eagledude4 3 Posted September 1, 2012 (edited) I'm trying to simplify my geometry lod, but I am unable to create a face (f6) and the option in the create menu is disabled (dulled out) I'm sure there's a simple solution, and googling didn't turn up any results that I found helpful. Note: I am trying to edit imported gemoetry, and working with a new oxygen project allows faces to be created. When I import the model, I get "No points in mesh" a bunch of times, but there ARE verticies in the model in oxygen. Is there a way to convert the verticies into points? EDIT I exported a lower face count version of the model to use as the geometry LOD, but when I import it, It look like anything was actually imported. Edited September 1, 2012 by eagledude4 Share this post Link to post Share on other sites
STALKERGB 6 Posted September 1, 2012 Hmm can't say I have heard of this issue before, could you maybe post an image of the point just before you attempt to create a face. Geometry I have imported into O2 has seemed to have worked without issue (at least as far as I can remember). What format are you importing? Share this post Link to post Share on other sites
[frl]myke 15 Posted September 2, 2012 Sure there are not more than 4 selected points? I miss the bottom status bar, there it would show how many points were selected. Creating faces only works with 3 or 4 selected points. Share this post Link to post Share on other sites
eagledude4 3 Posted September 2, 2012 (edited) For some reason, when ever I select a point in my model where only one verticy should be present, there's like 4 or 5. This might be related by the no points in mesh model error (issue creating the points). Also, when I try to import my other model into the geometry LOD, it imports it to the 0 LOD, but I figured out a workaround. is there anyway to import models right to a LOD? Edited September 2, 2012 by eagledude4 Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 2, 2012 Nope Simply import into a different p3d then copy-paste it into your main p3d As for multiple points, try the MERGE NEAR command in O2 Share this post Link to post Share on other sites
eagledude4 3 Posted September 3, 2012 (edited) Gnat;2218029']NopeSimply import into a different p3d then copy-paste it into your main p3d This seems like a better work around. Gnat;2218029']As for multiple points' date=' try the MERGE NEAR command in O2[/quote'] That seems to solve my problem, but it merges geometry I don't necessarily want to change. (I used the detect feature) Also, I have a question. What is the required face count for a geometry LOD? My geometry LOD currently contains 979 faces, and I can't think of any ways to make it simpler. Is there any way I can have someone look at my model and see if they can try and reduce them further? Edited September 3, 2012 by eagledude4 Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 3, 2012 It is ALWAYS easy to make geometry lod simpler. It is after all the collision detection, it is VERY unlikely you can tell the difference between walking or driving another vehicle into a Car's Geo LOD made of either a long cube vs. a 2000 face object !! The Geo LOD is not visible and is definitely not INCH/CM accurate. Examples http://s018.radikal.ru/i500/1202/bc/61d0f8455b1et.jpg http://wolfsburg.s64.xrea.com/doc_arma/img/LOD03.gif Have you looked at the various various tutorial, including my video series? Warning: All that importing and merging could easily create overlaping faces. Geo and Fire LOD I highly recommend being made in O2, they aren't that complicated. Share this post Link to post Share on other sites
eagledude4 3 Posted September 3, 2012 (edited) My object is a 3 story house (with interior), garage (open), swimming pool and a mailbox, which are a little different from a rectangluar vehicle. Alsomm I further reduced my geometry LOD to 250 faces. I have seen all 4 videos of your video series, but nothing in those videos seem to answer the questions I need answered. I didn't end up merging the faces due to problems, and the importing went well, so those issues are no longer a problem. I'd rather make my geometry in sketchup and export to oxygen. Edited September 4, 2012 by eagledude4 Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 3, 2012 Then you could very well waste HOURS in O2 trying to get it to work ...... so the "rather make it in sketchup" might not work best. "A 3 story house (with interior), garage (o), swimming pool and a mailbox" ? Is probably a couple dozen cubes, each formed to general shapes ..... pretty simple in O2. Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 3, 2012 Gnat;2218670']Then you could very well waste HOURS in O2 trying to get it to work ...... so the "rather make it in sketchup" might not work best."A 3 story house (with interior)' date=' garage (o), swimming pool and a mailbox" ? Is probably a couple dozen cubes, each formed to general shapes ..... pretty simple in O2.[/quote'] Moreover it may be even more simple thanks to the roadway lod : Geo lod => collision lod (things units may bump into, but not on which units may walk) ; Roadway load => surface on which units may walk. Share this post Link to post Share on other sites
PuFu 4600 Posted September 3, 2012 My object is a 3 story house (with interior), garage (o), swimming pool and a mailbox, which are a little different from a rectangluar vehicle.Alsomm My geometry LOD version of my model has 979 faces, not 2000 like previously stated I have seen all 4 videos of your video series, but nothing in those videos seem to answer the questions I need answered. I didn't end up merging the faces due to problems, and the importing went well, so those issues are no longer a problem. I'd rather make my geometry in sketchup and export to oxygen. Also, my geometry lod version of my model has 960 faces, not 2000 like previously stated 1. sketch up is NOT a game oriented modelling software. No matter what you want to believe. It is somewhere between nurb based modelling and polygon based, but it is neither as good as rhino or maya when it comes to it, nor to max/modo when it comes to polygons. Yes, it is straight forward to use but that is exactly where i would stop with my description about it. That's the only thing it does right. 2. your comparison with a vehicle has no grounds. Not all vehicles are rectangular, on the contrary. 3. you obviously fail to understand what collision geometry is, and what that is good for. The fact that you have a 3 story house with a mailbox changes nothing. You could have had a torus shaped turd for all its worth. 4. and what puts me off completely is that you come here, stating that your current knowledge level (at least in relation) with arma is noob level, yet you can't take the advice YOU have asked for, instead you choose to argue about it. For all it's worth, you could obviously try it your way, but then again, trying to do it your way after you have been told what you should be doing to get it to work properly means you know your shit well enough not to ask opinions from the rest of those obsolete forum users such as gnat, myke or whoever else bothered to give you a reply here. Gnat;2218670']Then you could very well waste HOURS in O2 trying to get it to work ...... so the "rather make it in sketchup" might not work best."A 3 story house (with interior)' date=' garage (o), swimming pool and a mailbox" ? Is probably a couple dozen cubes, each formed to general shapes ..... pretty simple in O2.[/quote'] The problem is with the tools and workflow(more precisely sketchup), not with being able to properly import exterior created geometries. Nothing you or me can do about the stubbornest though. Share this post Link to post Share on other sites
eagledude4 3 Posted September 4, 2012 (edited) 1. sketch up is NOT a game oriented modelling software. No matter what you want to believe. It is somewhere between nurb based modelling and polygon based, but it is neither as good as rhino or maya when it comes to it, nor to max/modo when it comes to polygons. Yes, it is straight forward to use but that is exactly where i would stop with my description about it. That's the only thing it does right.2. your comparison with a vehicle has no grounds. Not all vehicles are rectangular, on the contrary. 3. you obviously fail to understand what collision geometry is, and what that is good for. The fact that you have a 3 story house with a mailbox changes nothing. You could have had a torus shaped turd for all its worth. 4. and what puts me off completely is that you come here, stating that your current knowledge level (at least in relation) with arma is noob level, yet you can't take the advice YOU have asked for, instead you choose to argue about it. For all it's worth, you could obviously try it your way, but then again, trying to do it your way after you have been told what you should be doing to get it to work properly means you know your shit well enough not to ask opinions from the rest of those obsolete forum users such as gnat, myke or whoever else bothered to give you a reply here. The problem is with the tools and workflow(more precisely sketchup), not with being able to properly import exterior created geometries. Nothing you or me can do about the stubbornest though. 1. I understand that sketchup is not a tool games, but I prefer to use it for simple geometry like buildings and I prefer to do complex geometry like vehicles in 3DS Max design. I havn't had enough people give me enough details of why not to use it to really consider throwing it away all-together. 2. The only reason I mentioned the description of my model is because with a vehicle's geometry, you don't need to collide with the interior of it at all, where as a building with multiple levels, you need to collide with walls, ceilngs, floors, and doorways on each level. I've seen many examples where Sketchup works fine with oxygen. 3. I understand that anything I shouldn't walk through or shoot through should be included in the geometry LOD, am I wrong? 4. I'm greatful for gnat's advice, and am not throwing any of it away, like you seem to suggest. I was simply sharing my opinion and what I would prefer to do. I never said I wasn't going to follow or consider his advice. Moreover it may be even more simple thanks to the roadway lod :Geo lod => collision lod (things units may bump into, but not on which units may walk) ; Roadway load => surface on which units may walk. I was told the roadway geometry was for vehicles only (what determines the speed of the vehicle). Does what you say mean I don't need floors or ground in my geometry LOD? My intentions weren't to argue or get anyone upset. I Simply wanted to share different points of view and reach a conclusion that I could learn from. ANYWAYS, This thread no longer has reason to exist because the answer to the question has been found. I was selecting multiple verticies that were overlapping each other. Thanks to Gnat for the help, and apologies if you felt that I wasn't considering your advice. Edited September 4, 2012 by eagledude4 Share this post Link to post Share on other sites
max power 21 Posted September 4, 2012 3. I understand that anything I shouldn't walk through or shoot through should be included in the geometry LOD, am I wrong? Bullet collisions would typically be estimated using the firegeoLOD. Collisions with other objects would be on the geoLOD. The ability of the object to block the AI's lines of sight would be on the viewgeoLOD. Share this post Link to post Share on other sites
eagledude4 3 Posted September 4, 2012 (edited) Bullet collisions would typically be estimated using the firegeoLOD. Collisions with other objects would be on the geoLOD. The ability of the object to block the AI's lines of sight would be on the viewgeoLOD. Right. I forgot about bullet collisions being in firegeoLOD. Do faces in my roadway LOD need to be in my firegeoLOD? Also, thanks to everyone's help, my geometry LOD Face count went from 2040 to 430. Edited September 4, 2012 by eagledude4 Share this post Link to post Share on other sites
[aps]gnat 28 Posted September 4, 2012 If you want a "floor" to react to bullets you need to replace with another cube, in the Fire Geo LODs. You will learn a lot by opening/looking at the BI (ArmA1) Sample 3D models. There are multiple samples of every class, including buildings. Little has changed for ArmA2 Share this post Link to post Share on other sites
eagledude4 3 Posted September 4, 2012 Gnat;2219032']If you want a "floor" to react to bullets you need to replace with another cube' date=' in the Fire Geo LODs.You will learn a lot by opening/looking at the BI (ArmA1) Sample 3D models. There are multiple samples of every class, including buildings. Little has changed for ArmA2[/quote'] Thank you for the suggestion/reply, but this thread needs to die now. Share this post Link to post Share on other sites