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A couple of O2 questions

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I can import my model into O2 fine. But I am not sure where to go from there. I am also not sure how to get buldozer to work correctly. Any help would be appreciated.

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Buldozer Manual

 

As to the first question (regarding what to do with your model after importing it) that is a whole different can of worms. It will massively depend on what the model is a model of - is it a weapon, a vehicle, an item of clothing?

 

EDIT: 4000th post :o

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I am making a vehicle with a driver and 3 passengers which can shoot from their positions.

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I'd say if you're using Oxygen 2 then you're using obsolete software, as opposed to the newer Object Builder. Others might object to that, and yet others might say, "'six' of one/'half-dozen' of the other," meaning that they're pretty much the same.

I went through this stage before. You successfully import your cherished work into something that looked so daunting. Congrats on your first step! If you just want to see it in buldozer, then you'll have to jump through a series of fire hoops and laser-mounted shark pools. In other words, you have to set up a P: drive, which is finicky to say the least. It has worked and not worked on my very same computer set up, with the changes being due to updates in the game and engine.

IF you're trying to eventually implement your model into a game setting, then there may be several other things you need to do before you can see it. Even when buldozer was working, I preferred to see my models under various lighting conditions, and in relation to other objects, in the game editor. The simulated sun can wash out your model's colors and make you rethink its texture setup. For a ground vehicle, you'll need several other LODs to get it to work right, but you can for now treat it as a static object and see how it looks under the sun.

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I mean't Object Builder sorry.

 

EDIT:

 

I got buldozer setup but when I try to view my model it crashes Object Builder and Buldozer doesn't finish loading.

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I mean't Object Builder sorry.

 

EDIT:

 

I got buldozer setup but when I try to view my model it crashes Object Builder and Buldozer doesn't finish loading.

In your ARMA3 Tools folder look for steam_appid.txt   open it up -- go to your ARMA 3 main directory find a file of the same name -- open it -- copy this number   107410 from it, paste it into the one in Tools (meanwhile erasing whatever number was there before, and save.  Close them.  Now try Buldozer.

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What is the face/poly count on the model? If its over 35,000 or so that is the cause of your crash (ArmA/Buldozer can't handle that complex of a model).

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What is the face/poly count on the model? If its over 35,000 or so that is the cause of your crash (ArmA/Buldozer can't handle that complex of a model).

there was a change in the tools....

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It was already set to 107410. Polys were too high. I reduced it to 38k and it loads into buldozer but now I get weird behavior.OS%20issue.PNG

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there was a change in the tools....

 

What's the limit now -- I've been fighting to keep all mine under 15,000.  Is it higher now?

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Upon importing the model, invert the Z axis. It often does this when I import .OBJ format. To fix your existing model simply select it from the 'Right' view and press the symbol at the top that looks like two triangles pointing upwards, one a light shade of green and the other a darker green. Then press F5 to refresh the normals to fix the lighting.

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The poly limit on objects did indeed increase very significantly in mid-February.

 

From this tech report:

https://dev.arma3.com/post/techrep-00026

 

"Binarize has been updated; the P3D binarization process now uses 32-bit vertex indices and now produces binarized models (P3D) at version 70."

 

Previously it was at 15 bit (2^15 = 32k). 

Now at 32 bit (2^32 = 4 billion). Lol

 

I've built a model with 120k faces for testing purposes, no problem.

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I've built a model with 120k faces for testing purposes, no problem.

Possible, though far from practical from a performance standpoint :)

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It's hard to know exactly which faces should be turned outwards, but if it's all faces then select them in OB and press 'W.' Otherwise, try using the selectObject tool to get only the pieces you want to flip. It should be the default tool, and its cursor looks like an arrow with a white box next to it and a selection area under that.

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It's hard to know exactly which faces should be turned outwards, but if it's all faces then select them in OB and press 'W.' Otherwise, try using the selectObject tool to get only the pieces you want to flip. It should be the default tool, and its cursor looks like an arrow with a white box next to it and a selection area under that.

Its not just the faces that are reversed, but the entire model is mirrored on the 'Z' axis (assuming its a side-effect of the importation process as I posted above).

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It works now. Thanks guys. By chance do you know what button exports a texture map?

 

OS%20issue%20fixed.PNG

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Nice design...

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im having problem importing my model to OBJ Builder comes out small 

here is the model im new to modeling getting better as i practice. trying to make a building for arma 3 right now just trying get it into the game.

Model - https://www.mediafire.com/?669t64b6azuw9czcan anyone help me please

There's a box in the import dialogue where you can change the import size -- it is likely set at .1 or so if your model is importing smaller than you expect.  Check that.

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You can also select the model in OB and hold ctrl+shift and drag with your mouse button to make it larger or smaller.

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