Jackal326 1181 Posted March 21, 2007 In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm. I'll be putting it to great use in an attempt to cut down on the number of textures used. This will however increase working time, but you'll get over it I'm sure. It'll be worth the performance gain I'm assured. Just compressed (merged) 13 seperate M4A1 textures into 2 larger textures, 1 is 2048x1024, the other is 2048x2048. They sound large, but from what I've read and heard, it'll better than 13 seperate textures. A quick (and scaled) preview of the two combined textures: Share this post Link to post Share on other sites
Blackbuck 9 Posted March 22, 2007 Finally no more doing umpteen textures nicely done mate. Share this post Link to post Share on other sites
Ironsight 1 Posted March 22, 2007 In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm. Mind sharing how it was done? Share this post Link to post Share on other sites
Jackal326 1181 Posted March 22, 2007 Basically, you merge all of the textures manually (using Photoshop or whatever), making sure to retain the ^2 dimensions (in my case, with the textures being quite hi-res to begin with, using 2048 and 1024 pixels as my dimensions). Then you have to write a .PTM file, that O2 uses to remap the existing UV Maps, onto the new larger texture. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class inftexmerge { class object01 { class items { class item00000 { x=0.000000; y=0.000000; w=512.000000; h=256.000000; scale=0.000000; name="SJB_M4TEST\tex\fixorb.pac"; angle=0.000000; }; class item00001 { x=0.000000; y=0.000000; w=512.000000; h=256.000000; scale=0.000000; name="SJB_M4TEST\tex\fixorb.pac"; angle=0.000000; }; class item00002 { x=0.000000; y=256.000000; w=512.000000; h=256.000000; scale=0.000000; name="SJB_M4TEST\tex\ris.pac"; angle=0.000000; }; class item00003 { x=0.000000; y=512.000000; w=512.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\Stuffed.pac"; angle=0.000000; }; class item00004 { x=512.000000; y=0.000000; w=256.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\30magPolyM4.pac"; angle=0.000000; }; class item00005 { x=512.000000; y=512.000000; w=512.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\right.pac"; angle=0.000000; }; class item00006 { x=1024.000000; y=0.000000; w=1024.000000; h=1024.000000; scale=0.000000; name="SJB_M4TEST\tex\ANPEQ2a.pac"; angle=0.000000; }; }; w=2048.000000; h=1024.000000; alpha=0.000000; file="SJB_M4TEST\tex\M4_Part1.paa"; models[]= { "SJB_M4A1_proxy.p3d" }; mergedpath="C:\O2_Viewer\SJB_M4TEST\tex"; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class inftexmerge { class object01 { class items { class item00000 { x=0.000000; y=0.000000; w=1024.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\foregrip.pac"; angle=0.000000; }; class item00001 { x=1024.000000; y=0.000000; w=512.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\stuffed2A.pac"; angle=0.000000; }; class item00002 { x=1536.000000; y=0.000000; w=512.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\stuffed2B.pac"; angle=0.000000; }; class item00003 { x=0.000000; y=512.000000; w=1024.000000; h=1024.000000; scale=0.000000; name="SJB_M4TEST\tex\regStockM4.pac"; angle=0.000000; }; class item00004 { x=1024.000000; y=512.000000; w=1024.000000; h=1024.000000; scale=0.000000; name="SJB_M4TEST\tex\recPolyM4.pac"; angle=0.000000; }; class item00005 { x=0.000000; y=1536.000000; w=512.000000; h=256.000000; scale=0.000000; name="SJB_M4TEST\tex\carryPolyM4.pac"; angle=0.000000; }; class item00006 { x=512.000000; y=1536.000000; w=512.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\cranePolyM4.pac"; angle=0.000000; }; class item00007 { x=1024.000000; y=1536.000000; w=256.000000; h=512.000000; scale=0.000000; name="SJB_M4TEST\tex\vertPolyM4.pac"; angle=0.000000; }; }; w=2048.000000; h=2048.000000; alpha=0.000000; file="SJB_M4TEST\tex\M4_Part2.pac"; models[]= { "SJB_M4A1_proxy.p3d" }; mergedpath="C:\O2_Viewer\SJB_M4TEST\tex"; }; }; Those are my two example .PTM files I used. X = The top left point of the textyure (where it starts) Y = The hegiht of the twop left point defined in X W = How wide the texture is (in pixels) H = How high it is (again, in pixels). Share this post Link to post Share on other sites
Ironsight 1 Posted March 22, 2007 Thanks, I am going to play around with this. Merge option is great for converting OFP addons to ARMA. Share this post Link to post Share on other sites
-HUNTER- 1 Posted March 23, 2007 This is something I didnt know. And will also come in handy in the future im very sure of that. Learned another thing today! Share this post Link to post Share on other sites
Jackal326 1181 Posted March 29, 2007 Well, after a little tweaking, I've got the normal maps, as well as the cfgmaterials working (with thanks to Indy). I'll post a few screenshots <s>tomorrow</s> right now. CLICK ME CLICK ME CLICK ME CLICK ME Note: Some of the lighting is exaggerated because the shots were taken with default weather (bright sunshine). I do however plan to edit the values in cfgmaterials to make the 'shine' less intense in most circumstances. Share this post Link to post Share on other sites
Ironsight 1 Posted March 30, 2007 Looks sweet How do the normal maps and cfgmaterials influence the performance? Especially when you use more of these weapons. Share this post Link to post Share on other sites
Jackal326 1181 Posted March 30, 2007 I haven't tested that yet, I just threw three or four units onto Sahrani Lite (the 'dry' one released a few days ago) to take those few screenshots seen above . I will perform a few experiments with FPS either tonight after work or sometime tomorrow, comparing a lot of stock BIS units on the map, with the same number of each optic type, to see how/if it affects FPS. Share this post Link to post Share on other sites
-Puma- 2 Posted March 30, 2007 are u planning to make those mods in m4 to work, or are they just eyecandy, like we discussed earlier??? sexy m4 tough Share this post Link to post Share on other sites
Jackal326 1181 Posted March 30, 2007 The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now. Share this post Link to post Share on other sites
sickboy 13 Posted March 30, 2007 Awesome work again Jackhal! Especially on the ideas with the sights and lights etc! Looking extremely forward to using your beauties in action! Share this post Link to post Share on other sites
dslyecxi 23 Posted March 30, 2007 Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version. Examples: Share this post Link to post Share on other sites
-Puma- 2 Posted March 30, 2007 The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now. I love u Share this post Link to post Share on other sites
Jackal326 1181 Posted March 30, 2007 Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version.[...] The blue texture has already been replaced with a less cloudy and more transparent version. I will edit the main reticle size according to your screenshots shortly. Thanks. Share this post Link to post Share on other sites
tpM 478 Posted March 30, 2007 Hi, Is it possible to add an effect to magnifiing the optic part without the rest of the view magnifiing? (sorry for my eng. :\ ) Share this post Link to post Share on other sites
Jackal326 1181 Posted March 30, 2007 Not to my knowledge. I'll be using flat 2D optics for ones with magnification, and the 3D optics (such as the one for the EOTECH a few pages back) without any zoom, where no zoom would be in real life. I had hoped it would be possible to simulate scopes like in Red Orchestra (where the main optic is magnified and the surrounding area isn't. However, I'm yet to find out if its possible, and how to do it if it turns out that it is. Share this post Link to post Share on other sites
tpM 478 Posted March 30, 2007 I found this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1; in a config.cpp Share this post Link to post Share on other sites
dslyecxi 23 Posted March 30, 2007 I found this<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1; in a config.cpp Don't get too excited by that, it probably refers to the PVIs - Peripheral Vision Indicators. Share this post Link to post Share on other sites
Blackbuck 9 Posted March 30, 2007 Jackal what about using 2d optics but without a black surround? so it gives the illusion of the one in RO Share this post Link to post Share on other sites
Jackal326 1181 Posted March 30, 2007 Well, the surround itself will be magnified too, so it'll be nothing like. I know what you're trying to say, but I'd sooner have the black surround than a magnified surround that by rights shouldn't be magnified. Share this post Link to post Share on other sites
karazy 0 Posted April 1, 2007 I haven't taken much time to look at the SCARs yet, they're on my to-do list though. Will be the best weapons in the pack, tbh. Share this post Link to post Share on other sites
Blackbuck 9 Posted April 1, 2007 Thats your opinion others might want to see the 416s. There are a lot of things in the pack as is with out all of the stuff on his infinitely long to do list. Share this post Link to post Share on other sites
fireship4 0 Posted April 17, 2007 Hmm maybe you can create the scope zoom effect in the same way the screen in the striker simulated a camera on the front of the vehicle? Share this post Link to post Share on other sites
Jackal326 1181 Posted April 17, 2007 I don't think its a camera per se, more likely just a window thats textured to look like a camera. I'll look into it though. Share this post Link to post Share on other sites