dmarkwick 261 Posted June 19, 2007 Can someone tell me how to get my .PAA texture file into P3D format please? Oxygen documentation is very scarce in this area. I had thought that Oxygen was a modeling tool, but it seems my texture (which is actually an array of particle textures) needs to be in this format before I can make use of it in scripts. Ta Share this post Link to post Share on other sites
frederf 0 Posted June 19, 2007 I'm confused as .PAA is a texture and .P3D is a 3D model format. You can't get a .PAA in a .P3D but you can reference it as a texture for a surface of the 3D model. Perhaps this belongs in the 02 forum? http://www.flashpoint1985.com/cgi-bin....SF;f=76 Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 19, 2007 which is actually an array of particle textures are you going to make new drop animated particle ? than it's easy just like in ofp. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 19, 2007 I'm confused as .PAA is a texture and .P3D is a 3D model format. You can't get a .PAA in a .P3D but you can reference it as a texture for a surface of the 3D model. Precisely my confusion. Take a look at what you need to reference for particles at the moment: http://community.bistudio.com/wiki/Image:Particles.jpg This is the image of what "SmokeAnim.p3D" looks like. When I try to reference a .PAA file for use in smoke textures I get a CTD and the error message: "Warning: preNLOD format in object DMSmokeEffects\DMSmokeEffects.paa" DMSmokeEffects.paa being a file inside my DMSmokeEffects.pbo file. This error message suggests that the texture I need to reference must somehow be a .p3d file, same as the code example here: Quote[/b] ]_PS1 setParticleParams [["\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d", 8, 2, 6], "", "Billboard", 1, 1, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.9, 0.3, [1.5], [[1, 0.7, 0.7, 0.5]], [1], 0, 0, "", "", _obj]; Where as you can see the smoke texture used in this particle code snippet is taken from a .p3d file. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 19, 2007 which is actually an array of particle textures are you going to make new drop animated particle ? than it's easy just like in ofp. Easy if you know how if you know, tell Share this post Link to post Share on other sites
dmarkwick 261 Posted June 20, 2007 Hmm OK, latest news is that I hex-edited an existing BIS .p3d file to reference my .PAA instead and use that in my addon and that worked somewhat But I get an error that says that my mipmaps cannot be loaded. As far as I can tell there are mipmaps in the .PAA file. The smoke looks pretty good ingame anyone know anything about mipmaps not being loaded? Share this post Link to post Share on other sites
frederf 0 Posted June 20, 2007 Mipmaps are usually a separate .paa file. Share this post Link to post Share on other sites
maddogx 13 Posted June 20, 2007 Mipmaps are usually a separate .paa file. Where did you get that? Every .paa file I ever used had the mip maps stored in the same file. They're just scaled down versions of the image, used at lower LODs. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 20, 2007 Quote[/b] ]which is actually an array of particle texturesare you going to make new drop animated particle ? than it's easy just like in ofp. make a flat plane in o2. map it with texture named like my_fire.01.paa All other textures have to be named in series my_fire.02.paa, my_fire.03.paa and placed into pbo togethere with the first one. Then use drop command Just look at the standart ofp drops - in arma there's the same principle. Share this post Link to post Share on other sites