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Veovis

Oxygen eats textures

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Is there any other model or texture format that OFP accepts besides p3d, paa, and pac? I'm really tired of how terribly oxygen ruins my models. For example, I have a soldier now that I made in 3ds max, and with a 3ds render and tga textures, I can read the words on the soldier's arm patch. Once I put it in oxygen and convert the textures to paa, it turns into absolute crap. I can hardly make out the russian flag on the patch, let alone the letters. Help?

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I try to make mine in Photoshop and there is still crap.

I'm telling you man, they know sth we don't. biggrin_o.gif

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How do the textures look in OFP?

If they look ok there try copying the flashpoint.cfg file over the one O2 uses. This worked good for me.

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kill the little crap computers and use JPEGs. If only they fit in with the rest of the game...

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For an arm patch etc then yep just use jpeg's, but the only lose in quality that I've noticed is mainly a change in the shade of colours. The clarity shouldn't alter much.

What resolution are you running OFP at?

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What else can be done?

I create a nice texture in photoshop but when it goes through to O2 it gets nasty grain. It looks like texture with worms. It should be smooth as glass.

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Well, I haven't loaded it into flashpoint yet. I'm looking at it with buldozer - does that make things look worse than they do in game? I don't think that's the problem. I think it may because I mapped the textures onto the model with 3ds max. I've done reskins of suchey's models, for example, and they look great. But when its mapped in max it looks awful.

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it may be Buldozer configured in a low resolution. I made models in 3d studio, I map them in 3d studio and i don't have problems when importing in O2, try to copy the flashpoint.cfg file from your flashpoint directory to the buldozer's one. And try to use the Paatool to convert your textures

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Well...it´s maybe because your flashpoint.cfg doesn´t have good parameters...

Are your values in your flashpoint.cfg file something like this?

Quote[/b] ]

Total_Memory="512 MB";

Landscape_Textures=1024;

Animated_Textures=1024;

Cockpit_Textures=1024;

Object_Textures=1024;

HW_Type="Direct3D";

JPEG?Why? for bigger lagz?Don´t know why some people still wants to use JPEGs... :-/

Use PAA or PAC ;)

look at this sample:

paa.jpg

Do you still think PAA and PAC are craps?it´s not about format´s,but about TEXTURE!

-For better pac textures save the texture into gif for web color than convert it to pac

-If you have BLACK/WHITE texture,desaturate it in photoshop (ctrl+shift+u) and save as TGA,then convert to paa

-Or for colors PAA use PAA tool

Hope,I helps

Enjoy

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Wow... it was most definately my cfg file. For the game my textures are 2048 quality, but for o2, it was 256!! No wonder it looked so terrible. Thanks for the advice.

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o2 and texview is fast but textures gets grain effect and stuff, so it is a good idea to use paatool to convert your textures to get it look more like the orginal.

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One more question.

How can I make a text and simple grafics be visible on a detail level (readable)?

What fonts or Paatool options?

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