Jackal326 1181 Posted September 7, 2007 Nice work Synide, thanks for the public release of the core models, though the teture and material paths on the majority of them are borked and simple point to "edinys.paa" which I just realised is your name backwards...[major_disappointment] Share this post Link to post Share on other sites
CRIONYK 0 Posted September 7, 2007 it's hard to retexture mlod models but there is a way now to edit arma models. big thanks synide Share this post Link to post Share on other sites
Johannes 10 Posted September 7, 2007 you dont have to retexture anything. The uv´s are still there just put on the correct textures with the "Face Propertys" Menu. Share this post Link to post Share on other sites
Lockheed Martin-ch 0 Posted September 7, 2007 Since there are some other models converted to MLOD than just the sample models: Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit Share this post Link to post Share on other sites
F4llen_ 0 Posted September 9, 2007 hi guys can, is there MLOD of the M4 SD? if not can some one make it pls Share this post Link to post Share on other sites
CRIONYK 0 Posted September 9, 2007 hello all is there's a way to have more weapons ? (like M4SPR, M24, M107, G36s...) also i have reworked SF US mlod and i got it to work in my arma with all textures and materials you just need to redone texture path then redone selections in model. they misses capital letters Share this post Link to post Share on other sites
MehMan 0 Posted September 13, 2007 Ey Synide, is the FTP still on now are have you put it off for good? I hope you still keep it on at those hours you have it on, heh, I've just figured out I need a model. Also, did you perhaps also change one of the civs in shorts into MLOD? If not, could that be my request pretty please? Share this post Link to post Share on other sites
Snake Man 407 Posted September 13, 2007 I have made private request for few additional building model MLOD's for Synide, if he would be so awesome and create those, I could then re-pack all the released MLOD's and RPT files and upload them to some accessible/24hrs download link. Even if Synide cant/wont do those requests, I could still upload all the stuff at the moment in my posession. What I mean is; dont worry I have all the models and can happily share them. Share this post Link to post Share on other sites
MehMan 0 Posted September 13, 2007 EDIT: Got it! Thanks Synide! Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 16, 2007 Any success with mass LOD's ? Share this post Link to post Share on other sites
Synide 0 Posted September 16, 2007 Any success with mass LOD's  ? ...only the 'total mass'... the mass per vertex is not available. And, therefore the distribution of mass around the model and where BIS modelers have tweaked the Center Of Gravity too is not available. Share this post Link to post Share on other sites
Baz 0 Posted September 16, 2007 I have a small request, i'm working on an ambulance hmmwv and I wouldl ike the MLOD version of the M113 ambulance from the game so I can use it for my interior. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted September 20, 2007 CHEERS to you, Synide Just 10 mins looking through this stuff has answered soooo many questions! Share this post Link to post Share on other sites
ryankaplan 1 Posted September 25, 2007 hello there. I was hoping to make a Stryker with a Mobile Gun System on it (search google Stryker MGS), so i would really appreciate it if you could make an mlod version of any one of the strykers. If i succeed, we might even try and make a whole fleet of strykers, ranging from the Medical Stryker to Strykers with 120mm mortars (COC style) etc. Share this post Link to post Share on other sites
Iron+Cross 0 Posted September 29, 2007 Quote[/b] ]hope this doesnt end like p3dedit.. I agree although they dont seem to be bothering if some one is doing it manuly? which puts alot of strain on one guy, speeking of which. great work! but err could some one decode the opfor grenader? please. id like to add some custom Face Armor i found for the Soviet SSh-60 type helmate. kinda like the u.s face armour used in Iraq, but its one part & has better protection of the neck. Any of the OPFOR models would do realy, as longs they have helmet. Share this post Link to post Share on other sites
CRIONYK 0 Posted September 30, 2007 hello if you have queen's gambit, can you convert blufor mercenaries and opfor mercenaries ? please very big thanks for this useful work Share this post Link to post Share on other sites
hotshotmike1001 0 Posted October 1, 2007 MLODs_by_Synide how do i get them to show the textures and make them work with the stock textures??? say for the Blackhawk and Littlebird MH6 i need to make them read the textures that are ment for the models any way to make that work??? in the 02 modeller it shows no textures in the textures part for the models Share this post Link to post Share on other sites
Jackal326 1181 Posted October 1, 2007 Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding. Share this post Link to post Share on other sites
Snake Man 407 Posted October 1, 2007 Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding. Right, but as for example the UH60MG is using two or more (cant remeber) textures... how do we differentiate which texture goes to which parts of the model? If it would be to replace synide.paa with bis\something.paa it would be easy. Share this post Link to post Share on other sites
Jackal326 1181 Posted October 1, 2007 Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding. Right, but as for example the UH60MG is using two or more (cant remeber) textures... how do we differentiate which texture goes to which parts of the model? If it would be to replace synide.paa with bis\something.paa it would be easy. Best bet is select the whole model and apply the general model texture (e.g. the main UH60 texture) then find the faces that look weird (i.e. the faces that don't use that texture) then find the texture that matches those faces, select them and apply the correct texture. Its pain-staking work, especially with the number of LODS involved in some of the models, but at the moment its necessary. Share this post Link to post Share on other sites
Synide 0 Posted October 3, 2007 texture and material mappings per face are now available... mass per vert. in Geo LOD is not available... manual intervention is still required in most cases... Share this post Link to post Share on other sites
ebud 18 Posted October 4, 2007 if you can ever get the named selection weights for the unit models figured out... oh man... Share this post Link to post Share on other sites
Synide 0 Posted October 5, 2007 if you can ever get the named selection weights for the unit models figured out... oh man... hey Ebud, could you clarify for me please... are you referring to the mass/weight per vertex in the Geometry LOD which therefore creates the models Center of Gravity? Or, are you referring to some other sort of 'weight map'? If you are referring to the first then atm the moment this is not available. However, as a stop gap measure the models Total Mass is placed in the Geometry LOD and it is split evenly between all vertices in the LOD. This is of course not correct. What is also available is the point that should be the models CofG (Center of Gravity). So, atm an additional point is being created in the GeometryLOD and it is being given a Named Selection of "CenterOfMass". This point is of course not part of the original model. You would then have to tweak the mass values for each vert. in the Geometry LOD until you get the BLUE-X to match up with the "CenterOfMass" point. Then you could remove this extra point or leave it there - 'sup to you really. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted October 5, 2007 How does this affect the models ingame, exactly? Is it a major issue? Share this post Link to post Share on other sites
Synide 0 Posted October 5, 2007 "Center of Mass" or "Center of Gravity" if not done properly mostly affects vehicles and aircraft handling characteristics in-game. (just ask RockofSL..) Most evident in Aircraft - if you don't at least attempt to modify the apportioned values in the the GeomteryLOD to get the BLUE-X to match up with this 'CenterOfMass' selection point then you're wizzy planes handling will be very strange i'd say... Not so evident if left in the modified state as in these mlods, in character models... but quite easy for someone to copy over from BISoldier.p3d the 'Mass per Vertex' values... so, characters shouldn't be a problem. Essentially, you have to play with these values if you want to produce a quality Addon, imo - irrespective of whether you are creating a model from scratch or using the above... Share this post Link to post Share on other sites