havocsquad 0 Posted August 29, 2003 That's an impressive 3D design in-game from my testing it out, I can't wait for the fully functioning final version of it. When you release your completed addon DaSquade, would you mind if I designed your demo mission that would be included with the addon? If you don't want to, that's no problem. Â If you want to design it yourself, I have my CAT launch script that would go well in your mission so it can be used for your addon. Here is the link to the forum topic to my realistic CAT launch script if you want to use it. Keep up the good work bro, I'll be anxiously awaiting your release of the completed addon. Later. Havoc. Share this post Link to post Share on other sites
DaSquade 0 Posted August 30, 2003  Hmmm, need some help. I started learning texturing in O2 (i think it's better than texturing it in 3Dmax and then import). I installed bulldozer and changed the settings in O2. I think it works. If i open a addon i see its textures. (so no prob.) But when i want to load a texture (looked at a few tutorials on texturing) after pressing "A" and making a window...i still have exp. FRONT TEXTURE: (null)...and so i cant "apply" (B) it to its selected face(s).??! I used standard pac and paa (exp. texture from crate tutorial),. If i "check" the face with "E" and adress of texture is correct.....foldername\texturename.paa ?? If i then try texturing an other face and hit "A", O2 crashes and send me to desktop  I really don't know what i'm doing wrong? And i think it's something small i overlooked (...where do i create the folder with the textures?? O2\Data? or under Bulldozer?? I tested under bought and other places...  someone?? Share this post Link to post Share on other sites
waffendennis 0 Posted August 30, 2003 Brsseb got some info about that Brsseb's site Good luck on it Oh and check the First Tutorial at his Tutorial page ( setting up 02 ) Share this post Link to post Share on other sites
DaSquade 0 Posted August 30, 2003 (I was using the info of BRSSEBz site...see crate tut) found it...didn't started the fixer i think (i restarted) and i didn't know it worked since i still don't see a Z drive. Dupe, srry Anyway, thks...back to work.. PS: i still got "texturename to long" error (??)..but (exp. A.pac) works. Share this post Link to post Share on other sites
Yoshiro 0 Posted August 30, 2003 Hows the texturing turning out now? And any screens of a work in progress for us? Share this post Link to post Share on other sites
DaSquade 0 Posted August 30, 2003 Well, it works, BUT   i noticed my flydeck mapping (see mapping 3Dmax screenies at beginning) is not sharp enough. Full size deckmapping (original Nimitz deck foto i adjusted) is +-1600x400. (72 res. pix/inch) 1,9Mb BMP. After converting (TGA 24Bit non compressed)and splitting it (exp. part1 noise section 2048x1024) = 1,33Mb...just tested it....   I know that's not the way to refine the texture quality. I was just testing it.   and i think i don't want to release it in with that crappy texture. But that means i will have to remake the texture (better quality..but note part lenght +-70m   ...and there are 5 parts....(  hmm....well, gonna test some more... *note: this is all new for me now, but i learning  ... *PS: all sugg. and help are still welcome  *release date:   well, i still have to learn much in different areas (config...hope CBFASI allows me to base it on his Hermes), the LIFT feature (still a big ? for me, but it looks some people are making great progress...and many more... *I think the next few weeks will bee crusal i deciding if i really want to release it. (fact. if i want to do it good expl. the texturing part (note size Mb total addon   ) and my lack of experience... One thing is sure, i still gonna keep working and testing it....i just don't thing "this project" will have highest priority. Share this post Link to post Share on other sites
blackdog~ 0 Posted August 30, 2003 Why not make the deck texture in sections? Even if it's 3 or 4 textures per 75 (i think thats how long) meter piece of the carrier, that would be fine. Share this post Link to post Share on other sites
drewb99 0 Posted August 30, 2003 Bulldozer only shows textures at 256x256 resolution, ingame it'l look better. Share this post Link to post Share on other sites
DaSquade 0 Posted August 30, 2003 Couldn't test it ingame jet texture isn't visible . only grey. I think it's its root adress(?) expl. texture root of deck face 1= o2\Data\Nimitz681\D1.paa...(changed the root manually to Nimitz681\D1.paa and other set. but nothing. Hmm, gonna check it later... *To BlackDog: it think i'll stick on the 1 taxture 1 part (flydeck) concept and maybee use the "poor" textures untill i tested then ingame. (since bulldozer isn't the same as ingame)...i see what i can do Share this post Link to post Share on other sites
drewb99 0 Posted August 30, 2003 If it's gray ingame, that means it has no texture assigned- and your model path is probably wrong. If OFP can't find an assiged texture, it shows up as white. Share this post Link to post Share on other sites
philcommando 0 Posted September 1, 2003 There are 2 parts to the problem u posted:- 1. Getting to see texture in 02 2. Better graphics. 1. Texturing in 02. ------------------ i had the same problem u faced for months till i created a path to my textures folder. a.Open 02 and see the options dialogue. b. check the DLL path. It should read C:\Flashpoint\02 and not just 02. Must always be c:\something folder even 02 is okay. c. Once u have that path corrected, u should face no problem in texturing in 02. 2.Better texturing:- --------------------- No matter how big your texture is, 3000 X 3000 pixel, your image will always be jaggy in 3d games as we always go all the way to very close to the multi-coloured pic itself, due to comp technology of using square blocks to represent colour and info. One way u might wanna try:- Background ------------ 1. create a 128 X 128 pixel of grey with noise ( for dirt effect)jpg. 2. convert the jpg to paa. 3. In 02, select the faces for texturing. 4. pressing A button, just drag a small corner within the selected faces and apply tex, - B button. 5. This manner u will be tiling the texture. Lines ------- Instead of using one big pic to represent the info, u can 1. create a face or faces to represent the lines. 2. create a 64 X64 paa pic of the colour u want and apply to the face. 3. Place this face just slightly above the deck so that it will not blend into the deck texture. 4. this manner, u would avoid the jaggies. Number:- ------- 1. U could use alpha images or just create a 256 x 256 paa pic of the number with the deck colour as background and apply to the face and raised slightly above the deck. This manner your number will be sharper. Memory cost:- -------------- grey texture = 3kb paa. line texture = 2kb paa number texture = 6kb paa. Compared to your original big pic 1024 pixel at 1.3Mb and this sharper method using only 11kb, which would u prefer? Try using paa pics for the exteriors and large areas and keep the jpgs for your dials or crucial data areas of your addon. To see texture ingame:- your folder can be something like this. c:\nimitz ( with all your textures and p3d in this folder. When u wanna pbo:- copy and paste this folder into another temp folder, eg:- c:\ projects\nimitz. Once u have pbo, u should be able to see nimitz.pbo in the project folder, eg:- c:\projects\nimitz.pbo. Copy and paste this pbo into ofp addons and u should be able to see all ingame. Edit:- u can have numerous folders method but u must understand how ofp process the addons. It must always be drive:\ofp\addons\ ( followed by your pbo). Within this pbo will be your p3d and textures. It would be preferable if u create your addon as a standalone project, eg- c:\nimitz folder, and all your textures within that folder, so that when u pbo and add to ofp addons- it will read as drive:\ ofp \addons\nimitz.pbo and not something like c:\ofp\addons\projects\nimitz.pbo, cos there is no project folder in ofp and ofp while processing will be able to find your p3d but not the textures attached to it. Furthermore it would be easier for 02 to call for your texture, as the path to it will read as c:\nimitz\deck.paa. Imagine what will happen if u place your addon from start as c:\project\nimitz\deck.paa? Once ingame, ofp will draw the paa from project folder but that folder is non-existant, thus no pics for your addon. No worries about inexperience. We all start somewhere and at least u dare try. No one is perfect and we will help whenever we can, pitching in areas where we know and wishing u the best in areas we dont, hoping someone else who knows will share. All the best.:) Share this post Link to post Share on other sites
waffendennis 0 Posted September 1, 2003 I saw a Mayor bug you made mate you placed the Carrier in 02 -10 so that was the problem you needed tho set pos the object but i fexed it and its now presicly on the OFP 0 line and you dont need to Setpos any more Share this post Link to post Share on other sites
DaSquade 0 Posted September 1, 2003 He, many thanks dude...was testing it all weekend Well, on the other hand learn few other things...and i think i gonna wait a while with the carrier project. (As you said: flydeck<-->texturing method....i know, and i don't know it's possible to make the deck mapping in 1 texture. But i gonna have a look at it later. In the mean time, i was working on a Buoy and a "Jernas". Anyway: 1. Thanks for the help all. 2. Sorry, but that carrier i promissed... well, let's just say, i didn't deleted it jet...to CBSFASI i would say: many thanks for the help, but it's a bit to early for me this project (RESPECT) and good luck. Hope to hear more of it in the future. Share this post Link to post Share on other sites
Totmacher 0 Posted September 1, 2003 Bulldozer only shows textures at 256x256 resolution, ingame it'l look better. Thats wrong,.. copy the Flashpoint.cfg in your bulldozer folder and overwrite the old one. You will see bulldozer can now handle higher textures  .example <---- 261 kb Share this post Link to post Share on other sites
waffendennis 0 Posted September 1, 2003 He, many thanks dude...was testing it all weekend   Well, on the other hand learn few other things...and   i think i gonna wait a while with the carrier project. (As you said: flydeck<-->texturing method....i know, and i don't know it's possible to make the deck mapping in 1 texture. But i gonna have a look at it later. In the mean time, i was working on a Buoy and a "Jernas". Anyway: 1. Thanks for the help all. 2. Sorry, but that carrier i promissed...   well, let's just say, i didn't deleted it jet...to CBSFASI i would say: many thanks for the help, but it's a bit to early for me this project (RESPECT) and good luck. Hope to hear more of it in the future. What you must be kidding right right... you can't quit now on it..... Well it looks like we need a person who can finish this thing up And it looks like evry Carrier that has been made in OFP get's lost some where For now 2 of the 15 carriers are released for OFP so how comes Share this post Link to post Share on other sites
Yoshiro 0 Posted September 1, 2003 Don't put it on hold.............. We would be lost without your carrier. Share this post Link to post Share on other sites
DaSquade 0 Posted September 2, 2003 I know, it's a shame   but i'm really not ready for it (jet)...Remember, i started making addons ...well 2 weeks ago... If i had know how much work it would take (splitting up model...now splitting up the textures..) to make a "nice" carrier...  I had never started...but that's no excuse...i just don't want the carrier to bee my first experiment (hope you guys understand). I'm still convinced OFP needs a carrier, so i don't give up. I just don't want to spent time experimenting on this model. (that's why i started making something smaller..a "Jernas" and do some other research). note*: If someone is interessed in my carrier project (5 3dmax models, all photo's and some textures). Just contact me and i'll see what i can do. ( note*: The carrier project wont stop, i just need some more practice. Final thought: (I still remember Phill's tip of the day) Dont give up. U will learn more on a journey than just rushing to the final destination.   Just want to add, thanks again for all the help ( ....think i gonna need it   ...because what esle do you have to do beside waiting for OFP2 ( and a nice carrier   ) I hope my next post have better news (hmm maybee a working Jernas and towable   ...who knows?!...somebody?  Share this post Link to post Share on other sites
DaSquade 0 Posted September 2, 2003 Reply on Phill's info and my texture problem: -I only don't see my textures ingame. Bulldozer works fine. -O2 settings are: C:\ofpedit\Bulldozer.exe -no.., C:\ofpedit\O2 (DLL folder) and ..Data\ for Texture name prefix. So there's not the problem it think, i think i missplace my folders...I tried it like: C:\ofpedit\Nimitz\..and here the p3d and textures.....(?)...then O2 root mapping was....Nimitz\texture.pac...(like the tutorial said...NOTE adress....addonname\texture.pac. Anyway, hope you see what i did...gonna test it like you told me. It must work Share this post Link to post Share on other sites
Matthijs 40 Posted September 2, 2003 Add-on making is a tough business. Hard labor that never seems to end. Only at the end, when you see the popularity of your work, you'll be tricked into making something new, and it starts all over again. If you are serious about dropping the project, why not release the unfinished work, for other add-on makers to pick it up? You would still get credit for your work, and the OFP community will have their carrier. Share this post Link to post Share on other sites
DaSquade 0 Posted September 3, 2003 I just uploaded the project folder (16Mb Rar file) with all the files i have. CBFASI, i'm keeping my promise   . IUnfortunatly, i had to delete some pictures ( over 15mb..) but i assume you know how to use "google"  Anyway, hope someone is interrested.... Please contact me if you have problems with the model or understanding the structure (for how far there was a structure   ) Good luck, hope to hear more of it by someone else  The adress is: http://users.pandora.be/EEChome/Project%20USS%20Nimitz%2068.rar (please only DL it if you really need to. File over 15Mb!!! Dl stream of my provider is +-170kb/sec. (Don't know if my provider allows it, and it effects my internet contact). I think i will leave the project folder on my site for a mounth or 2. note*: i don't need credits, just contact me on how the project grows is enough  Share this post Link to post Share on other sites
blackdog~ 0 Posted September 3, 2003 http://www.tacticalblunder.com/mirror/misc/dasquade_nimitz.rar Share this post Link to post Share on other sites
DaSquade 0 Posted October 29, 2003 Just a little update on the Nimitz Project.  Since a week or 2 i started back working on the Nimitz. (all 3Dmax work) - Reworked (cleaning out model) the hangars and lifts. Added stair compartment in hangar bay going to command tower. - Splitted up the 5 flydeck parts in: lines, tarmac (with virtual locks), landing tarmac, dangerlines, deflectors and catapults. All "semi-textures" (jpeg) where tested on the model in 3Dmax..(see screenshots ). screenshot 1 screenshot 2 screenshot 3 By using the "Tile" mode texturing (didn't check O2 jet, but guess can use it there too) i think can overcome my "previous" hold: the blurry textures when trying to texure the +-65m parts with 1 map. I suppose the deck and sides (nets, reascue flote (?),..ext will be done somewhere this weekend (plus textures). - My first priority (if i ever will release it anyway) is to complete the base of the Nimitz (hangars, hull and (non- working) lifts   and the flydeck. The command tower (still not really shore i will make it as a seperate part or will integrate it in part 3...?? will i be able to set it good (height) above part 3 with the group cff?? like with the group cff that CBFASI use for his Hermes. (if i may??)..but i noticed in the editor it's hard to use "setpos" to set unit (or pbo) as height (in combination with Road (Geo)LOD...It recalculate (expl. +14m) when there's a Lod between it (?). Hope someone understands my problem and could advice me something? Also the tower and the hangar, lflydeck and lifts(?) will need some PathLods otherwise it would be somehow useless (AI). Didn't looked this up, but i guess it's +- some as RoadLod (but smaller). Hmm, is it possible to configer drivers and crew to sepperate Paths? ANYWAY, still a lot of questions, but some progress on the carrier!! PS: I'm planning to make all textures (and test them in 3Dmax). But since i guess it isn't possible to import the textured model in O2 (plz someone prove it's possible!!  *I'm looking for someone who wants to texture it for me  or hope i got some time to look at O2 texturing (and fix my problem) @Mods: srry for reopening my old topic! (well..old?) Share this post Link to post Share on other sites
waffendennis 0 Posted October 29, 2003 Wow Verry nice and smooth work you got there mate... It look's like we can add the Nimitz back too the list. Share this post Link to post Share on other sites
Uncle_Sam 0 Posted October 29, 2003 Yeah looking good, wish i could help but i dont get i thing from editing, need pics or info about pm if got everything you need good luck with your project Share this post Link to post Share on other sites
DaSquade 0 Posted October 29, 2003 Well, no release plans. As said above (release priority: textured moddel   ). But good news (i hope, didn't test jet), because i'm only gonna texture it in 3Dmax (and import it to O2 when textured). Anyway, still lot of work to do... screeny sreeny 2 *For the flydeck i'm using 1024x512 .tga (refernce: 2 locks per map. Lock=grey dot  Share this post Link to post Share on other sites