger the intended field-of-view, the shorter the eye relief.
Edited by JdB

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I really like your firearm addons, JdB. :) Not too big in size as packs and not overly dependent on other addons. I especially like the one with the Ithaca. There are relatively few military shotgun addons and the vanilla hunting shotgun is visually inappropriate for most scenarios, so it's always a plus to see a worthwile addition to that part of the arsenal.

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I really like your firearm addons, JdB. :) Not too big in size as packs and not overly dependent on other addons. I especially like the one with the Ithaca. There are relatively few military shotgun addons and the vanilla hunting shotgun is visually inappropriate for most scenarios, so it's always a plus to see a worthwile addition to that part of the arsenal.

Thanks :)

I always try to produce as much as I can of the addon on my own. Generally that's not because I want to reduce dependencies, but rather because I like the challenge. Additionally I could for instance use eotechs and aimpoints from other addons that might look better, but would look out of place because they do not match my visual style. The only thing that is taken from other sources are the weapon sounds (usually from authors that only require crediting and not permission because the changes of getting into contact with many of the old OFP addonmakers is small). I've always wanted more shotguns, though I can understand that not every addonmaker that made firearms made them, because of the less than perfect technical implementation. For shotgun fans, I've got a nice one planned though, the AA-12 :D (haven't started on it yet, I want to finish at least two of the current projects first). It has very little recoil (or rather muzzle climb because of the recoil reduction), so I was thinking of a similar approach as that of the Ithaca. A burst of low recoil bullets fired really quickly that form a shotgun shell with a single firing sound at the start of the burst. Unlike the Ithaca the AA-12 is fully automatic, so the Ai unloading it in a second or two would be perfectly realistic.

Edited by JdB

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News update:

First ingame test of the Landing Craft Assault went well. No crashes or error messages on the first attempt for the first time ever. There are some lod issues to fix and proxies to place, but it should be done before Christmas.

Development of the Model 5, now renamed Mk.5 mod.0 Special Purpose Assault Rifle, continues. There is one sight left to make as well as lower resolution lods for some smaller objects. After that the mapping of the models can start. I've also developed the initial concept further into a bullpup carbine (mod.1), of which some renders are included. These will only be available in a few of the possible combinations, and a complete set of possible variants released in an update tot the original release depends on whether I have the stamina to see it through. I am looking into a GP-30 under barrel grenade launcher, but it is highly doubtful it will fit ...

Some figures:

1 platform*

2 calibers

6 types of ammo

7 weapons

12 sights

24 magazines

100 set-ups

197 variants

* Since they are both derived from the same concept, I count it as one.

The sights:

- Schmidt & Bender 10x42 PM II;

- ACOG TA31RCO 4x32;

- Elcan SpecterOS3.4x;

- Aimpoint 3x Magnifier (with either XPS3 or T-1);

- Eotech XPS3;

- Aimpoint T-1 Micro Close Combat Optic;

- Kobra EKP-8-15;

- ITL MARS;

- Laser sight;

- Backup iron sights;

- Iron sights

JdB_ITMM5_Model_14s.jpg JdB_ITMM5_Model_15s.jpg

JdB_ITMM5_Model_16s.jpg JdB_ITMM5_Model_17s.jpg

Edited by JdB

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looks nice, any chance we would see this in Arma2 aswell as OFP?

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Very nice bullpup concept, though it feels very AUG A3-ish. 7.62 AUG, why not? :)

BTW: there was a little misunderstanding in our conversation about sight textures, because I thought, that new textures are for sight models, not sight views ;)

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looks nice, any chance we would see this in Arma2 aswell as OFP?

I only mod for CWA, but if anyone else wants to convert them to ArmA2 standards that's fine with me as long as they ask for permission.

The polygon count is ok but not up to ArmA2 standards I reckon. For example a standard AR (barrel, suppressor, fixed sights, 35rd mag) has 1453 points, with the tricked out versions it goes up to about 2000. I'm not sure what a normal count is for ArmA2 addons. Textures I figure will be:

1 x 1024x1024 for main bodies

1 x 1024x1024 for barrels, magazines, silencers and any remaining leftovers

1 x 1024x1024 for optics

1 x 512x512 alpha for reticles and low resolution lods

Again not sure if that could be reused to acceptable ArmA2 standards ... :confused:

Very nice bullpup concept, though it feels very AUG A3-ish. 7.62 AUG, why not? :)

BTW: there was a little misunderstanding in our conversation about sight textures, because I thought, that new textures are for sight models, not sight views ;)

Funny you should say that. The AUG A3 was the only bullpup I looked at, but only to get the dimensions more or less proportional to real bullpups.

A part of the weapon model is always visible underneath the optic, so it needs both new textures for the sight models (because the old ones were poorly mapped and textured and doing them all at once enables me to keep visual quality more or less consistent) and new sight views as otherwise you'd see the wrong weapon under the optic :butbut:

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I've run into a problem with animating the doors and ramp. I'd like to make opening the doors and lowering the ramp possible in one single user action. I've setup the axis parts and defined the ramp and two doors in Oxygen. That was easy, it's the config that is proving a problem :(

I'm sure this is a really easy fix due to my incompetence with coding, but I would really appreciate some help in pointing out the obvious ... The code I'm using returns this error at the top of the screen:

this animationPhase [{ani_ramp} >= 0.5];|#|this animationPhase [{ani_door1} >= 0.5];this animationPhase [{ani_door2} >= 0.5': Error >=: Type String, expected Number]

The code:

               class Animations
	{
		class ani_ramp
		{
			type="rotation";
			animPeriod=4;
			selection="ramp";
			axis="ramp_axis";
			angle0=0;
			angle1=-1.4;
		};
		class ani_door1
		{
			type="rotation";
			animPeriod=3;
			selection="door1";
			axis="door1_axis";
			angle0=-1.4;
			angle1=0;
		};
		class ani_door2
		{
			type="rotation";
			animPeriod=2.7;
			selection="door2";
			axis="door2_axis";
			angle0=1.4;
			angle1=0;
		};
	};

	class UserActions
	{
		class Open
		{
			displayName="Open doors";
			position="pos_action";
			radius=2.500000;
			condition="this animationPhase [{ani_ramp} < 0.5];this animationPhase [{ani_door1} < 0.5];this animationPhase [{ani_door2} < 0.5]";
			statement="this animate [{ani_ramp}, 1];this animate [{ani_door1}, 1];this animate [{ani_door2}, 1]";
		};
		class Close
		{
			displayName="Close doors";
			position="pos_action";
			radius=2.500000;
			condition="this animationPhase [{ani_ramp} >= 0.5];this animationPhase [{ani_door1} >= 0.5];this animationPhase [{ani_door2} >= 0.5]";
			statement="this animate [{ani_ramp}, 0];this animate [{ani_door1}, 0];this animate [{ani_door2}, 0]";
		};
	};

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Well, your condition isn't valid as a condition, you should have :

condition1 AND condition2 AND condition3

But in fact, checking one condition should be enough, as the three parts are animated together, so :

this animationPhase [{ani_ramp} >= 0.5];

is enough in the condition part of the "class Open" animation class, and

this animationPhase [{ani_ramp} >= 0.5];

is enough in the coniditon part of the "class Close" animation class.

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But in fact, checking one condition should be enough, as the three parts are animated together, so :

this animationPhase [{ani_ramp} >= 0.5];

Thanks, I'll give it a try :)

Edit: It works, but with one side effect ... When I preview it in the editor, the doors are already open but the ramp is still up. When I use the user action "Open doors", it lowers the ramp and closes the doors. Obviously the lowering of the ramp and opening of doors are the correct combination for the action ... Need to find out how this is possible ... I tried swapping the statement values of the doors from 1 to 0 and vice versa for the open and close actions, but that only results in doors that never close ...

		
               class Animations
	{
		class ani_ramp
		{
			type="rotation";
			animPeriod=4;
			selection="ramp";
			axis="ramp_axis";
			angle0=0;
			angle1=-1.4;
		};
		class ani_door1
		{
			type="rotation";
			animPeriod=3;
			selection="door1";
			axis="door1_axis";
			angle0=-1.45;
			angle1=0;
		};
		class ani_door2
		{
			type="rotation";
			animPeriod=2.7;
			selection="door2";
			axis="door2_axis";
			angle0=1.45;
			angle1=0;
		};
	};

	class UserActions
	{
		class Open
		{
			displayName="Open doors";
			position="pos_action";
			radius=3.500000;
			condition="this animationPhase ""ani_ramp"" < 0.5";
			statement="this animate [""ani_ramp"", 1]; this animate [""ani_door1"", 1]; this animate [""ani_door2"", 1]";
		};
		class Close
		{
			displayName="Close doors";
			position="pos_action";
			radius=3.500000;
			condition="this animationPhase ""ani_ramp"" >= 0.5";
			statement="this animate [""ani_ramp"", 0]; this animate [""ani_door1"", 0]; this animate [""ani_door2"", 0]";
		};
	};

Edited by JdB

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You have a semantic error in your condition:

this animationPhase [{ani_ramp} >= 0.5];

It should be

this animationPhase {ani_ramp} >= 0.5;

So your condition should read (modify the other condition adequately):

condition="(this animationPhase {ani_ramp} >= 0.5) && (this animationPhase {ani_door1} >= 0.5) && (this animationPhase {ani_door2} >= 0.5)";

The question is whether you really need to query all animations, as asking for the ramp should be enough.

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How are the doors and ramp positioned in the p3d ?

The black outlines show the default state of the model ("Class Close" user action) as it is in O2, the gray outlines how it should look after the "Class Open" user action is used.

LCA_anims.jpg

You have a semantic error in your condition:

The question is whether you really need to query all animations, as asking for the ramp should be enough.

Thanks. I tried a code similar to that one before, but it didn't do anything. Think I overdid it with the "[]" bits. I got rid of the other queries, but it's good to know exactly how it's done if I ever need to query more than one state :cool:

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Ok, a wild guess and remembrance (when i look at mine) is that your starting "angle0" in the animation class must be set to 0 if you want the parts of your model to start in the same position in the game as in Oxygen (that's why your ramp isn't opened at the start (in the same state as in Oxygen), while the doors are already opened).

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