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Removing a UV map?

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How do I remove a UV map? I dun-goofed in my feeble attempts at textureing my Pulse Rifle and its all fucked up. I can't figure out how to delete the damn thing and start from scratch. :o

And for some reason I have 34 sections. :eek: How the hell do I get rid of all those?!?!?

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How do I remove a UV map? I dun-goofed in my feeble attempts at textureing my Pulse Rifle and its all fucked up. I can't figure out how to delete the damn thing and start from scratch. :o

And for some reason I have 34 sections. :eek: How the hell do I get rid of all those?!?!?

Ok its pretty easy. Atleast in O2

  1. Goto the menu bar at the top and find the button for the UV editor.
  2. Once it open the UV window you should see your layout. Or all your texture layouts on top of each other.
  3. Along the top icon bar of the editor is a yellow icon called "Fit UV map". This zooms the view out ot the entire UV layout.
  4. Drag a box around the layout and release the mouse key. It should all turn red.
  5. Press the delete key.

And thats it.

As for the Section issue. Thats an easy fix. You can use the sections drop out in the resources window (Menu > Window > Tick the Resources option). The Sections roll out will show you which faces are in which sections.

If they are all using one texture and rvmat the fix is as simple as cut and pasting it into a new lod. it should sort it automatically.

If you have more than one texture or RVMAT then you will need to select and repeat for each group.

But remember if you have more than one RVAMT per texture they will each create their own section.

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Ok, so I did the UV thing a while ago, but randomly get things that pop up in it :confused:, I guess my issue is with the sections. I don't have any RVMATs or anything like that. :o

The section menu thing is full of:

m41_main.paa [] *Not mapped* (random number)

and one entry of:

*Not mapped* [] *Not mapped* (881)

They're ALL tied to different parts of the model. :butbut:

This is going to be incredibly tedious.

I screwed up a couple ways by:

  • Attempting to create/apply the UV map outside of my P:drive.... Oh god the file path... good grief...
    \documents\armawork\@aliens mod\weapons\m41a_pulse_rifle\materials\m41_main.paa
    It still haunts me.
  • Not adding an _CO to the filename.
  • And making a fuck ton of attempts (Likely the source of my section count issue.)

What annoys me the most is that parts of the model won't show up in the UV, by that I mean that little triangular streak behind the bolt here didn't get selected for some reason. That and I've been overhauling lots of parts that have been vexing me for a while, like the bolt, sights, the divots in the carrying handle, the stock, the grenade launcher, etc., further compounding the issue.

Thanks for the help, Rock.

Good news is that it only has 1466 points and 1735 faces so far. :yay:

On a completely unrelated note; I'm using the M16a2 as a base class, but I can't seem to make a custom grenade launcher for it (It always ends up being the single shot M203). I've browsed the six classlist thing (An amazing tool by the way, thanks Stickboy :D ) looking for answers, but so far, no dice.

Also, I get a "No entry 'bin\config.cpp.CfgSkeletons'." error. It has to be something in my model.cfg but I'm a complete noob and out of my depth with this one.

Special thanks to Christian.1987's tutorial for getting it in game at all. :)

class cfgSkeletons {
   class Default {
       isDiscrete = 1;
       skeletonInherit = "";
       skeletonBones[] = {};
   };

class m41a_pulse_rifle: Default
{
	isDiscrete = 0;
	skeletonInherit = "Default";
	skeletonBones[] = {
		"magazine",	"",
		"charging_handle", ""
	};
};
};

class cfgModels {
   class Default {
       sectionsInherit="";
       sections[] = {};
       skeletonName = "";
   };

class m41a_pulse_rifle : Default {
       sectionsInherit="Default";
	sections[]=	{ "zasleh" };
	skeletonName="m41a";
	class Animations {
		class m41a_pulse_rifle_bolt_action {
			type="translationX";
			source="reload";
			selection="charging_handle";
			axis="bolt_axis";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=0.10;
		};
		class m41a_pulse_rifle_bolt_empty {
			type="translationx";
			source="isEmpty";
			selection="charging_handle";
			axis="bolt_axis";
			memory="false";
			animPeriod=0;
			minValue=0;
			maxValue=0.10;
		};
		class m41a_pulse_rifle_magazine_hide {
			type="hide";
			source="reloadMagazine";
			selection="magazine";
			minValue=0.200000;
			maxValue=0.250000;
			hideValue=0.100000;
		};
	};
};
class m41a : m41a_pulse_rifle {};
};

It should also be noted that my bolt and magazine stuff doesn't work. I'll worry about that later though.

Thanks for putting up with my wall 'o' text and problems.

EDIT:

Fixed my section-count issue via this thread. I got it down to 2 sections, 1 for the gun and the other for the muzzle flash proxy.

http://forums.bistudio.com/showthread.php?t=65537

I remembered seeing something, that thread, about section counts a long while ago so I did a quick search.

Edited by b00ce

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Ok, so I did the UV thing a while ago, but randomly get things that pop up in it :confused:, I guess my issue is with the sections. I don't have any RVMATs or anything like that. :o

Certain types of entities/primitives are generated with UV coordinates already. Its not an issue really. Just remap/unwrap them to suit your own needs.

The section menu thing is full of:

m41_main.paa [] *Not mapped* (random number)

and one entry of:

*Not mapped* [] *Not mapped* (881)

They're ALL tied to different parts of the model. :butbut:

This is going to be incredibly tedious.

Well the "random number" isnt random. Its the number of faces in that section. And its really easy to use that list to help you select each section and texture. Right click on the item and you get selection options. It makes fixing section count issues really easy.

I screwed up a couple ways by:

[*]Attempting to create/apply the UV map outside of my P:drive.... Oh god the file path... good grief...

\documents\armawork\@aliens mod\weapons\m41a_pulse_rifle\materials\m41_main.paa

It still haunts me.

That's nothing to worry about until you pack the final addon or want to view it in buldozer. It's easy to change the path by either selecting all the faces you want to re-path and pressing "E". This brings up the 'Face properties' window. In the lower right quadrant you can see both Texture and material paths. You can use the browse button to correct the paths.

OR

Goto the Menu > Tools > Mass texture renaming. Find the file you want to repath and click on it. Enter the new path in the line below the current one. Click 'Rename' then 'close' when you are done.

[*]Not adding an _CO to the filename.

Meh, it isnt such a big issue until you get it in game or are using textures alpha channels. Even then it shoudnt stop/crash the game. It *seems* to assume its a _co if you dont provide the correct suffix.

What annoys me the most is that parts of the model won't show up in the UV, by that I mean that little triangular streak behind the bolt here didn't get selected for some reason.

Faces will only show up in the UV editor if they have a texture mapped to them or are properly unwrapped.

Looking at that pic. You can see some parts are a different colour. The white bits have a UV mapped face (Its also the sign of a missing texture or a texture outside of the P drive). The grey does not. I'd suggest that your problem.

Thanks for the help, Rock.

NP.

On a completely unrelated note; I'm using the M16a2 as a base class, but I can't seem to make a custom grenade launcher for it (It always ends up being the single shot M203). I've browsed the six classlist thing (An amazing tool by the way, thanks Stickboy :D ) looking for answers, but so far, no dice.

Try looking in this. Its a single text file but its a complete output of every cpp in the game. I find it a bit easier to use than the six browser. Its a bit easier to search a single document.

http://downloads.rkslstudios.info/RKSL/RELEASES/arma2oa+BAF+PMC-159.rar

(No pbos were opened, abused, tortured, interfered with or plied with alcohol etc to get this information.)

Also, I get a "No entry 'bin\config.cpp.CfgSkeletons'." error. It has to be something in my model.cfg but I'm a complete noob and out of my depth with this one.

...

It should also be noted that my bolt and magazine stuff doesn't work. I'll worry about that later though.

Your Skeleton name value in the cfgmodel group does not match the name you defined in the cfgSkeletons group.

Class cfgSkeletons 
{
   class Default 
{
       isDiscrete = 1;
       skeletonInherit = "";
       skeletonBones[] = {};
   };

class m41a_pulse_rifle: Default <<<<< This should match the skeletonName value.
{
	isDiscrete = 0;
	skeletonInherit = "Default";
	skeletonBones[] = 
	{
		"magazine",	"",
		"charging_handle", ""
	};
};

class cfgModels 
{
   class Default 
{
       sectionsInherit="";
       sections[] = {};
       skeletonName = "";
   };

class m41a_pulse_rifle : Default 
{
       sectionsInherit="Default";
	sections[]=	{ "zasleh" };
	skeletonName="m41a"; <<<<<   Check this matches your skeleton name!
	class Animations 
	{

Well the bolt issue might be down to using the "translationX". I'd suggest just using translation but without seeing how it's supposed to animate I dont know.

Good luck

Rock

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Wow, thanks for all the help Rock. I'll get cracking.

Thanks for the config file, yet another to add to my RKSL shrine. :p

Edit:

Is there any reason why my model would turn purple while zooming?

Edited by b00ce

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Wow, thanks for all the help Rock. I'll get cracking.

Thanks for the config file, yet another to add to my RKSL shrine. :p

Edit:

Is there any reason why my model would turn purple while zooming?

"Shrine" - Oh thats getting creepy....:eek:

And "Purple" - Must not make jokes about "playing with it" and blood pressure...

I may regret this but can you post a screenie to explain?

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Oh, shit, did I say shrine? <_< I meant... >_> umm... <_< downloads folder... >_> YEAH! Generic downloads folder... <_< yeah... >_>

I'll do you one better.

Here's a video.

7D9ZfOiL5Dg

I need to tweak the shadow LOD, its casting a shadow on the receiver. :p

Edit:

So I realized that I had the "muzzle[] = {"this","m41_GL"};" entry in my Burst firemode stuff, I moved it to the proper location in the weapon config entry and it gave me an optics error. :confused:

Edited by b00ce

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Oh, shit, did I say shrine? <_< I meant... >_> umm... <_< downloads folder... >_> YEAH! Generic downloads folder... <_< yeah... >_>

May I suggest seeking professional help :rolleyes:

I'll do you one better.

Here's a video.

7D9ZfOiL5Dg

I need to tweak the shadow LOD, its casting a shadow on the receiver. :p

Wow I've never seen that one before. So I've asked a few friends. The only one that has seen it before was Eddie/WLD427. That was related to a dodgy RVMAT. Missing textures etc.

I doubt it will be an issue once you texture it properly.

Edit:

So I realized that I had the "muzzle[] = {"this","m41_GL"};" entry in my Burst firemode stuff, I moved it to the proper location in the weapon config entry and it gave me an optics error. :confused:

GIve me your config.cpp then and Ill have a looks...

Just use pastebin.com

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I was thinking it had something to do with all that texturing business, it started right after I culled all the sections.

class CfgPatches {
class m41a_pulse_rifle {
	Units[] = {"Aliens_Weap_Test","TestWeaponBox"};
	weapons[] = {"m41a_pulse_rifle"};
	requiredVersion = 1.000000;
	requiredAddons[] = {"CAWeapons","aliens_test_character"};
};
};

class CfgFactionClasses {
class USCM {
	DisplayName = "USCM";
	Priority = 1;
	Side = "TWest";
};
};

class CfgVehicleClasses {
class Marines {
	DisplayName = "Marines";
};
};

class CfgAmmo {
class BulletBase;
class G_40mm_HE;

class 10x24mm_Caseless : BulletBase {
	airfriction = -0.001;
	audiblefire = 18;
	caliber = 0.33;
	cost = 5;
	hit = 15;
	indirecthit = 0;
	indirecthitrange = 0;
	typicalspeed = 840;
	visiblefire = 16;
	cartridge = "FxCartridge_9mm";
};
class 30mm_M38_HE : G_40mm_HE {
	AirFriction = -0.0008;
};
};

class CfgMagazines {
class CA_Magazine;
class 1Rnd_HE_M203;

class 95Rnd_PulseRifle : CA_Magazine {
	ammo = "10x24mm_Caseless";
	count = 95;
	descriptionshort = "Caliber: 10x24mm Caseless <br/> Rounds: 95 <br/> Used in: M41A Pulse Rifle";
	displayname = "95Rnd Pulse Rifle";
	initspeed = 840;
	picture = "\ca\weapons\g36\data\equip\M_MG36_CA.paa";
	scope = 2;
};
class 99Rnd_PulseRifle : CA_Magazine {
	ammo = "10x24mm_Caseless";
	count = 99;
	descriptionshort = "Caliber: 10x24mm Caseless <br/> Rounds: 99 <br/> Used in: M41A Pulse Rifle";
	displayname = "99Rnd Pulse Rifle";
	initspeed = 840;
	picture = "\ca\weapons\g36\data\equip\M_MG36_CA.paa";
	scope = 2;
};
class 4Rnd_M38_HE : 1Rnd_HE_M203 {
	Ammo = "30mm_M38_HE";
	Count = 4;
	DisplayName = "4Rnd M38 HEAT";
	DisplayNameShort = "HEAT";
	DescriptionShort = "Type: High explosive <br/>Rounds: 4 <br/>Used in: M41A Grenade Launcher";
	InitSpeed = 78;
	Picture = "\Ca\weapons\Data\Equip\m_40mmHP_CA.paa";
};
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

class CfgWeapons {
class m16a2gl;
class M203Muzzle;

class m41a : m16a2gl {
	DisplayName = "M41A Pulse Rifle";
	Model = "\m41a_pulse_rifle\m41a.p3d";
	Picture = "\m41a_pulse_rifle\materials\pr_icon.paa";
	Magazines[] = {"99Rnd_PulseRifle","95Rnd_PulseRifle"};
	Modes[] = {"Semi","Burst","FullAuto"};
               Muzzles[] = {"this","M41_GL"};
	class Semi : Mode_SemiAuto {
		AiRateOfFire = 1;
		ReloadTime=0.0667;
		AiRateOfFireDistance = 550;
		Dispersion = 0.00175;
		MaxRange = 500;
		MaxRangeProbab = 0.1;
		MidRange = 200;
		MidRangeProbab = 0.5;
		MinRange = 0;
		MinRangeProbab = 0.7;
		Recoil = "scar_lrecoil";
		Recoilprone = "scar_lrecoilprone";
		Begin1[] = {"\m41a_pulse_rifle\sound\pulseend_01.wav",1.77828,1,1100};
		Begin2[] = {"\m41a_pulse_rifle\sound\pulseend_03.wav",1.77828,1,1100};
		Begin3[] = {"\m41a_pulse_rifle\sound\pulseend_04.wav",1.77828,1,1100};
		SoundBegin[] = {"begin1",0,"begin2",0,"begin3",1};
	};
	class FullAuto : Mode_FullAuto {
		AiRateOfFire = 1;
		ReloadTime=0.0667;
		AiRateOfFireDistance = 550;
		Dispersion = 0.00175;
		MaxRange = 500;
		MaxRangeProbab = 0.1;
		MidRange = 200;
		MidRangeProbab = 0.5;
		MinRange = 0;
		MinRangeProbab = 0.7;
		Recoil = "scar_lrecoil";
		Recoilprone = "scar_lrecoilprone";
		Begin1[] = {"\m41a_pulse_rifle\sound\pulseend_01.wav",1.77828,1,1100};
		Begin2[] = {"\m41a_pulse_rifle\sound\pulseend_03.wav",1.77828,1,1100};
		Begin3[] = {"\m41a_pulse_rifle\sound\pulseend_04.wav",1.77828,1,1100};
		SoundBegin[] = {"begin1",0,"begin2",0,"begin3",1};
	};
	class Burst : Mode_Burst {
		ReloadTime = 0.0667;
		Burst = 4;
		AiRateOfFire = 1;
		AiRateOfFireDistance = 550;
		Dispersion = 0.00175;
		MaxRange = 500;
		MaxRangeProbab = 0.1;
		MidRange = 200;
		MidRangeProbab = 0.5;
		MinRange = 0;
		MinRangeProbab = 0.7;
		Recoil = "scar_lrecoil";
		Recoilprone = "scar_lrecoilprone";
		Begin1[] = {"\m41a_pulse_rifle\sound\Burst1.wav",1.77828,1,1100};
		Begin2[] = {"\m41a_pulse_rifle\sound\Burst3.wav",1.77828,1,1100};
		Begin3[] = {"\m41a_pulse_rifle\sound\Burst2.wav",1.77828,1,1100};
		SoundBegin[] = {"begin1",0.34,"begin2",0.33,"begin3",0.33};
		SoundBurst = 1;
		SoundContinuous = 0;
	};
};
class M41_GL : M203muzzle {
DisplayName = "Grenade Launcher";
Magazines[] = {"4Rnd_M38_HE"};
Sound[] = {"\m41a_pulse_rifle\sound\grenade_fire.wav",0.1,1,700};
};
};

class cfgVehicles {
class ReammoBox;
class CDF_Soldier;

class Aliens_Weap_Test : CDF_Soldier {
	DisplayName = "Aliens Weapon Test";
	Faction = "USCM";
	VehicleClass = "Marines";
	Model = "\aliens_test_character\soldier.p3d";
	Weapons[] = {"m41a"};
	Magazines[] = {"95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","4Rnd_M38_HE","4Rnd_M38_HE","4Rnd_M38_HE","4rnd_M38_HE"};
	RespawnWeapons[] = {"m41a"};
	RespawnMagazines[] = {"95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","95Rnd_PulseRifle","4Rnd_M38_HE","4Rnd_M38_HE","4Rnd_M38_HE","4rnd_M38_HE"};
};

class TestWeaponBox : ReammoBox {
	DisplayName = "A Test Weapon Box";
	Model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d";
	class TransportMagazines {
		class 95Rnd_PulseRifle {
			magazine = "95Rnd_PulseRifle";
			count = 200;
		};
		class 99Rnd_PulseRifle {
			magazine = "99Rnd_PulseRifle";
			count = 200;
		};
	};

	class TransportWeapons {
		class m41a {
			weapon = "m41a";
			count = 12;
		};
	};
};
};

Sorry if its a bit messy. :o

Edit:

Good news.

Figured out how to add color to parts of the model without UV mapping. Granted, its not the final product or anywhere near good enough, but it makes me all warm and fuzzy to see its potential.

Better news.

It fixed the purple model issue. :D

Edited by b00ce

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Worked like a charm. Thanks a lot.

Pasted your stuff in, took a bit of trial and error, mostly because I forgot to put the "Muzzles[]={};" bit in and some clerical errors on both our parts.

Now get back to work on your Tornado. :p

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Worked like a charm. Thanks a lot.

Pasted your stuff in, took a bit of trial and error, mostly because I forgot to put the "Muzzles[]={};" bit in and some clerical errors on both our parts.

Now get back to work on your Tornado. :p

Good stuff.

I didnt get chance to test it so I guess some errors are to be expected. :cool:

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Thanks for all the help. The only issue on your end was a colon instead of a semi-colon. :p No biggie.

Now if I could just figure out how to UV the thing. I've poured over tutorials, but no dice.

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Thanks for all the help. The only issue on your end was a colon instead of a semi-colon. :p No biggie.

Now if I could just figure out how to UV the thing. I've poured over tutorials, but no dice.

Which tuts are you using?

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http://community.bistudio.com/wiki/Oxygen_2_-_UV_Editor

Then there's GLT Myke's missile tut, that helped me a lot with my work flow and getting references into O2, but the UV mapping portion always escaped me.

I've also looked at Mondkalb's and it wasn't much help either.

HOPEFULLY I'll be able to figure it out in Blender, which I've always found to be obtuse and hard to use anyways, but I won't be "modeling" with it. I don't know, we'll see how things turn out.

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http://community.bistudio.com/wiki/Oxygen_2_-_UV_Editor

Then there's GLT Myke's missile tut, that helped me a lot with my work flow and getting references into O2, but the UV mapping portion always escaped me.

I've also looked at Mondkalb's and it wasn't much help either.

HOPEFULLY I'll be able to figure it out in Blender, which I've always found to be obtuse and hard to use anyways, but I won't be "modeling" with it. I don't know, we'll see how things turn out.

OK thats really not the best way in O2. Messiah of UKF posted a tut on these forums some time ago. I'll try and dig it up for you.

Failing that Ill see what else i can sort for you. Its perfectly possible to use O2 to unwrap. its just a quicker process in the likes of Blender, Modo and Max.

Edited by RKSL-Rock

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