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Author Topic: Weird shadow on an old tank  (Read 3043 times)

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rOk

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Weird shadow on an old tank
« on: 29 Aug 2004, 10:40:34 »
Well I found this Italian vehicles pack and the tank has this really ugly shadow which I want to get rid of.
It's gonna be for my own use.
Thanks

http://img.photobucket.com/albums/v358/mr_rOk/buu.jpg

Offline oyman

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Re:Weird shadow on an old tank
« Reply #1 on: 29 Aug 2004, 15:18:13 »
you are going to have to open it in oxygen and add lodnoshadow with property of 1 to each number lod

rOk

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Re:Weird shadow on an old tank
« Reply #2 on: 29 Aug 2004, 17:11:06 »
Thx oyman, will look into that later on today...

on another note...read bottom first...
Code: [Select]
class CfgModels
{
   class default {};
   class Vehicle: default {};
   class Tank: Vehicle {};
   class Leo2A6: Tank
   {
      sectionsInherit="Vehicle";
      sections[]=
      {
                        "zasleh",
                        "L svetlo",
                        "P svetlo",
                        "zadni svetlo"
                };
   };
};
class CfgPatches
{
   class Leopard2
   {
      units[]={"Leopard2A6","Leopard2A6Camo"};
      weapons[]={"LEO120mmGUN","MG3A1"};
      requiredVersion=1.90;
   };
};
class CfgAmmo
{
   class Default{};
   class BulletSingle:Default{};
   class Bullet7_6: BulletSingle {};
        class 7_62ammo: Bullet7_6 {};
   class DM12: Default

   {
      model="shell";
      simulation="shotShell";
      simulationStep=0.050000;
      cost=1000;
      soundHit[]={"Explosions\explosion_large1",100.000008,1};
      soundFly[]={"objects\bulletnoise",0.8,1};
      hit=800;
      indirectHit=65;
      indirectHitRange=7;
      explosive=1;
      minRange=15;
      minRangeProbab=1.0;
      midRange=2000;
      midRangeProbab=0.8;
      maxRange=4000;
      maxRangeProbab=0.6;
      visibleFire=10;
      audibleFire=20;
      visibleFireTime=10;
   };

   class DM33: Default
   {
      model="shell";
      simulation="shotShell";
      simulationStep=0.050000;
      cost=1000;
      soundHit[]={"Explosions\explosion_large1",100.000008,1};
      soundFly[]={"objects\bulletnoise",0.8,1};
      hit=800;
      indirectHit=35;
      indirectHitRange=4;
      minRange=15;
      minRangeProbab=1.0;
      midRange=2000;
      midRangeProbab=0.8;
      maxRange=4000;
      maxRangeProbab=0.6;
      visibleFire=10;
      audibleFire=20;
      visibleFireTime=10;
   };
};
class CfgWeapons
{

   class Default{};
   class MGun:Default{};
   class MachineGun7_6:MGun{};
   class LEO120mmGUN: Default
   {
      scopeWeapon=0;
      scopeMagazine=3;
      displayName="Rheinmetall 120mmGun";
      displayNameMagazine="50cal";
      shortNameMagazine="50cal";
      nameSound="weapon";
      ammo="DM12";
      magazines[]={"120mmHEAT","120mmAPFSDS"};
      count=41;
      initSpeed=500;
      reloadTime=4;
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      ffCount=1;
   };
   class 120mmHEAT: LEO120mmGUN
   {
      ammo="DM12";
      displayName="120mmGun HEAT";
      displayNameMagazine="120mmHEAT";
      shortNameMagazine="120mmHE";
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      count=41;
      initSpeed=700;
   };
   class 120mmAPFSDS: LEO120mmGUN
   {
      ammo="DM33";
      displayName="120mmGun APFSDS";
      displayNameMagazine="120mmAPFSDS";
      shortNameMagazine="120mmAPFSDS";
      sound[]={"\Leo2A6\fire1.wav",1,1};
      reloadSound[]={"Weapons\missload",0.000316,1};
      count=41;
      initSpeed=950;
   };


   class MG3A1: MachineGun7_6
   {
      ammo=7_62ammo;
      displayName="MG3A1";
      displayNameMagazine="MG";
      shortNameMagazine="MG";
      nameSound="mgun";
      count=4750;
      reloadTime=0.07;
      sound[]={"Weapons\M60mgun",3.162278,1};
      soundContinuous=0;
   };
};
class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles {};
   class LandVehicle: Land {};
   class Tank: LandVehicle {};
   class M1Abrams: Tank {};
   class Leopard2A6: M1Abrams
   {
      weapons[]={"LEO120mmGUN","MG3A1"};
      magazines[]={"120mmHEAT","120mmAPFSDS","MG3A1"};
      displayName="Leopard2 A6";
      model="\Leo2A6\leo2A6.p3d";
      nameSound="tank";
                vehicleClass="/SV/Armored";
      picture="\Leo2A6\Leopard2A6.paa";
      icon = "\Leo2A6\l2a6i.paa";
      maxSpeed=80;
                crew="bassoarpilot";
                accuracy=0.95;
                irscanrange=5000;
                soundEngine[]={"\Leo2A6\engine.wav",db0,1};
      soundEnviron[]={"\Leo2A6\the.wav",0.010000,1};
      armor=1600;
      gunnerAction="ManActM1A1Gunner";
      gunnerInAction="ManActM1A1Gunner";
      driverAction="ManActM1A1DriverOut";
      driverInAction="ManActM1A1Driver";
      commanderAction="ManActM1A1CommanderOut";
      commanderInAction="ManActM1A1Commander";
      type=VArmor;
                //threat[] VSoft, VArmor, VAir
                threat[]={0.9, 0.9, 0.3};
      simulation="tank";
                hiddenSelections[]={"nr1"};
};

                class HitHull {armor=1;material=50;name=hull;passThrough=1;};
                class HitTurret {armor=0.9;material=51;name=turet;passThrough=1;};
                class HitGun {armor=0.75;material=52;name=gun;passThrough=1;};
                class HitLTrack {armor=0.8;material=53;name=pasL;passThrough=1;};
                class HitRTrack {armor=0.8;material=54;name=pasP;passThrough=1;};

                armorHull=1;
                armorTurret=0.9;
                armorGun=0.7;
                armorEngine=0.5;
                armorLights=0.1;
                armorTracks=0.6;

      class HatchDriver
      {
         selection="poklop_driver";
         axis="osa_poklop_driver";
         angle=60
      };
      class HatchGunner
      {
         selection="poklop_gunner";
         axis="osa_poklop_gunner";
         angle=-200
      };
      class HatchCommander
      {
         selection="poklop_commander";
         axis="osa_poklop_commander";
         angle=190
      };
      class IndicatorRPM
      {
         selection="ukaz_rpm";
         axis="osa_rpm";
         angle=4294967026
         min=0
         max=1
      };
      forceHideGunner=0;
      hasCommander=1;
      hasdriver=1;
      hasgunner=1;
      unloadInCombat=1;
      class ViewGunnerBase
      {
         initAngleX=5;
         minAngleX=-30;
         maxAngleX=30;
         initAngleY=0;
         minAngleY=-100;
         maxAngleY=100;
         initFov=0.550000;
         minFov=0.320000;
         maxFov=0.850000;
      };
      
      
      class TurretBase
      {
         gunAxis = "OsaHlavne";
         turretAxis = "OsaVeze";

         gunBeg = "usti hlavne";
         gunEnd = "konec hlavne";
         
         minElev=-4; maxElev=+20;
         minTurn=-360; maxTurn=+360;

         body = "OtocVez";
         gun = "OtocHlaven";
};

class Animations

{

//suspension

            class suspension

            {
                        type = rotation;
                         
                        animperiod=.5;

                        selection=sus_F;

                        axis=osa_sus;

                        angle0= -.04;

                        angle1= .04;  

            };
         
};


class EventHandlers
       Â Â Â Â Â Â {
                engine = "if (_this select 1) Then {(_this select 0) exec {\Leo2A6\Scripts\Tank_Accel.sqs}}";
      killed = "_this exec ""\Leo2A6\Scripts\fire.sqs""";
      fired = "[_this select 0,_this select 1] exec ""\Leo2A6\Scripts\Gunrec.sqs""; _this exec ""\Leo2A6\Scripts\shock.sqs""";
                incomingmissile = "_this exec ""\Leo2a6\Scripts\jammer.sqs""";
                hit = "_this exec ""\Leo2a6\Scripts\TankSmoke.sqs""";
                };
};

Do you find anything wrong with this...event handlers wont work and I get an error message immediately upon entering the main menu...something about NoEntry/Vehicles/hithull.scope


Thanks again


P.S.: It's for my own use using DKM and BAS scripts and soar pilots as crew ( ;D); ignore the part of Fire EH where it says GunRec.sqs...I modified it from the ground up so it doesn't have this animation in config yet...though it already was and worked like a charm
« Last Edit: 29 Aug 2004, 17:27:01 by rOk »

Offline oyman

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Re:Weird shadow on an old tank
« Reply #3 on: 30 Aug 2004, 04:13:40 »
see where this }; is remove that one from here
Code: [Select]
     type=VArmor;
                //threat[] VSoft, VArmor, VAir
                threat[]={0.9, 0.9, 0.3};
      simulation="tank";
                hiddenSelections[]={"nr1"};
};   <---- right here

                class HitHull {armor=1;material=50;name=hull;passThrough=1;};
                class HitTurret {armor=0.9;material=51;name=turet;passThrough=1;};
                class HitGun {armor=0.75;material=52;name=gun;passThrough=1;};
                class HitLTrack {armor=0.8;material=53;name=pasL;passThrough=1;};
                class HitRTrack {armor=0.8;material=54;name=pasP;passThrough=1;};
only thing wrong so far
« Last Edit: 30 Aug 2004, 04:15:20 by oyman »

rOk

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Re:Weird shadow on an old tank
« Reply #4 on: 30 Aug 2004, 10:24:44 »
GJ oyman

It works...haven't got a clue how that little bugger got in there...anyway eventhandlers do their thing and no error messages  ;D

As for the first tank...it's binarized and I'm thinking it's not really worth to d/l ODOL and edit it because quality is piss poor(textures/to a lesser extent the model)...but maybe I'll try to remodel/retexture it somewhere later on

Thanks

Offline oyman

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Re:Weird shadow on an old tank
« Reply #5 on: 30 Aug 2004, 20:12:47 »
you got the gun recoil working :o ive been trying to add it to my Mbt70 but it wont work, maybe you can tell me how to do it ;D

rOk

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Re:Weird shadow on an old tank
« Reply #6 on: 31 Aug 2004, 07:26:29 »
My best advice regarding recoils is that you download ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Leopard2A6exbeta.rar.

It's a sorry ugly ass piece of work, but it has a working recoil. (I use the Leo a couple of addons down-much better-model and texture wise)

Must admit I did it with trial and error

Basically in the first 3 LOD's there's a selection called "gunrec" with the whole gun selected and Memory LOD has 3 points dotted around the gun (dunno why) and a single dot "osa_gunrec".
Then it's just EventHandler and scripts...
Oh and animation def. looks like this
Code: [Select]
class gun_rec
         {
            type=rotation;
            animperiod=0.100000;
            selection=gunrec;
            axis=osa_gunrec;
            angle0=0.;
            angle1=0.003800;
         };
      };



But be careful, I once did it so that it looked just right, but when the tank was driving at about 200m away and moving the turret, the gun would stay pointed forwards  :-\
I'll have to do it once again because I scrapped it all after a week of trying to find that "};" which caused EH's to stop working


btw how come you're doing MBT70?

#edit

Just for clarification; the better one is from a guy called Scars and the one with the recoil is from a guy called RBVV.

It's basically just a case of creating identical selections in mbt70 as those in RBVV's tank.
Link upstairs .
« Last Edit: 31 Aug 2004, 09:19:45 by rOk »

Offline oyman

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Re:Weird shadow on an old tank
« Reply #7 on: 31 Aug 2004, 20:45:06 »
ok ill try that stuff ;)





btw how come you're doing MBT70?


im doing it becuase it was summer break and nothing to do, btw im finished i just need premission from sigma-6 to release it publicly

Offline ScouseJedi

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Re:Weird shadow on an old tank
« Reply #8 on: 31 Aug 2004, 23:29:17 »
rOk (sp?)

the shadow is created via one of the res LODs.

Normally you need a LOD with less than 300 faces.

In all the LODs with more faces you need to have a 'named property'. Just press ALT-P and a little box comes up.

Now add 'lodnoshadow' with the value '1'

This is probably already in the model.

Note that a 'good' model should ahve at least 5 res LODs and if you use the BIS T72 as an example there are about 7 with one at ~300, ~200, ~150, ~70 faces. When you get to a LOD with <300 faces just don't have any named properties.

The model you are looking at probably has a 6 face block in its lowest LOD and that is what the engine is using to define the shadow.

You are correct that it is not a 2 minute job to correct this as you will probably have to make some low poly models yourself to fix this. If you know a little about O2 though it will be good practice.

@Oyman - interiors are a pain arn't they :) looking good though.
'The truth is a beautiful and terrible thing, and should therefore be treated with great caution.'
Albus Dumbledore

Offline oyman

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Re:Weird shadow on an old tank
« Reply #9 on: 01 Sep 2004, 00:15:14 »
@Oyman - interiors are a pain arn't they :) looking good though.

yes they are but when they are finished makes you feel good :)

Offline oyman

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Re:Weird shadow on an old tank
« Reply #10 on: 02 Sep 2004, 19:53:33 »
ah ha i got the recoil working ;D

rOk

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Re:Weird shadow on an old tank
« Reply #11 on: 05 Sep 2004, 17:37:12 »
Congratulations...I know this phrase is a bit worn out but here it goes anyway...when will we taste this?

#edit
Just interested how many times did you have a go at it?

#edit2
Do the suspension too...cos it rocks as hell to see when you brake hard and it kinda collapses the front of the tank...all that's missing is that the rear should go a little bit up in the air.
« Last Edit: 05 Sep 2004, 17:41:20 by rOk »

Offline oyman

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Re:Weird shadow on an old tank
« Reply #12 on: 06 Sep 2004, 16:36:57 »
Congratulations...I know this phrase is a bit worn out but here it goes anyway...when will we taste this?

#edit
Just interested how many times did you have a go at it?

#edit2
Do the suspension too...cos it rocks as hell to see when you brake hard and it kinda collapses the front of the tank...all that's missing is that the rear should go a little bit up in the air.
it only took me one try to get recoil working :D