OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Tomb on 01 Nov 2002, 04:14:32

Title: ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 04:14:32


 :D what we need is animals - a few cows, a dog & a horse, a hen or two!!
Serious - imagine driving across the countryside, passing by a pack of cows (BIS already made the sound for it, remember?!)

Prolly something of a 3D modelling challenge, but should be possible, right?!  ??? :)

 I really mean this - it could be great - also re. cutscenes of all kinds!!!

  Think about it, all.  :-*



Title: Re:ANIMALS - for the sake of realism....
Post by: Spetznaz on 01 Nov 2002, 05:12:36
Yeah, a horse would be cool, you could re-enact beersheba or summat....
i don't know how you could possibly make it work though....
Title: Re:ANIMALS - for the sake of realism....
Post by: recon on 01 Nov 2002, 08:39:04
Ive seen seagulls on a multiplayer map! it was cool, I cant for the life of me remember what it was called.
                   (recon)
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 10:01:57
A useless cow-static-object would even do for me...  ::) I just need
some animals to fresh up the background environment in my missions!



Title: Re:ANIMALS - for the sake of realism....
Post by: Stalker on 01 Nov 2002, 10:57:28
Only static animal could be made. Or maybe with their heads going up\down. This could be done. But nothing else
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 13:14:32
Try and be more specific, Stalker, please  :D :) I'm keen, man!!!!

A fw static cows on my ranch with animated heads, grassing, would do!!!  8)

post some details - if it's really poss. to do these things,
this thread will end up on the 3d modelling / construction board  :-*

I can't do O2-stuff for sh*t myself, only textures, but I'll find someone to do it!!!

( bribe, if nessesary!!! )  8) ;D
Title: Re:ANIMALS - for the sake of realism....
Post by: @cero on 01 Nov 2002, 19:39:09
Oh, another post about the same thing all over again, I love it ;D
This one must be the forth one, but I completly agree with you guys, I made a post call "Dead animals and destroyed vehicles" and I was asking for that, dead animals and destroyed vehicles... :P ;D
 I would love to see a statik dead animal like cows and horses with blood textures, ideal to give you a good impresion of war destruction, specially on Vietnam missions, this dead animals thing is not way of a kind of fettish by the way ;D.
Later all.
@CERO
Title: Re:ANIMALS - for the sake of realism....
Post by: chrisb1220 on 01 Nov 2002, 19:47:41
Couldn't you just make a script and get the things movin around a bit?
Title: Re:ANIMALS - for the sake of realism....
Post by: Stalker on 01 Nov 2002, 19:50:21
Be more specific...hmm... OK. Animals can't be made because of OFP engine limitations and anims. But we can't make new anims can't we ? Definatly yes but we can't rework OFP engine.  :oBUT :o we can make simple animated head (animated like kkb_gate :)) and make their head going up and down with a script.
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 21:32:15


 @cero :  

 I didn't know of similar threads, but it just boost the need for
this great (imagined) addon  :o :D and whomever ends up making it would probably not find it overwhelmingly hard to make some dead cattle as well as "living" static creatures.

And @ Stalker - I get the pic now, the "KKB gatearm", that's a nice solution,
at least till  ( or IF )  it will later on be poss. to make it any better  :)

So... it is possible to create a static model. Guess we just have to
wait for some modeller god to drop by, grab this idea and do the stuff  :-*

 Can hardly wait for that to happen  8)
Title: Re:ANIMALS - for the sake of realism....
Post by: Crook on 01 Nov 2002, 21:53:06
I would like to see deer on OFP so i can make a deer hunting map. Or you can make a Walking Stick (you know, the bug?)  8)
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 22:10:03

 A deer would rock too  :thumbsup: guess it's time for another LIST  :o ;D


 1. cow
 2. horse
 3. hen
 4. deer
 5. pig, perhaps a wild boar?!
 6. sleeping dog (for the RES doghouse)  8) ;D
 7. wolf, maybe
 8. whale/dolphin/shark (could be made a bit like the submarine addon)
 9. gull-on-a-pole-object, for harbor-cutscenes!

Add yer own ideas to the list  :-*
Title: Re:ANIMALS - for the sake of realism....
Post by: Schoeler on 01 Nov 2002, 23:44:00
I think animals could be made easily if they were limited to very basic movements.  The new animation ability is still in its infancy and its gonna be hard to do any complex animations without motion capture gear.  But deer and cows could be made that stood out in the open fields.  The deer could pick their heads up and look around whenever anyone came near, and the cows could graze and swish thier tails or something.  Pigs and chickens would be lovely for the Vietnam mission makers.  How about parrots or monkeys?  Place them in the trees of Ia Drang and jungle Everon.  Crocodiles on the river banks.  Elephants on the Ho Chi Minh trail.  It'd be nice to see something completely and radically new in the game wouldn't it?
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 01 Nov 2002, 23:49:53
That's it  :wow: CROCS!!!!!

 Man, you've got a bright brain today, lazzy!!!!  :D :-* ;D

It's true that, vc villages with hens 'n' pigs! and crocs in the waters  8)
wow, for a mission (yanno, the background environments are always
underestimated in most missions out there) .

(are there crocs in nam?)

Title: Re:ANIMALS - for the sake of realism....
Post by: chrisb1220 on 02 Nov 2002, 03:34:41
A guard dog would be a VERY good addon. It would be pretty cool sneaking into an enemy camp, and then a guard dog gives away your position and starts nawin on you. ;D
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 02 Nov 2002, 04:33:57



    Yeah, generally, animals are very underestimated :D


     They got potential for countless mission ideas!!!


( actually, I feel the animal awakening.... think it's beddytime in Cope! )  ::) ;D

*Oh deeer!!!!   Honey! hold on, don't go away now, pray!*  :moon:
Title: Re:ANIMALS - for the sake of realism....
Post by: Ferret Fangs on 02 Nov 2002, 06:37:33
Large dead animals like cattle, pigs, dogs, could be useful for added cover from fire, or food when the player is far behind enemy lines and unable to find a McDonalds or is faced with eating the only MRE available, Noodles in butter sauce. GAG!
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 02 Nov 2002, 23:05:32
LOL  ;D ...and a lama for the mountains  ;D ( ::) I didn't mean that )

For the lazy chaps (since this is page 2 in this thread), I will put a summary:

What we need is ANIMALS in OFP - and according to those who know,
it is possible (within certain limitations) to actually do it  8)

Thus: this thread is a prayer & a challenge to all 3D-modellers out there.
If you knowsabout O2 and the door_animation from 1.75, then you can create a
cow/horse/hen etc. with an animated head, tale or alike.

The list of wanted animals looks like this, so far :

1.  cow
2.  horse
3.  hen
4.  deer
5.  pig
6.  sleeping dog (for the RES doghouse)
7.  wolf
8.  whale
9.  gull-on-a-pole-object
10. crocodile
11. dolphin
12. shark
13. owl or crow (to setpos up in trees for cutscenes etc.)


Add your own ideas below, all  :-*

Title: Re:ANIMALS - for the sake of realism....
Post by: @cero on 25 Nov 2002, 19:53:18
I decided to give this post a new push of life to inform people interested in this thread a new little addon I found in OFPOrg
http://opflashpoint.org/addons.php?v=443 (http://opflashpoint.org/addons.php?v=443) Have a loock to this static dog ready to download, isn't that the beaguining of something?
Later all.
@CERO
Title: Re:ANIMALS - for the sake of realism....
Post by: KevBaz on 25 Nov 2002, 20:19:41
im now adding a script to the dog, so when u get close it growls, i have the script and sounds just need to figure out how to add it to the addon..... btw i posted this in the 3d models thread lastnight
Title: Re:ANIMALS - for the sake of realism....
Post by: KevBaz on 26 Nov 2002, 01:03:49
ok the dog has a bit of interaction now, it has a personality, try walking up to the critter ;)


http://www.kevbaz.com/BAZ_GUARGDOG.zip
Title: Re:ANIMALS - for the sake of realism....
Post by: asmodeus on 26 Nov 2002, 02:01:10
LMAO!!

This is great!  OFP and this forum never cease to amaze me!  

I know this has been a topic for awhile..  Nice to see that something is happening!  

Here's some to add to a list of possibilities...   ::)

Duck-billed Platypus (or Platypi...   ::))    :o   ;D
Spitting Camel!
Ass?  (donkey)   :P  (they would have those on small farms like this eh?)   ;)
Squirells named chuck..
Beaver!   :o  (all kinds)   ;)
Coyotes
Wild Boars
Skunk (you could make a script where he sprays you and everyone runs away from you!)   ;D

That's it.   :P

Keep up the good work!  What version of OFP does that dog require KevBaz?  

Asmo

P.S.   A Whale??   You gotta hear this..  

I saw this tv show where they found a huge beached whale in Oregon, USA...  They couldn't figure out how to remove the carcass...  

So what do they do?  This... person...  decided to use some TNT to blow up the whale and let the seagulls eat the leftovers..  Brilliant right?

Of course not!   The whale blew up and flew up to 2 miles from the blast zone... Huge chunks of burning blubber raining from the sky!   :o  

It's amazing isn't it?  The whale was still mostly there afterwards and they had to bury it..  lol  

Darwinism at work...   :P
Title: Re:ANIMALS - for the sake of realism....
Post by: KevBaz on 26 Nov 2002, 02:37:28
its basically a bog standard object so v 1.0 ;)
Title: Re:ANIMALS - for the sake of realism....
Post by: @cero on 26 Nov 2002, 09:52:55
wow, I just tryed, and I thought it was going to bit my rear :o ;Dlol, is it posible to put blood textures in that dog?

 Seeing that you have skill for the static animal addon... did you atencion ever been call by that post of mine about dead animals from ages ago? ;D cos I still would like to see them dead cows and horses beeing done by someone, are you beasy? ;D don't you fancy....  ok ok, I'll set up now, I'm getting excited now :o :o :o :o
Later all.
@CERO
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 26 Nov 2002, 10:23:37
the coolest I've seen so far, kev.  :-* 8)

and @ asmo *ya frikkin nutty, man*  ;D
send my greets to kaliyuga, I love his billboards (though the readme was a killer)  ::) ;D


right.... BLOOD, you say?!  :D

That would prolly take som'n like this :

#loop
~0.5
? GetDammage DogName >0.7: DeleteVeh. OldDogName
WoundedDog = BloodTexturedDogName Camcreate getpos [Old,DogNames,Pos]
goto "loop"


Som'n around the  :moon: of that I guess  :joystick:

thx kevvy m8  ;)

Anyone else whom might stumble across animal-addons, post yer news in this thread  :-*


CHEERS  :cheers:


Title: Re:ANIMALS - for the sake of realism....
Post by: KevBaz on 26 Nov 2002, 13:33:50
If you read the readme you will see that i never made the dog, all i done was to get into ofp.

At the moment because the dog is an object if it got "killed" it would crumple and smoke so i thought best to put its armour really high.

What i would like to know is, is there a way of changing the impact sounds? so if you shoot it you would hear any sound you wanted?
Title: Re:ANIMALS - for the sake of realism....
Post by: asmodeus on 26 Nov 2002, 13:59:11
Quote
its basically a bog standard object so v 1.0

Unfortunately... I tried it and that's not true as far as I can tell..  

According to your readme...  

Quote
Static Object

EMPTY>BAZ-Addons>GUARD DOG

I went there and couldn't go there!  Need V1.85 to have custom sections in the object list right?  No BAZ-Addons in mine..  (running V1.75 and can't run 1.85)   >:(

Anyways, just wanted to let you know, that yes, it does appear that it requires 1.85.   ;)   Too bad, I'd like to check it out.   :-\

Asmo

P.S.  Tomb...  LOL!!   ;D   Yeah, I'll tell Kali waz up.    :P
Title: Re:ANIMALS - for the sake of realism....
Post by: KevBaz on 26 Nov 2002, 14:06:50
Arse forgot about that hang on ill change that now


ok try this version for "normal" ofp

http://www.kevbaz.com/Baz_Guarddogofp.zip
Title: Re:ANIMALS - for the sake of realism....
Post by: Darkninja on 27 Nov 2002, 00:00:21
Well, well some evil gnolls and nice orcs should fit in into this discussion...
No no, just kidding...  ;D

I remember I heard about that Ofpinternals should make some new animations soon but, I have not heard anything since.

This should be good for animal walking and so on.


Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Dec 2002, 00:00:40

...Ofpinternals should make some new animations
...This should be good for animal walking and so on.



--------------------------------------------

anyone know anything new 'bout this?  ??? :)

Title: Re:ANIMALS - for the sake of realism....
Post by: Messiah on 11 Dec 2002, 00:17:51
yep, there was some news about that Fliper the man himself had worked out, or invented some new program (like the ones we all know and love) that means he can make new anims - to a certain extent....

he did mention that it maybe be used to allow 4 legged animals and also smoking and other things...

as for animals i want:

*Beavers (lol Tomb, all kinds hey  ;) )

*A Giant Killer Fransk Hotdog  ;D

*A Tomb Monster

serious now

*Guard Dogs are a must

*Jungle animals

*Cows etc

as for seaguls Tomb, i have a script that creates a flock of seaguls - great for cutscenes - remember the start of the 1985 campaign - theres a seagul there which flies off when the choppers come.

Title: Re:ANIMALS - for the sake of realism....
Post by: DeLiltMon on 11 Dec 2002, 11:21:53
A Flock of Seagulls? Have you got the hairstyles right or am I thinking of the wrong flock of seagulls?  ;)

I think animals would add a bit of atmosphere, we could even have tigers for Nam missions for when you go out looking for mangos like in Apocalypse now  :D
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Dec 2002, 13:34:41
 :D LOL, a Tomb monster!!!  ;D

It's kinda bugging to know that O2 has been out in 4-6 months, and still we haven't
seen any wildlife addons (except from kev's guarddog which is a good start).


Move those asses out there!!!!  >:( 8)


I don't care if its just a dummy object w/ an animated head and a sound
activated via some distance trigger or alike

- as long as we get to see some animals soon!!!  :o

--------------------
So now the list of wanted animals looks like this :

1.  cow
2.  horse
3.  hen (the normal, white thing with a red.... uuuumm...  ??? head)
4.  deer
5.  pig
6.  sleeping dog (for the RES doghouse)
7.  wolf
8.  whale
9.  gull-on-a-pole-object
10. crocodile
11. dolphin
12. shark
13. owl or crow (to setpos up in trees for cutscenes etc.)
14. Jungle animals (no, not just a croc - howsabout a vietnamese hen?)  8)

 :o ...or a cock, so we can make those animal-fights-gambling-cutscenes.
lmao, a "cock-strokefist"  ;D




Title: Re:ANIMALS - for the sake of realism....
Post by: Messiah on 11 Dec 2002, 18:52:20
welcome to the lair of the tombmonster - home of cock-strokefists and the vietmese killer chicken  ;D
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Dec 2002, 20:48:07






::)





Title: Re:ANIMALS - for the sake of realism....
Post by: Kaliyuga on 11 Dec 2002, 22:08:23
welcome to the lair of the tombmonster - home of cock-strokefists and the vietmese killer chicken  ;D


 LMAO  ;D    

Maybe I just missed it but nobody mentioned a parrot did they?  How can you have smuggling and piracy on the high seas without a parrot ;)
or what about the elusive jackalope ?  ::)
snipes are also a must ;)
buzzards to circle dead bodies  :)
Hookah smoking caterpillars sitting on mushrooms ;) ;D
and the doormouse ;)  


will all the animals have roadkill versions too? ;D


Those seagulls are pretty cool indeed ... I still have that script laying around here somewhere.... plan on using it at some time in the future ;)   Kinda sucks you can't shoot em out of the sky.. but hey.. what are you gonna do? :P

And I really wanted to get my  Duck Hunt Mod started too

Kali .. out
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 11 Dec 2002, 22:29:38
ROFLMAO

i say we also need Llamas ;) ;D
great 4 using wid da EC also i real wanna tombmonster

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 12 Dec 2002, 17:50:25


                   :noo:



....but I like the idea about road-kills  8)

( *insert satan-smiley here / or go & kill noon416* )  >:( ;D

Right... *cough*, where were we now? aah yes, addons!  :D ( ::) )


 :o Howsabout if some modeller read all of this; would he be able to make
just ONE of those wishes up there come true  ??? or is it a pointless task as
long as we don't have the proper 'custom-anims-freedom' ? ( :P )

I'd like to persuade a few lads to start working on some of those animals!



Title: Re:ANIMALS - for the sake of realism....
Post by: Kaliyuga on 14 Dec 2002, 23:23:08
 Hmm.. how'd you like to run into this mean mother in the forests Malden ?

http://www.homepet.com/3d/bear-realm.html

or put that new hunting rifle to use picking this bad boy off the cliffs of Nogova

http://www.homepet.com/3d/ram-realm.html

or run into a herd of these guys standing around early in the morning:
http://www.homepet.com/3d/deer-realm.html

Just some things I came across..  they're 3DS format and fully textured.. royalty free...   but you have to pay $30 for a membership to the site ::)

Just thought I'd share since they are some cool pics.

BTW those are about the only things worth downloading off of that site IMO

Title: Re:ANIMALS - for the sake of realism....
Post by: asmodeus on 15 Dec 2002, 06:13:03
PHAT!!

That's awesome!   :o

We should pool our money together if someone doesn't have the entire $30 to put up for it...  

Asmo
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 15 Dec 2002, 18:31:50
im getin da Anim prog in dis week ;D nd i wil try 2 work wid it ;)

so if i can do it i wil make dis dog move  :o

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: @cero on 16 Dec 2002, 08:23:03
it would be nice to use Wav to lip in it ;Dlol
DID I SMELL CAT?WOOF WOOF
@cero
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 16 Dec 2002, 09:53:41

*cough* @cero ...


this :o sounds good, lsd  :-*

im getin da Anim prog in dis week ;D nd i wil try 2 work wid it ;)

so if i can do it i wil make dis dog move  :o

LCD OUT


( though he needs 6-7 years just to read through the manual, its in english )  ::)

ROFWSPLNB  ;D

pump that doggy, lsd ...uuum sortta
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 16 Dec 2002, 11:06:02
@ Tomb

dont wory - im getin tombish version should b lots faster  :o  :P

gonna drug da dog til ha moves ;D also make som costum moves 4 him - so he act like snoop dogg ?  ::)  ;D

also tomb i got Q 4 u - can da EC make addon of u ?  ;D but we wil need som pics  ;D (at least its beter dan da idea of makin addon of wolfsbane in a thong  ::))

also watz goin on wid da Addon u makin ;)

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: SGO_Garbol on 31 Dec 2002, 13:41:25
So addon maker's what are you waiting for go and create :)
Title: Re:ANIMALS - for the sake of realism....
Post by: asmodeus on 31 Dec 2002, 14:21:29
lol

"Easier said than done."  "This stuff takes time."  "Patience is a virtue.."  "Purple Llamas will eat all of your bananna's."..   :o   ;D  

Need any others?   ::)   :P

Seriously, this is a good idea, and I'm sure that it will be done sometime... (possibly in the near future)   :o

Asmodeus
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 31 Dec 2002, 17:07:19
lol

"Purple Llamas will eat all of your bananna's

i like dat part  ::)  ;D

i started 2 make anims but (nd dere is always 1 big important BUT)

so but... who wil use dat dog if i make him move ??? if 10 ppl wil promise dey make misions wid da dog moving i wil do it (i chosed 10 ppl cuz i wanna make sure i dont have 2 make da dog but it doesn't sound lots :P ;)) nd plz dont register in 10 difrent names nd promise cuz den u wil have 2 make 10 misions :P  ;D

@ SGO_Garbol - u r from poland right?  ;D :thumbsup: bigup 2 poland - was dere in da sumer - lots of blonde women  ;)  ;D

all go 2 poland  ;D

:cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers::cheers:

drunken new year every1

*buys every1 a beer get 2 da closes blond

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Sgt. Winters on 31 Dec 2002, 21:39:31
How about a snake you can put it in the forest or side of the road so when someone walk within like 5 feet it thursts it's head forword and injurers the person
Title: Re:ANIMALS - for the sake of realism....
Post by: Captain Winters on 01 Jan 2003, 00:04:17
Hey! You Stole My Screenname Sgt. Winters!! ^^^  ::) ::) ::) ::) ::) :-[ :-[ :-[ :o :o :o :o :o :o
__________________________________
__________________________________
Capn' Winters Out!
Title: Re:ANIMALS - for the sake of realism....
Post by: Sgt. Winters on 01 Jan 2003, 02:35:25
sorry i thought i was the only Winters here  :-[
Title: Re:ANIMALS - for the sake of realism....
Post by: Messiah on 01 Jan 2003, 04:59:38
aaaah - but u outrank him - so make him change his name  ;)
Title: Re:ANIMALS - for the sake of realism....
Post by: Sgt. Winters on 01 Jan 2003, 05:02:31
 :beat: lol grrrrrrrrrrr ok ok,  do you guy like my snake i dear though
Title: Re:ANIMALS - for the sake of realism....
Post by: Fishion on 01 Jan 2003, 17:12:22
Hmmm,
I don't know but once someone has created thos animations,
there should be fast some Dogs, Cows, Horses that pop up...
I mean the basic animation should be the same, should they not?

-Fishion
Title: Re:ANIMALS - for the sake of realism....
Post by: BlinkDog on 02 Jan 2003, 18:44:13
I would definately have dogs and other animals in my missions. I'm the type of mission maker who adds loads of non mission units just to give an island life. I typically ad civilians and patrolling units around a whole island just for players who like to wander off.
Title: Re:ANIMALS - for the sake of realism....
Post by: Captain Winters on 05 Jan 2003, 02:32:22
lol! Sgt. Winters I allow you to keep your name as long as you don't disgrace the real hero Richard(Dick) Winters!
________________________________
________________________________
Capn' Winters Out!
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 07 Jan 2003, 01:25:36
LOL, I almost forgot about this thread  ;D wtf are ya doing LSD  ??? ;D


but (are you sure it ain't BUTT ?! ) .... but.... 10 d00ds ya say!  8) sounds cool. hold on, son!


Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 07 Jan 2003, 01:37:24
LOL @ Tomb  :o

i have 2 ppl right now  ;) - Tombster nd Blinkdog  ;D waitin 4 da next 8  ;D

or maybe

Tomb i can make a deal wid u  ;D remember dis LCD Tatto ? make it nd i wil make dog anims ;)

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 07 Jan 2003, 01:49:28
sh|t  ::) forgot about that too!!!  ::) phweew, last call there - its the final polishing hours
right now, m8  :P 8) ok-ok-ok, you got it:


DEAL  8)
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 07 Jan 2003, 02:01:32
kool

 ;D

its a

DEAL

it wil take som time 2 make kool lookin anim but less dan 2 weeks ;)

:cheers:

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 07 Jan 2003, 02:17:34
 :D nevermind the time (think about MY delays, lmao )  ;D as long as it will work properly.

Id  rather wait than grab crap, yanno  :P 8)

...so hurry up!!!  ;D ;) j/k
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 07 Jan 2003, 02:27:34
KOOL

hurring up - it wil take month now ::)  ::) :P

J/K ;D ;)

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Loki on 07 Jan 2003, 04:58:50
I wanna go huntin'. once i find a way to import ms3d models into o2 and then into OFP, im going mae a model of myself in hunting gear, a model of a deer stand that you can get into, a food plot, an assortment of rifles... and im gonna start making missions!
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 08 Jan 2003, 23:17:26
gotta report major prob in animatin da dog  :'(

da dog model is all builded from 1 compotent  :-\ - so dere is prob opening it wid OFP-Anim  :-\ im gonne ask bout it in da thread maybe som1 dat understands in modeling can help me  :-\

LCD OUT
Title: Re:ANIMALS - for the sake of realism....
Post by: Noel_From_Ireland on 10 Jan 2003, 15:04:26
Well I lack knowledge in making things like this happen.

Birds could really bring a marvelous atmosphere to the game, Isnt it possible to make the bird, as if it was an actual unit, then when your in the editor, then define its way points and cycle it, just the way you can any other unit? dunno maybe its impossible and I just dont have a clue

The only think that doesnt sound right is your men shouting BIRDY! at D3D4 and stuff like that.
Title: Re:ANIMALS - for the sake of realism....
Post by: Messiah on 10 Jan 2003, 18:33:22
like i said, there is a script that creates seaguls - as seaguls are already in the game.

its just camcreate, but instead of camera, use seagul
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Jan 2003, 13:48:16
yeah! ...the thing that BREMMER WHERE ARE YOU, DAMMIT?!!! ( ;D ) was supposed to improve (or am I getting senile these days? I have a small echo inside ma humble brains, telling me that the orig. author (now, what wuz his name again?) promised to make an updated version....


...just never saw it!  :P :(

but hek - i have the orig. version & it works pretty ok  8)
Title: Re:ANIMALS - for the sake of realism....
Post by: Black Magic on 11 Jan 2003, 14:16:38
am I getting senile these days?

Whadda ya mean, "these days"? ::)

Haha only joking. ;D

:-*
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Jan 2003, 14:30:47


   F00



Title: Re:ANIMALS - for the sake of realism....
Post by: Black Magic on 11 Jan 2003, 14:47:14
Oh what's this Tomb? That the best you got foo? :beat:
Well in that case, thats one point for me - booyah! ;D

"Magic 2, Tomb nil" 8)
Title: Re:ANIMALS - for the sake of realism....
Post by: Tomb on 11 Jan 2003, 20:12:37
gotta report major prob in animatin da dog  :'(

da dog model is all builded from 1 compotent  :-\ - so dere is prob opening it wid OFP-Anim  :-\ im gonne ask bout it in da thread maybe som1 dat understands in modeling can help me  :-\

LCD OUT


========================

 :o :D You COULD off course MODEL a doggy! ....  :)

YES! Learn.... learning to model.... modelling  :o :o :o feel the breeze!!!  :o :o :o yeeeess....

( ... or watch me erase that tattoo within' a split second  ::) )



 8) ;D j/k  :-*
Title: Re:ANIMALS - for the sake of realism....
Post by: LCD on 12 Jan 2003, 12:54:36
noooooooooooooooooo  

:noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo::noo:

not da tato :'(

a main prob is wid da animationeditor - it dont use selections exept da man model selection  :-\ (or dis is wat dey told me @ da thread ;))

but i wil c if i can make da selections @ da dog (promise i wi make dat doggy mve but it wil take time ;) ;D)

LCD OUT