Scorpio 0 Posted August 26, 2002 I have took the time to make a basic O2 Interface tutorial, that would give users a basic understanding on how O2 works, and its features. I will not go into Gizmo mapping, ect. or any advanced tools, though. You can download it Here Share this post Link to post Share on other sites
Guest Posted August 26, 2002 Excellent, Scorpio Here is the word list that you had a link to. It might be a useful part of the faq: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// czech words in 'Operation*Flashpoint' resources // in alphabetical order, best viewed with fixed width fonts (Courier) in any plain text editor/viewer (search function would be useful) // special abbreviations used: abbreviation {abbr}, slang {sl}, adjective {adj}, diminutive {dim}; // version 0.04 [2002-06-20] by 'a-lone-wolf' : sorry, for any mistakes included ... alt altimeter {abbr} apac apache asfalt asphalt asfaltka asphalt, blacktop_road auto car barabizna hovel, shack beden boxes bedna box beton concrete bily pozicni blik white positional blinker bok side brejle glasses {sl} bricho stomach, abdomen bryle glasses brzdove svetlo brake light budova building cerveny pozicni red positional cerveny pozicni blik red positional blinker cislo number cisterna cistern, tank civilista civilian clun boat ctverec square dalekohled binoculars delo gun dlouha long dlouhe long dlouhy long domek small house, cottage doplnovani filling up, replenishing, completion drevtank wooden_tank {abbr} dum house elektronika electronics granat grenade granatomet grenade_launcher grupa group {sl} helma helmet hlaska watchtower hlava head hlina soil hodinova hourly horizont horizon horni upper hospoda pub hrobecek grave {dim} hromada stack, pile, heap hromada_beden heap_(of)_boxes hrudnik chest humr hummer, humvee, hmmwv {sl} kameny stones, rocks kanon cannon, gun karoserie car_body, coachwork kasna fountain klapka flap, aileron koberec carpet kola wheels kolL wheel_Left {abbr} kolo wheel koloL wheel_Left {abbr} koloP wheel_Right {abbr} kolP wheel_Right {abbr} kompas compass konec granatometu end (of) grenade_launcher konec hlavne end (of) barrel konec L svetla end (of) Left light {abbr} konec P svetla end (of) Right light {abbr} konec svetla L end (of) light Left {abbr} konec svetla P end (of) light Right {abbr} konec svetla PL end (of) light Front_Left {abbr} konec svetla PP end (of) light Front_Right {abbr} korba hull kostel church kostelik chapel koule sphere koulesvetlo sphere_(of)_light {abbr} kov metal kozlice superposed_shotgun kridlo wing krizek small_cross krk neck krouzek small_circle krychlicka small_cube kulas machine_gun {sl} kulomet machine_gun kurzor cursor kus piece kusplechu piece_(of)_plate l raketa left rocket {abbr} l strela left missile {abbr} L svetlo Left light {abbr} lafeta gun-carriage latka fabric, material lauf barrel {sl} lbiceps left_biceps {abbr} lchodidlo left_sole_of_the_foot {abbr} les forest leva smerovka left rudder leva vejskovka left elevator {sl} levy left levy kolo left wheel levy prach left dust levy predni left front levy predni tlumic left front shock_absorber levy prostredni left middle levy prostredni tlumic left middle shock_absorber levy zadni left rear levy zadni tlumic left rear shock_absorber lholen left_shin {abbr} lloket left_elbow {abbr} lod ship, vessel lrameno left_shoulder {abbr} lsroub left_propeller {abbr} lstehno left_thig {abbr} lzadek left_butt {abbr} majak lighthouse mala small, little mala osa small axis mala vrtule small rotor mala vrtule blur small rotor blur mala vrtule staticka small rotor static mapa map mensi smaller mesto town minutova minute {adj} mireni aiming miridla sights motor engine mrizka small_grill, lattice mrtvola dead_body, corpse munice ammunition nabojnice cartridge_case nabojniceend cartridge_case_end nabojnicestart cartridge_case_start nejty rivets {sl} nemocnej sick {slang} noha leg nohy legs nohybok legs_side nozka small_foot oblicej face ocas tail ohniste fireplace ohorela charred ohorelavec charred_thing okno window optika optics optika_strela optics_missile osa axis osa leve smerovky axis (of) left rudder osa leve vejskovky axis (of) left elevator {sl} osa leveho kola axis (of) left wheel osa prave smerovky axis (of) right rudder osa prave vejskovky axis (of) right elevator {sl} osa praveho kola axis (of) right wheel osa predniho kola axis (of) nose wheel osa vejskovky axis (of) elevator {sl} OsaHlavne Axis_(of)_Barrel OsaHlavneVelitele Axis_(of)_Barrel_(of)_Commander osasterL axis_(of)_windscreen_wiper_Left {abbr} osasterP axis_(of)_windscreen_wiper_Right {abbr} OsaVelitele Axis_(of)_Commander OsaVeze Axis_(of)_Turret osavolantkon axis_(of)_steering_whel_end {abbr} osavolantzac axis_(of)_steering_whel_start {abbr} osa_alt axis_(of)_altimeter {abbr} osa_buben axis_(of)_drum osa_horizont axis_(of)_horizon osa_kompas axis_(of)_compass osa_mph axis_(of)_speed_indicator osa_nm_alt axis_(of)_altimeter (elevation above sea level) {abbr} osa_poklop axis_(of)_hatch osa_radar axis_(of)_radar osa_rpm axis_(of)_rpm (revolution counter) osa_rychlo axis_(of)_speed_indicator {abbr} osa_rychlo axis_(of)_speed_indicator {abbr} osa_time axis_(of)_time osa_ukazsmer axis_(of)_point_direction osa_vert_speed axis_(of)_vertical_speed {abbr} osobnost personality OtocHlaven Turn_Barrel OtocHlavenVelitele Turn_Barrel_(of)_Commander OtocVelitele Turn_Commander OtocVez Turn_Turret p raketa right rocket {abbr} p strela right missile {abbr} P svetlo Right light {abbr} padak parachute palivo fuel paluba deck papir paper pasanimL track_animation_Left {abbr} pasanimP track_animation_Right {abbr} pasL track_Left {abbr} pasoffsetL track_offset_Left {abbr} pasoffsetR track_offset_Right {abbr} pasP track_Right {abbr} pasy tracks pbiceps right_biceps {abbr} pchodidlo right_sole_of_the_foot {abbr} pholen right_shin {abbr} pisek sand plast plastic plech sheet, plate ploket right_shin {abbr} plot fence pneu type {abbr} podkoloL under_wheel_Left {abbr} podkoloP under_wheel_Right {abbr} podlaha floor podsvit pristroju backlight (for) devices podvozek chassis poklop hatch poskozeni damage prameno right_shoulder {abbr} prava smerovka right rudder prava vejskovka right elevator {sl} pravy right pravy kolo right wheel pravy prach right dust pravy predni right front pravy predni tlumic right front shock_absorber pravy prostredni right middle pravy prostredni tlumic right middle shock_absorber pravy zadni right rear pravy zadni tlumic right rear shock_absorber predni front predni kolo nose wheel pristresek shed prkna boards, planks prolis extrude provizorni provisional, temporary pruchozi through psroub right_propeller {abbr} pstehno right_thig {abbr} pytel bag pytle bags radar radar radarKons radar_Mounting {abbr} raketa rocket, missile rampa ramp rapid Skoda_sport_car ret lip ridic driver roura pipe ruce hands ruka hand rus russian rychlo speed {abbr} rychlost speed rzadek right_butt {abbr} schema diagram, scheme sedacka seat sektor sector silnice road sipka arrow sklo glass sklo L glass Left {abbr} sklo P glass Right {abbr} sklo predni L windscreen Left {abbr} sklo predni P windscreen Right {abbr} sklo zadni glass rear skodovka Skoda_car {sl} sluchatko earpiece smer direction snura cord snurky strings, twines spaleniste site_of_a_fire Spice rakety spike (of) rocket spodni lower, bottom spodni ret lower lip stabilizator stabilizer stan tent staticka static stena wall steracL windscreen_wiper_Left {abbr} steracP windscreen_wiper_Right {abbr} sterk gravel stit shield stopa mark, print stopa PLL mark_Front_Left_Left {abbr} stopa PLP mark_Front_Left_Right {abbr} stopa PPL mark_Front_Right_Left {abbr} stopa PPP mark_Front_Right_Right {abbr} stopa ZLL mark_Rear_Left_Left {abbr} stopa ZLP mark_Rear_Left_Right {abbr} stopa ZPL mark_Rear_Right_Left {abbr} stopa ZPP mark_Rear_Right_Right {abbr} stozar pole, flagpole stul table, desk stulsuplik table_drawer suplik drawer {dim} sutr stone {sl} svetla light {adj} svetle light {adj} svetlo light svetloPL light_Front_Left {abbr} svetloPP light_Front_Right {abbr} svetly light {adj} tankista member_of_tank_crew telefon telephone televize TV_set televizesvideem TV_set_with_video telo body, figure terc target traktor tractor trojuhelnik triangle trup body, hull, fuselage ukaz point, show ukazsmer point_direction ukaz_rpm indicator_rpm {abbr} ukaz_rychlo indicator_speed {abbr} usti muzzle usti granatometu muzzle (of) grenade_launcher usti hlavne muzzle (of) barrel vec thing vejskovka elevator {sl} velka big velka osa big axis velka vrtule big rotor velka vrtule blur big rotor blur velka vrtule staticka big rotor static velke big velky big vez tower, turret vicka eyelids videem video vlajka flag vojak soldier volant steering_wheel vrtule propeller, rotor vrtule blur propeller blur vrtule staticka propeller static vyfuk konec exhaust end vyfuk start exhaust start xicht face {sl} zada back zadek butt zadni back, rear {adj} zadni svetlo rear light zamerny aiming_point, line_of_sight zasleh flash zbran weapon zebra ribs zeleny pozicni green positional zeleny pozicni blik green positional blinker zidle chair(s) zidlicka small_chair znaceni marking znacka road_sign zranen wounded zrcadlit reflect, mirror zrcadlovky glasses (reflex) zvonice bell_tower <span id='postcolor'> Share this post Link to post 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KKB 0 Posted August 26, 2002 Good tutorial. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">6. View LOD.  Not named for a crew position, so I'm not really sure what it does.<span id='postcolor'> There is no such LOD available in my copy of O2 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">7. Hit Point LOD.  Not used it yet, presumably for defining damage taken in various areas of the model.  Confirm. <span id='postcolor'> Yes. You can define in the cpp how much dammage each part can take and if the bullet will pass through that part or not. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Components – These are parts of the model that define Geometry LOD’s<span id='postcolor'> Not neccesarily. Component## is the name O2 uses if you let it search for the parts of the model. A single vertex can be a component too. You can use them in any LOD, however naming of the modelparts like this is essential for the geomtry lod's AFAIK. Share this post Link to post Share on other sites
Scorpio 0 Posted August 26, 2002 Ok, I updated the tutorial. Thanks KKB. Anymore feedback would be appreciated. Download New Update Share this post Link to post Share on other sites
aLoneWolf 0 Posted August 26, 2002 I can update/extent the czech translation if necessary... Highlight your wishes... Share this post Link to post Share on other sites
KKB 0 Posted August 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KKB @ Aug. 26 2002,17:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).<span id='postcolor'> Mhh... I don't think so. I'm pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I'm guessing here.<span id='postcolor'> I did some testing (model was basicaly only a big cube in the geometry lod). It is like I thought, if there is no view geometry LOD then the engine uses the normal geometry lod ( including not rendering objects behind it) Share this post Link to post Share on other sites
zwadar 0 Posted August 27, 2002 If there isn't View GEometry LOD, engine uses Fire Geometry, and if it isn't there too, engine uses Geometry LOD.. :-) Share this post Link to post Share on other sites
ebud 18 Posted September 3, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ Aug. 26 2002,14:33)</td></tr><tr><td id="QUOTE">I will not go into Gizmo mapping, ect. or any advanced tools, though. You can download it Here<span id='postcolor'> Nice.... BUT I think for many of the peeps already here, things such as this are what we really want. Anyone can play around and figure out some of the intuitive features. That's we we all did it. It's the functions that are very specific to 3d modeling and/or to O2 that are not self explanitory that will generate most of the serious questons. Maybe not... I just want to know Share this post Link to post Share on other sites