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bflidifyed

How do you texture?

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i downloaded o2 yesterday i've made a famas but texture dun seem to be workin i got all the tutorial and i still can't get it workin

i can put textures into the background the texture i'm using is in C:/bulldozer/famas (same as everything else to do with this model) and when i press B nothing seems to happen and when i go to bulldozer all i see is water, sky but no model sad.gif PLEASE SUMONE HELP ME!!!

(and don't tell me the famas has already been made i know that, i just want to do sumthin to pass the time)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bflidifyed @ Oct. 22 2002,13:54)</td></tr><tr><td id="QUOTE">i downloaded o2 yesterday i've made a famas but texture dun seem to be workin i got all the tutorial and i still can't get it workin

i can put textures into the background the texture i'm using is in C:/bulldozer/famas (same as everything else to do with this model) and when i press B nothing seems to happen and when i go to bulldozer all i see is water, sky but no model  sad.gif  PLEASE SUMONE HELP ME!!!

(and don't tell me the famas has already been made i know that,  i just want to do sumthin to pass the time)<span id='postcolor'>

and i am selecting the faces

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Hm, perhaps the normals of the faces have the wrong direction...

- Activate "view normals" in "file/options...".

- Activate "face culling" in your view ports (shortcut: "F"); if model disappears, try this: "ctrl"+"A" (select all), "W" (reverse faces).

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thanks but how will i know if the textures are on the model confused.gif

everytime i load up bulldozer i see nothing but water and when i press any buttons it seems to goto night time and comes up with an error confused.gif??

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Perhaps a Buldozer problem?

How do you call Buldozer?

My command line: "buldozer.exe -noland -dx -window"

And I copied the "Flashpoint.cfg" from my OFP-Folder into Buldozer's Directory.

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!!!! YO THANKS !!!! WOW MY MODEL IS TEXTURED!!!

i just gota find out how to get it in game and stuffs now biggrin.gif

DAM YOU ROCK!!!!! WOOHOO!!! (as you can tell i'm very very happy)

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hmmm anyone wanna tell me what i gotta do next cos now i'm totally lost confused.gif

lol i've got my textured p3d model and what now??

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Write a config.cpp.

biggrin.gif

Refer to this tutorials (how to implement new add-ons) and to a-lone-wolf's page (there you can found decoded config.cpp-files from BIS and a small czech-english-OFP-dictionary).

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (der bastler @ Oct. 23 2002,12:59)</td></tr><tr><td id="QUOTE">Write a config.cpp.

biggrin.gif

Refer to this tutorials (how to implement new add-ons) and to a-lone-wolf's page (there you can found decoded config.cpp-files from BIS and a small czech-english-OFP-dictionary).<span id='postcolor'>

Thanks

the link to a-lone-wolf's page doesn't work

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i've deleted it cos it was a mess i'm gonna try makin another one biggrin.gif ooo why am i so crap at this sad.gif

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i found this sumwhere. Now what do i need to do to it to bring my model into the game??? i'm pretty sure sumthing is missing biggrin.gif

class Default{}

class MGun: Default{};

class Riffle: MGun{};

class M16: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="m16_proxy";

modelOptics="optika_m16";

optics=1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

displayName="$STR_DN_M16";

displayNameMagazine="$STR_MN_M16";

shortNameMagazine="$STR_SN_M16";

drySound[]={"weapons\M16dry",0.010000,1};

magazines[]={"M16","Mortar"};

modes[]={"Single","Burst"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="$STR_DN_M16";

dispersion=0.000200;

sound[]={"Weapons\M16Single",1.000000,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="BulletBurstW";

multiplier=1;

burst=3;

displayName="$STR_DN_M16_BURST";

dispersion=0.000400;

sound[]={"Weapons\M16Burst",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=3;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class Default{}

class MGun: Default{};

class Riffle: MGun{};

class M16: Riffle{};

class M16S: M16

{

muzzles[]={"M16Muzzle","M16StrikeMuzzle"};

picture="M16";

class M16Muzzle: M16

{

magazines[]={"M16"};

};

class M16StrikeMuzzle: StrokeGun

{

};

};

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ok here's what i've just finished makin and it dun work sad.gif

// FAMAS BY BFLIDIFYED

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class FAMAS

{

units[] = {"Soldier (famas)"};

weapons[]={"Famasbase","Famas","famasmag"};

requiredVersion=1.750000;

};

};

class CfgModels

{

class default {};

class Weapon: default {};

class FAMAS: Weapon {};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class Famasbase: Riffle

{

access=2;

scopeWeapon=1;

scopeMagazine=0;

aiRateOfFire=1.500000;

aiRateOfFireDistance=50

model="\famas.p3d";

modelOptics="\optika_famas.p3d";

picture="\famas.paa";

displayName="FAMAS";

displayNameMagazine="FAMAS Mag";

shortNameMagazine="FAMASM";

count=30;

weaponType=1;

magazineType=32;

reloadTime=0.10000;

magazineReloadTime=2;

autoReload=0;

soundContinuous=0;

sound[]={"fire.wav",1.000000,1};

magazines[]={"famasMag"};

recoil="riffleSingle";

backgroundReload=0;

burst=1

multiplier=1

autoFire=0

initSpeed=420;

dispersion=0.002000;

ammo="FAMAS";

};

class famas: famasbase

{

picture="\famaspic.paa";

scopeWeapon=2;

scopeMagazine=0;

};

class famasmag: famasbase

{

scopeWeapon=0;

scopeMagazine=2;

picture="famas.paa";

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier:Man{};

class SoldierWB:Soldier{};

class OfficerW:SoldierWB{};

class OfficerM9: OfficerW

{

displayName="Officer (famas)";

weapons[]={"famas","Binocular","Throw","Put"};

magazines[]={"famasmag","famasmag","famasmag","famasmag",&quot

;HandGrenade","HandGrenade","HandGrenade","HandGrenade"

,"SmokeShell","SmokeShe

ll"};

};

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ahh you have the whole thing messed up send me the zipped folder with everything, model and config.cpp to yvoluk@wanadoo.nl and ill fix it, don't worry i wouldn't steal it smile.gif

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K i got ur email, for a first addon its ok but there are a lot of things missing like LODs (all of them) smile.gif I will fix it up and send u back, be sure to check the config.cpp ill write what you got wrong there.

Edit/

Actually the model is quite nice

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elloooo

thanks for that i read through the config.cpp i can't belive i made such a mess oh well biggrin.gif that's my fault and thank you for fixing it.

how do you get it in game???

haha i'm really stupid tounge.gif

i've made it into a .pbo file and stuff but i still dunno how to use it in game

(hehe i think we'd all be better off if i give up smile.gif )

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thanks to soul_assassin my model is ingame but now i come up with an error when i start flashpoint

No entry 'config.bin/CfgWeapons.famasMag

i've looked at the config file and i can't fix it PLEASE can sumone help me!!

Here's the config.cpp

// FAMAS BY BFLIDIFYED

//Edited by Soul_Assassin

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class FAMAS

{

units[] = {"famassoldier"};//use single word remember this

weapons[]={"famas"};//you only need to define the weapon itself

requiredVersion=1.75;

};

};

// something wrong here but I cant remember what

//class CfgModels

//{

// class default {};

// class Weapon: default {};

// class famas: Weapon {};

//};

//you need to define the ammo

class CfgAmmo

{

class Default {};

class BulletSingle : Default {};

class bulletfamas : BulletSingle

{

hit = 12;

indirectHit = 5;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class famas: Riffle //has to be the same as in CfgPatches

{

ammo="bulletfamas";

access=2;

scopeWeapon=2;

scopeMagazine=0;

aiRateOfFire=1.500000;

aiRateOfFireDistance=50

model="\famas\famas.p3d"; //include the name of the folder!!

modelOptics="";//include the name of the folder!!

picture="\famas\famas.paa"; //include the name of the folder!!

displayName="FAMAS";

displayNameMagazine="FAMAS Mag";

shortNameMagazine="famasMag";

count=30;

weaponType=1;

magazineType=32;

reloadTime=0.10000;

magazineReloadTime=2;

autoReload=0;

soundContinuous=0;

sound[]={"fire.wav",1.000000,1};

magazines[]={"famasMag"};

recoil="riffleSingle";

backgroundReload=0;

burst=1

multiplier=1

autoFire=0

initSpeed=420;

dispersion=0.002000;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class Man: Land {};

class Soldier:Man{};

class SoldierWB:Soldier{};

class OfficerW:SoldierWB{};

class famassoldier: OfficerW //this has to be the same as the class you defined in CfgPatches

{

displayName="Officer (famas)";

weapons[]={"famas","Binocular","Throw","Put"};

magazines[]={"famas","famas","famas","famas","HandGrenade

","HandGrenade","HandGrenade","HandGrenade","Smoke

Shell","SmokeShell"};

};

};

//added this

class CfgNonAIVehicles

{

class ProxyWeapon {};

class Proxyfamas : ProxyWeapon {};

};

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