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 AKS-74 or RPG-16 and the US infantry carrying M4A1 or M249 SAW (in FC2). The script is simple that ED designed it to have a time for a "dying unit". However, the model design is complex. It comprised of around 20 to 40 models with different styles of animation simulating the "death" of an infantry, running styles, and idle to shooting style and vice versa. The other troops, like a simple insurgent guy with an AK or the RPG (and so with the MANPADS fellas, those that carry Stinger or Igla-S missile launcher), are comprised with a simple model with about 30 dummies and linked altogether with the object (MANPADS fellas). I do as well know that the dummies are scripted, compiled into a specific draw argument and programmed to bring the values in game. The simple insurgent guys with an AK or RPG is extremely simple that you have to program only draw arguments.
The idea is this: I want to bring the San Andreas style into the FC2, and because I love Naruto and I implement it into FC2, I want to convert some models from San Andreas into FC2. 3ds Max 7 supports Kam Lai's Script for importing DFF files that are unlocked during export. Because it flaws nicely with LOMAC Tools, converting GTA Material to a Standard should be easy, with only a few clicks and voila! A matter of fact is that there are no weapons to implement, and yet field ninjas in real life cannot deal with tanks and APCs directly, especially on an aircraft and enemy infantry with rifles and RPGs. A friend of mine said to me that ninjas stick with conventional weapons like swords, Kunais, and Shurikens (and other shits like bows, crossbows, etc., something that is like The Three Musketeers era - ancient kingdoms in US and England), but when it comes to the modern combat, they do have to improvise.
One day I was watching InuYasha on TV and saw a kid confused on what he was holding: a gun. That was a long time ago, and I don't remember when.
Speaking of bringing SA style to FC2, I'm afraid there is a problem. The fact that I have to use Noesis to pull out game models from Naruto-based games (e.g. NS:UNSR, NS:UNS4) will take a quite long time (though you may say it's short, but exporting will be a troublesome, 3DS format?), so I have to use a ready model from San Andreas.
I did a rough testing with ZModeler2 with one of the models I found on GTAInside here, and I found it surprised, the author didn't lock the model for some reason. This raises me opportunity to create a LOM model that suit my needs of a San Andreas feeling in FC2. The only problem is the weapons. Sometimes I checked some of the weapon mods in San Andreas and GTA IV with ZModeler, and found some are unlocked, some are locked. With the variety of those as a "copyright protection", I decided to rip one from Hitman: Blood Money game, with the help of the Ninja Ripper.
The weapon will be much more different than the standard infantry has: it's customized to have a random variety. Yep, that's why Hitman: Blood Money is one of the games that implements a customizable weapon, such as implementing a C-Mag 100-round drum magazine on an M4 Carbine, RDS scope on an MP5A4, changing ammo type, or a "dual action" capability for Silverballer (two handguns held with the risk of slowed reloading, but twice the fun than one handgun). I haven't yet used Ninja Ripper for few months. Last time I used it was on the Ace Combat: Assault Horizon and Apache Longbow Assault games. Both prove success on ripping the scenes, now is only a matter of time to rip this stealth-shooting game.
As for Stinger missile launcher, the best thing to do is to grab one from the ready LOM models. The launcher provided by SkylineGTRFreak (his mod that named "FIM-92 Stinger") is probably locked. After that I may as well implement the SMAW rocket launcher to have it balanced as the Russian or the insurgents infantryman carrying RPG-16. I think GTAIV_Dark_Vade made one of those and I was hoping it wasn't locked, otherwise I'll grab one from Battlefield 3 or Call of Duty: Black Ops II game as well.
ModelViewer. I did tried once in LOMAC 1.02, the viewer doesn't show up. I was thinking it was crashed, but it don't; it exits by itself. Also it pops up a message for creating the "ModelViewer.cfg" on exit, but none shows up. I was hoping for this tool to learn draw arguments, but somehow it won't let me do it. This morning I tried again, with compatibility settings and shit, none came to a result. So Google Search is the last resort until I found this thread saying that it only supports Lock On: FC, which is v1.1 is used.
So the fact that ModelViewer supports only v1.1, this is where I should install the FC1. I did have a software of it from my friend somewhere; I may as well gonna find it and get it installed, though the activation system feels to be a bit annoying - it only supports Windows XP. If not, their home site will be the last thing to do.
R-33 on Su-27. Tried once before but I removed it because of the ugly look that, how come an Su-27 can fly with R-33 missiles which is used on MiG-31 while Su-27 doesn't have that in real-life? That, of course, makes sense with this thread I was viewing. Su-35, which is based on the Su-27, has a capability to fire the R-33, but an improved/enhanced ones, the R-37. R-37 is indeed a beast that, when the missile is launched from a range of 400 km maximum, you'll never see it coming. It is implemented since I made the v1.4 of my TC mod, and now I'm developing the bugfix to add the R-37M (that's what I called it), a unique missile model with large rocket booster and long-sized missile which is ripped from AC:AH.
Lots of details have been put into that thread. You should check it out if you like the development of the Sukhoi fighter jets.
Development never ends, that's what I want to say. It's like a company that wants to improvise and follow with the trend it is happening today. The trend keeps updated everyday, and all you have to do is to follow it. A consideration is that you have to filter what trend that is good for your lifestyle. Also, the fact that I never watched Youtube for 2 or 3 years is true. Maybe 2017 is where I open up the Youtube and see people make arts in video. I wonder if Yeardly Diamond, after he passed away, still keeps the video in there. I also want to see the "PPAP" thing that, not only my friends in college talked about it, but also as a background music in Audition Ayodance December 2016 patch. I've seen enough already with the news saying Om Telolet Om, but the fact that it is still happening is that there is a BGM like that in Audition Ayodance January 2017 patch. I need to grab a list of BGM musics that used in that game for specific patch, to download MP3s as a music collection besides that "Opera song", Kara no Kokoro by Anly.
Any idea where I can get a Russian language course in Indonesia? Most of the time I watched Masha and the Bear on the TV just to get me understand a bit of the Russian after I learned Cyrillic words and its transliteration in Latin.
So, it's the 4th day after the New Year, and I wish you good luck with your job, and Happy New 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 AKS-74 or RPG-16 and the US infantry carrying M4A1 or M249 SAW (in FC2). The script is simple that ED designed it to have a time for a "dying unit". However, the model design is complex. It comprised of around 20 to 40 models with different styles of animation simulating the "death" of an infantry, running styles, and idle to shooting style and vice versa. The other troops, like a simple insurgent guy with an AK or the RPG (and so with the MANPADS fellas, those that carry Stinger or Igla-S missile launcher), are comprised with a simple model with about 30 dummies and linked altogether with the object (MANPADS fellas). I do as well know that the dummies are scripted, compiled into a specific draw argument and programmed to bring the values in game. The simple insurgent guys with an AK or RPG is extremely simple that you have to program only draw arguments.
The idea is this: I want to bring the San Andreas style into the FC2, and because I love Naruto and I implement it into FC2, I want to convert some models from San Andreas into FC2. 3ds Max 7 supports Kam Lai's Script for importing DFF files that are unlocked during export. Because it flaws nicely with LOMAC Tools, converting GTA Material to a Standard should be easy, with only a few clicks and voila! A matter of fact is that there are no weapons to implement, and yet field ninjas in real life cannot deal with tanks and APCs directly, especially on an aircraft and enemy infantry with rifles and RPGs. A friend of mine said to me that ninjas stick with conventional weapons like swords, Kunais, and Shurikens (and other shits like bows, crossbows, etc., something that is like The Three Musketeers era - ancient kingdoms in US and England), but when it comes to the modern combat, they do have to improvise.
One day I was watching InuYasha on TV and saw a kid confused on what he was holding: a gun. That was a long time ago, and I don't remember when.
Speaking of bringing SA style to FC2, I'm afraid there is a problem. The fact that I have to use Noesis to pull out game models from Naruto-based games (e.g. NS:UNSR, NS:UNS4) will take a quite long time (though you may say it's short, but exporting will be a troublesome, 3DS format?), so I have to use a ready model from San Andreas.
I did a rough testing with ZModeler2 with one of the models I found on GTAInside here, and I found it surprised, the author didn't lock the model for some reason. This raises me opportunity to create a LOM model that suit my needs of a San Andreas feeling in FC2. The only problem is the weapons. Sometimes I checked some of the weapon mods in San Andreas and GTA IV with ZModeler, and found some are unlocked, some are locked. With the variety of those as a "copyright protection", I decided to rip one from Hitman: Blood Money game, with the help of the Ninja Ripper.
The weapon will be much more different than the standard infantry has: it's customized to have a random variety. Yep, that's why Hitman: Blood Money is one of the games that implements a customizable weapon, such as implementing a C-Mag 100-round drum magazine on an M4 Carbine, RDS scope on an MP5A4, changing ammo type, or a "dual action" capability for Silverballer (two handguns held with the risk of slowed reloading, but twice the fun than one handgun). I haven't yet used Ninja Ripper for few months. Last time I used it was on the Ace Combat: Assault Horizon and Apache Longbow Assault games. Both prove success on ripping the scenes, now is only a matter of time to rip this stealth-shooting game.
As for Stinger missile launcher, the best thing to do is to grab one from the ready LOM models. The launcher provided by SkylineGTRFreak (his mod that named "FIM-92 Stinger") is probably locked. After that I may as well implement the SMAW rocket launcher to have it balanced as the Russian or the insurgents infantryman carrying RPG-16. I think GTAIV_Dark_Vade made one of those and I was hoping it wasn't locked, otherwise I'll grab one from Battlefield 3 or Call of Duty: Black Ops II game as well.
ModelViewer. I did tried once in LOMAC 1.02, the viewer doesn't show up. I was thinking it was crashed, but it don't; it exits by itself. Also it pops up a message for creating the "ModelViewer.cfg" on exit, but none shows up. I was hoping for this tool to learn draw arguments, but somehow it won't let me do it. This morning I tried again, with compatibility settings and shit, none came to a result. So Google Search is the last resort until I found this thread saying that it only supports Lock On: FC, which is v1.1 is used.
So the fact that ModelViewer supports only v1.1, this is where I should install the FC1. I did have a software of it from my friend somewhere; I may as well gonna find it and get it installed, though the activation system feels to be a bit annoying - it only supports Windows XP. If not, their home site will be the last thing to do.
R-33 on Su-27. Tried once before but I removed it because of the ugly look that, how come an Su-27 can fly with R-33 missiles which is used on MiG-31 while Su-27 doesn't have that in real-life? That, of course, makes sense with this thread I was viewing. Su-35, which is based on the Su-27, has a capability to fire the R-33, but an improved/enhanced ones, the R-37. R-37 is indeed a beast that, when the missile is launched from a range of 400 km maximum, you'll never see it coming. It is implemented since I made the v1.4 of my TC mod, and now I'm developing the bugfix to add the R-37M (that's what I called it), a unique missile model with large rocket booster and long-sized missile which is ripped from AC:AH.
Lots of details have been put into that thread. You should check it out if you like the development of the Sukhoi fighter jets.
Development never ends, that's what I want to say. It's like a company that wants to improvise and follow with the trend it is happening today. The trend keeps updated everyday, and all you have to do is to follow it. A consideration is that you have to filter what trend that is good for your lifestyle. Also, the fact that I never watched Youtube for 2 or 3 years is true. Maybe 2017 is where I open up the Youtube and see people make arts in video. I wonder if Yeardly Diamond, after he passed away, still keeps the video in there. I also want to see the "PPAP" thing that, not only my friends in college talked about it, but also as a background music in Audition Ayodance December 2016 patch. I've seen enough already with the news saying Om Telolet Om, but the fact that it is still happening is that there is a BGM like that in Audition Ayodance January 2017 patch. I need to grab a list of BGM musics that used in that game for specific patch, to download MP3s as a music collection besides that "Opera song", Kara no Kokoro by Anly.
Any idea where I can get a Russian language course in Indonesia? Most of the time I watched Masha and the Bear on the TV just to get me understand a bit of the Russian after I learned Cyrillic words and its transliteration in Latin.
So, it's the 4th day after the New Year, and I wish you good luck with your job, and Happy New Year!
Comments
Post a Comment