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DaSquade

Project: uss nimitz 68 carrier

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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.  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.

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sad_o.gif  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  crazy_o.gif

I really don't know what i'm doing wrong?rock.gif 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... sad_o.gif  someone??

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(I was using the info of BRSSEBz site...see crate tut) sad_o.gif 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 tounge_o.gif

Anyway, thks...back to work..

PS: i still got "texturename to long" error (??)..but (exp. A.pac) works.

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Hows the texturing turning out now? And any screens of a work in progress for us?

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Well, it works, BUT  sad_o.gif  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....   sad_o.gif  

Part1Top.jpg

Part1.jpg

I know that's not the way to refine the texture quality. I was just testing it.  wink_o.gif  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  sad_o.gif  ...and there are 5 parts....( crazy_o.gif  hmm....well, gonna test some more...

*note: this is all new for me now, but i learning  tounge_o.gif ...

*PS: all sugg. and help are still welcome  biggrin_o.gif

*release date:  sad_o.gif  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  crazy_o.gif  ) 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.

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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.

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Bulldozer only shows textures at 256x256 resolution, ingame it'l look better.

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Couldn't test it ingame jet sad_o.gif texture isn't visible . mad_o.gif 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 smile_o.gif

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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.

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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.:)

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I saw a Mayor bug you made mate wink_o.gif 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 wink_o.gif

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He, many thanks dude...was testing it all weekend sad_o.giftounge_o.gif

Well, on the other hand learn few other things...and sad_o.gif 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... sad_o.gif 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.

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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  wink_o.gif .example <---- 261 kb

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He, many thanks dude...was testing it all weekend  sad_o.gif   tounge_o.gif

Well, on the other hand learn few other things...and  sad_o.gif  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...  sad_o.gif  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 sad_o.gif

And it looks like evry Carrier that has been made in OFP get's lost some where sad_o.gif

For now 2 of the 15 carriers are released for OFP so how comes wow_o.gif

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Don't put it on hold.............. We would be lost without your carrier.

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I know, it's a shame  sad_o.gif  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... sad_o.gif  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.  wink_o.gif  

Just want to add, thanks again for all the help ( ....think i gonna need it  tounge_o.gif  ...because what esle do you have to do beside waiting for OFP2 ( and a nice carrier  ghostface.gif  )

I hope my next post have better news (hmm maybee a working Jernas and towable  sad_o.gif  ...who knows?!...somebody?  tounge_o.gif

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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 smile_o.gif

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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.

tounge_o.gif

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.

smile_o.gif

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I just uploaded the project folder (16Mb Rar file) with all the files i have. CBFASI, i'm keeping my promise  wink_o.gif  .

IUnfortunatly, i had to delete some pictures ( over 15mb..) but i assume you know how to use "google"  tounge_o.gif

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  sad_o.gif  )

Good luck, hope to hear more of it by someone else  smile_o.gif

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  smile_o.gif

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Just a little update on the Nimitz Project.  smile_o.gif

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  sad_o.gif   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!!  wink_o.gif

*I'm looking for someone who wants to texture it for me  sad_o.gif or hope i got some time to look at O2 texturing (and fix my problem)

@Mods: srry for reopening my old topic! (well..old?)

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Wow Verry nice and smooth work you got there mate...

It look's like we can add the Nimitz back too the list.

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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 smile_o.gif good luck with your project

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Well, no release plans. As said above (release priority: textured moddel  biggrin_o.gif  ). 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  smile_o.gif

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