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scousejedi

Beginners faq  - no queries please

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PLEASE PLACE ONLY QUESTIONS WITH ANSWERS IN THIS THREAD. IF YOU WANT TO KNOW SOMETHING THIS IS NOT THE PLACE TO ASK.

Corrections are welcome.

Common Questions being asked.

1. I can't see background images.

    a. Have you got the Original OFP:Cold War Crisis cd in your CD Drive?

    b. Do you have O2 and Buldozer set up as per the readme/instructions?

    c. Are you loading a viable image

         i. Size must be a power of 2 ie 2, 4, 8, 16, 32, 64...

         ii. Need not be a .pac or .paa, if you have pal2pac.dll in the right place

         iii. A gif, tga, paa or pac.

    d. Further reading if you are still having problems

    e. Copy the .dll files that came with the viewer into the O2light folder.

2. Viewer does not work

    a. Have you set up the options correctly in O2.

         i. Did you install to the folders detailed in the readme? O2 wherever and buldozer in the root folder - c:\ or d:\

    b. Copy the flashpoint.cfg from your c:\...\operation flashpoint folder and overwrite the flashpoint.cfg that lies in the folder where you installed buldozer. (c:\ if you followed the readme). Set your options again in O2.

    c. Do you have the ORIGINAL CD in the drive.

3. I can't load the models from OFP, RH or Res

    a. You can't load them, they are ODOL format which are compressed. Even Bis cannot load them.

    b. At present there is no conversion tool although rumours are beginning to circulate.

4. Where do I find the demo models?

    a. Download the demo from fileplanet

    b. Some models are here in MLOD format

5. I cannot open demo models  - MLOD format.

    a. You need a utility called xpack, it can be found . here

6. I cannot see normals

    a. In O2 ,select FILE -> OPTIONS and scroll down, there is a checkbox mentioning normals - turn it on.

7. Wheres the support Bis?

    a. The is none, Bis have no written documentation

    b. No support from Bis is part of your license agreement

8. Where is the Extrude function?

    a. There isn't one despite what the tutorials say. It has ceased to be. Use Shift + RMB instead.

edit

9. How big is everything

a. A square is 1m square, yes its metric, sorry America.

Any others please continue the thread, questions with solutions only please.

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10. Q: My proxies look right in Bulldozer but are misplaced ingame. What is wrong?

A: You have an incorrect definiton in your config.cpp

Make sure that the proxy actions chosen are the ones that correspond to the base class that you have derived your object from.

This will cause you problems:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgVehicles

{

 class All {};

 class AllVehicles: All {};

 class Land: AllVehicles {};

 class LandVehicle : Land {};

 class Car: LandVehicle {};

 class UAZ: Car {};

 class KoenigseggCC: UAZ

 {

      driverAction = ManActSkodaDriver;        

      ......

<span id='postcolor'>

Since the KoenigseggCC class is derived from the UAZ class the last line should read:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction = ManActUAZDriver;  <span id='postcolor'>

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I couldn't find a keyboard map, so...

It just might come in handy.

Keys

F2 Select object

F3 Select faces

F3 Select faces

F4 Select vertices

F5 Recalculate normals

F6 Create face from selected vertices

F7 Create box

F8 Create cylinder

F9 3-side view + 3D preview

~ Does not work. Should be toggle Freeform select.

Use the menu instead: Edit - Edit mode - Laso

\ Triangulate: change 4-point surfaces into 2 3-point surfaces

a Set/modify texture mode

b Background mapping: Use to apply texture loaded using Set/modify “texture mode†on selected objects/faces.

c Center pin on selection

d Remove faces

e Face properties: bring up face properties

f Show/Hide back oriented faces

g Bring up Gizmo mapping dialog

i Smooth edges

m Bring up Map Dialog

o Object select mode

p Flatten points: bring up the “flatten†dialog

q Uncross: cross or uncross selected edges

r move pin

s Viewer Focus selection

t Select surface mode

u Sharp edges

v Vertice selection mode

w reverse: inverse normals

x Lock X movement: selected objects can only be moved in X direction

y Lock Y movement: selected objects can only be moved in Y direction

z Bound to 2 functions, using may cause problems

In top/front/side view: Zoom mode

In 3D preview: Lock Z movement: selected objects can only be moved in Z direction.

Insert Create vertex

Delete Delete selection

Space Center on pin

Numeric Keyboard

* Center camera on selection

/ Triangulate: change 4-point surfaces into 2 3-point surfaces

+ Camera zoom in

- Camera zoom out

Shift+Keys

c Use Pin toggle: all operations now act at the position of the pin. Example: press “Instert†to create a new vertex at the position of the pin.

e Bring up Vertes Properties dialog

d Weld selected vertices (merge selected vertices to a single vertex)

m same as Shift+D

o Bring up Modelling Coloration dialog

w Bring up Linear Deform dialog

Ctrl+Keys

F5 Bound to 2 functions, using may cause problems

Does not work: Front view

Does not work: Refresh

F6 Does not work: Top view

F7 Does not work: Left view

F8 Does not work: Projected view

1 Toggle Named Property window

a Select all

b Background from face (inverse “b†key function)

c Copy

d Deselect

e Toggle selection toolbar

g Does not work: Toggle Grid

h Hide selection

i Invert selection

l Lock selection

n New

o Open file

r Does not work: Lock camera position

s Save file

t Toggle default toolbar

u Bring up Unwrap dialog

v Paste

w Select only one side (front/back toggle)

x Cut

y Redo

z Undo

Ctrl+Shift+Keys

h Unhide selection

l Unlock selection

Home Move face to first in order

End Move face to last in order

PgUp Move face up in order

PgDn Move face down in order

Windows key + keys

t plus time

y minus time

Numeric keyboard:

* Center view on selection

Alt+Keys

Backspace Undo

c Toggle Coordinates window

h Toggle History window

l Bound to 2 functions, using may cause problems

Toggle LOD window

Does not work: Toggle Named selections window

m Toggle Mass window

p Toggle Named Properties window

s Split window in 4 views

t Toggle Texture library window

Numeric keyboard:

* Center all views on selection

Mouse movement operations

LMB (Left Mouse Button) Make selection

RMB (Right Mouse Button) Move selection

Ctrl+LMB Add to selection

Ctrl+Shift+LMB Remove from selection

Alt+LMB Move camera

Ctrl+LMB Rotate camera

Shift+RMB Duplicate (clone) selected

Ctrl+RMB Rotate selection

Ctrl+Shift+RMB Scale selection

Texture Library window

Alt+T Bring up texture dialog

LMB Select texture

Ctrl+LMB doubleclick Select all surfaces assigned with texture

Extra information about Objectiv2 Light

- Each grid square is 1x1 meters in size.

- People in Operation Flashpoint are between 1.70 and 1.80 meters in height.

- Maximum object size in OFP is 150x150x150 meters.

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I cannot load textures

To load textures you need to have DLL Folder set in the options.

FILE -> OPTIONS -> Dll Folder

Set it to the oxygen folder, for example:

c:\games\operationflashpoint\oxygen

...is my setting.

Remember:

YOU NEED TO CLOSE AND RESTART O2 for changes to have effect.

.....

If you want the sixe of the window changing in Bulldozer

You can also change Buldozer window size permanently by adding command line arguments like -x=640 -y=480 into the External viewer path.

ie FILE -> OPTIONS

Amend the line with you parameters (c:\bulldozer.exe -noland -dx -window -x=640 -y=480

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1. I have textured my model but now I want to change the path or filename of my texture.

Easy.

Alt-T to select Texture view

CNTL + Doubleclick on the texture to be changed, this will select all the faces with that texture.

E - to enter face properties mode, in whcih you can see a textbox containing the current path to your texture. Change this and your textures name/path will be changed.

.....

I can't view the demo proxies in my model? I get preNLOD error what am I doing wrong?

If you have a copy of the original demo and use a tool like PBOTool to unzip Data3D.pbo you create a directory full of p3d files.

Now you need a tool called xPack, you can get it at The OFPEC

Run xPack and change your proxies to p3d_

Eg, T72CommanderOut.p3d will be unpacked to T72COmmanderOut.p3d_

Delete T72CommanderOut.p3d and erase the '_' from the remaining file and then simply place it in the Data3d folder that the Viewer uses. This should be c:\data3d but many people will have z:\data3d.

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And to complete scouse Jedi's tip about texture path changing:

after cntrl-dbl-click on the texture in the texture library

you need to: alt-right-click into any of the windows in o2

else button E will not do anything.

--------------------------------------------------------

Another one:

Pathlod:

If you want to create a building including a pathlod there are

a few things you need to take care about;

The pathlod consists of simple faces (4 or 3 vertrices) connected to eachother. This means that if you press

F2 (select object) and select any vertex, the whole pathlod

should be highlighted.

If you create two seperated objects as pathlod, AI will not

move to the correct positions.

example: a house with two floors - one door down and stairs

leading up onto first floor.

If pathlod was not built in one piece, you will have troubles to

send AI up to first floor.

There must be at least:

one Inx selection

one Posx selection

(x stands for the number 1-upward counting)

The In selection is required for AI to enter/exit the pathlod

The Pos selection is required to send AI to certain positions

inside the house.

If you are missing one of those positions and you try to send

AI to the object, the game will crash.

~S~ CD

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