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Showing posts from January, 2017

candrabeqx and Fallout: New Vegas

candrabeqx , reached its end at September 2016. Reason? Unknown. No one knows what happened. Flagfox (Firefox plugin shit that I used to determine server country and IP address - IPv4, if you ask me) don't have record of it anymore, it's "location unknown". Deleted. It's the website that my sister wanted to get all her MP3 download needs for the Audition Ayodance game. When she's out of gaming this game for months, I'll be on lookout for new patches. When she wants a dance music from that game, she'll look at candrabeqx . Usual habit, though, in case if my sister wants to play it or hear crap songs of the day. Just founded the Facebook post on the Google and I think you might not gonna like it, for Indonesian Ayodance lovers. Finding the music is now... relying solely on Google Search. If you can't remember the title song, a part of the lyrics can point you to the right place - put the lyric that is unique from common searches and put quot...

SH-60B and Dummy arg positioning

While I didn't post much during the daily development (and yeah, I have 3 weeks no school days, a.k.a. holiday), here comes a question. SH-60B rotors when exported to LOM format do not rotate fast like the original UH-60A model does. During development I was thinking two of all possible controllers for rotors rotation "after" the ArgBased Rotation: Linear or Euler XYZ . For Euler XYZ , rotation for rotors should not exceed 180°. Otherwise on 360° rotation or 720° (twice or more rotation), the rotor becomes static (immovable) when exported to LOM format. Linear is not yet tested, but the max rotation is a consideration. It's about accuracy, so that it loops normally without being cut, like in real life (the point is that the animation starts and stops at original position/rotation or on a condition zero). Unlike Euler XYZ , Linear do not have helper for rotation, so all is done manually by the manual rotation method, with "Auto Key" enabled. Dummies ha...

San Andreas Ultimate Gang Wars

Many have commented for the topic, some have made a review. Actually when I download from GTAGarage, only V2 download is shown, but in fact there are 4 versions on this topic . This Pakistani guy is really as imaginative as I am. Recent development of my works of the bugfix is complete, now I moved on to the VNAO Mission pack for the RU_US Advanced Weapons mod. Talking about going back to GTA San-An, I have a DYOM mission pack that the part 1 is ready, but the next part got pended due to the developments of the FC2 TC mod to be complete and with less bugs. Point is, I got ZModeler, 3ds Max (both 2014 and 7), and toolkit for San Andreas and IV/V mods (which is OpenIV). There are some IV models that can be implemented into the FC2 (using openFormats - an alternative way to retrieve model information than ZModeler) - one Su-35 would be the perfect choice, but problem is, if the model is implemented, skins used for 3GO model will be lost (which includes: country identification, skin ...

SH-60B helicopter is almost ready

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Woke up at 6.45 today, before the day start, I watched how funny that PPAP video does. Believe me, it makes you repeat it over and over again. I got Yeardley Diamond's channel subscribed, so maybe I can see his video collections some time. Okay, SH-60B helicopter is almost ready, it just need some draw arguments before going into testing. The wheels are only functioning on the rear. I'm using the original Army guy from GTA San Andreas for the pilots, the WSO, and two passengers. I got some problem with the exporter though; the helicopter's body has its textures incompatible, so I have to export the body to 3DS, delete, reimport, and reassign the materials again. Turns out, it works again. When this is done and ready with the SH-14D, I'll be moving on to the more complex models, like B-52H and F-111F. I think 2017 is a game change, for people who still likes FC2 like me, because that's what I'm good at. Anyway, for the pilots, I don't think I wa...

l10n directory in FC2

Something that really I don't get it, though. Microsoft don't have recognition about that *.mo extension inside the "l10n/<<language_code>>/LC_MESSAGES" directory, so Google Search is quite lucky to find this shit. Based from this source , only 5 known associations use the *.mo extension: Dymola Simulation (never heard of it) exported file from GNU Gettext application (this is where ED designs the translation source, from EN to RU and vice versa, as well as other output languages) Message Catalog Binary File Modula-3 Object File Unknown Apple II File ((found on Golden Orchard Apple II CD Rom))    The bold one is what it is used on DCS-based games. The tutorial is included there and it is like programming an output text to show a transliteration (translation). This is far beyond my league because (currently) only Pascal and Java are mastered, but if I can learn it, it took a month or more to get it right. I guess from the syntax it is given on t...

Naruto models in LOFC2?

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Yep, my own crazy idea to do in order to have the GTA San Andreas feeling in LOFC2. I spent 5 days to almost a week designing the model by using ZModeler2 and Kam Lai's 3ds Max Script installed on the 3ds Max 7 with LOMUtils plugin. I have also designed the COL (collision) model to be fully working on Arleigh Burke-class destroyer, but recently turret dummy seems to be faulting, which means it SHOOTS inside the collision zone, resulting in a suicide shooting. Same does with the models I designed, especially the US Army guy with the SMAW rocket launcher. During testing I found out that most of the new models work flawlessly, except for that SMAW guy - it has same shit that the projectile hits inside the collision zone. It's the hardest modeling I've ever done, because this involves bending the arms and legs by repositioning the vertices to a basic human movement/style during gunfight. Vertices are connected from one to another and has thousands per model that is complex...

A bit of reference from Google using LOMAC Tools, it's worth a shot

2017 is brand new, to be exact. 4 months developing without chitty-chitty bang-bang on the animations and stuff, finally I went back on the Google Search to learn how draw arguments working. A bit of story is that I want to make the Arleigh Burke-class Destroyer went into a full functional work, to be bundled together with the bugfix for my TC mod. Believe me, when Burke destroyer is ready, you will see in FC2 simulation about shitty anomaly that is like a GTA San Andreas feeling in FC2. I learned a bit from exporting to LOM format that detaching a part of the model causes export module to fail during export. I remedy this by deleting those unused parts, import the ready LOM model - the Ticonderoga-class Cruiser with ZModeler2, pull out only radar, sonar, CIWS guns, and artillery guns (like the one you see in Naval Ops Commander PS2 game), export them in OBJ format, and put them in to 3ds Max 7. The fact that exporting to 3DS format using ZModeler2 has a tendency of models being...

Learning Draw Arguments from ModelViewer and 3ds Max 7 (LOMAC Tools)

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What a good health today in the New Year 2017. Well, it's the first post to go fly this year. The first day of final exam is through, and I thought before starting the day, last night I was having a bit fun, playing again the EFLC while being chased by cops... it's my favorite in GTA games. While not being a cop (vigilante), being chased by a cop and shoot them is fun. After the game closed up I finally have an idea to expand. ZModeler2, which supports LOM format designed for older ED-based games (like LOMAC, Lock On: FC, and Lock On: FC2), is a base start to test and learn the model mapping. I learned from it on some models that there are LOM files that have complex mapping, especially that they are linked with multiple dummy objects representing draw arguments and the value it will result when in game. Question is, how to set the value of the specific draw argument when creating a model in 3ds Max 7? One of the complex mapping of LOM models is the paratrooper carrying A...