jackass888 0 Posted August 17, 2010 Hei! I have 2 addons almost ready for release but i cannot get the textures to work in O2 and Arma2. http://www.youtube.com/watch?v=jRqq-9U0HBw Old wip render: http://img691.imageshack.us/i/phalanxciws0106.jpg/ http://img810.imageshack.us/i/ak630.jpg/ Texture example: http://img838.imageshack.us/img838/6186/gunu.jpg The output was in 3ds format and O2 loaded it just fine. But the textures are like always "cannot load texture". They are in eg. P:\phalanx\tex\frame.paa and 1024x1024. 1. How can i unload the wrong textures that came with 3ds import? 2. How do i correctly apply the UV-d textures in addonname\tex? The only method i know is the useless background mapping. 3. Any tutorials?! Share this post Link to post Share on other sites
deltaGhost 10 Posted August 17, 2010 (edited) Use the UV editor Surface-UVeditor, fit the selections with the texture , select the faces from your turrets " lol they rock " on O2 , then you gotta send em to the UVeditor or well the UV editor and match them with the textures theres a button on the UV editor , wich its name is " Plannar mapping " this will transport the faces to the editor , you will need a couple of hours before you learn how to do it " well this is how i do it " theres other ways but... this is how i do it " for selecting only the faces click on the " touch faces " button How to load a texture on the o2 UV editor? you go to filter browse a new texture , " take your texture " that it should be .paa , and here you go , fit the faces with the texture THE BACKROUND MAPPING SUCKS , dont use it THE GIZMO MAPPIGN SUCKS dont use it UV editor rules ;) But , on o2 can u see the textures applied or you just see the turret without texture? Edited August 17, 2010 by deltaGhost Share this post Link to post Share on other sites
JDog 11 Posted August 17, 2010 (edited) If you're modeling in max (might work in others, idk), here's how I do it: 1) Make the model 2) Unwrap UV, export image file, paint it and make the texture map (.jpg/.png/.tga) 3) Apply the texture onto the model in max, make sure the UV mapping is where you want it 4) Export in .3ds format, and keep texture map coordinates when it asks you 5) Import into O2 (it will say can't find texture, at least for me since my 3ds work folder is seperate from my O2 addon folder), make sure you check every selection that you'll be applying a texture to for easy selection in O2 6) Choose the selection you want to apply a texture to, press "E", then under Texture & Materials, browse for the texture file you want to apply, hopefully now having been converted to .paa format. Don't now if its the simplest way for importing from 3ds, but I couldn't get the uv editor in O2 figured out personally, and I'm more comfortable making changes to the uv in max anyway. Also something else I just have to say: I haven't been doing modeling and stuff very long at all but man that texture map lol... if all those little white things are like the handles and whatnot on the phalanx... you know you COULD just make 1 instance of it on the texture map and map the uv of each handle to overlap that same one? Save you lots of space and time probably. Edited August 17, 2010 by JDog Share this post Link to post Share on other sites
jackass888 0 Posted August 17, 2010 Thanks guys! Luckily i didnt have to use the UV editor... it looked chaotic. Just a simple press "e" was what i was missing :P They are now inagame,working and textured. What i dont like are the strange stipe-ish shadows. What can i do against them? http://www.youtube.com/watch?v=OXBxz7Mmnjg Most important! The addon works in Arma2, but not in OA. The unit class doesnt show up in the editor or anywhere. What is the difference? important stuff from the config: class CfgPatches { class phalanx { Units[] = {}; Weapons[] = {}; RequiredAddons[] = {}; RequiredVersion = 1.05; }; }; class CfgVehicleClasses { class CIWS { DisplayName = "CIWS"; }; }; class CfgVehicles { class Building; class NonStrategic: Building { class DestructionEffects; }; class phalanx: NonStrategic { Simulation = "House"; VehicleClass = "CIWS"; DisplayName = "Phalanx"; Share this post Link to post Share on other sites
JDog 11 Posted August 17, 2010 Stripe-ish shadows... I honestly don't know the answer cuz I haven't played with it with my model yet but do you have the ShadowVolume LOD set up? Share this post Link to post Share on other sites
jackass888 0 Posted August 18, 2010 (edited) Nope. I didnt make them because they got messed up... the shadow was partially looking like a mirror undergound beneath the model and some parts of the model had a shadow "box" on it... gotta try again and post a ugly pic. What are shadowvolumes good for anyway? Can anyone tell me why my model looks like this? Edited August 20, 2010 by jackass888 Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 21, 2010 (edited) Seems your shadows are all messed. Or have you got too many faces close to each/overlaping each other in the Resolution lod? Getting shadows un messed can be a problem. If your shadowVolumn is slightly off-set from your Resolution lod, this "self-shadowing" can happen too. Suggest; - Start a fresh new p3d - Copy the 1st Res lod from the old p3d (Unhide All, Select All, Copy), paste to new - Copy the Memory and Geo lod - Add an empty Cargo View lod - Now look at ingame - Probabaly ONLY see a shadow from the GEO lod - Now add 1 ShadowVolumn - Now look at ingame Doing this will allow you to track the problem. Check your Property Names with each lod too. Best to copy property names from a similar addon FYI: You CAN still see Property Names if you load a Binarized BIS p3d file into O2 Edited August 21, 2010 by [APS]Gnat Share this post Link to post Share on other sites