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Rebel Man

Oxygen 2

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I've been working on this guy as part of my conflict of corellia mod, however, I'm having some problems configing the skeleton. I tried that tutorial post, however it still sits in the default position in game.

reb_2.jpg

reb_1.jpg

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That tutorial is the one he has already used AJ (as mentioned in his above post)

@Dan, at the risk of dragging this across 2 threads, do you want me to send my basic config so at last you can get the model working ingame?

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Quote[/b] ]

But i also start to wonder why it drops your cursor once 'in' buldozer' and that way you loose the only way to get out buldozer is to alt-tab.

Try adding this to the .cfg file you are using for buldozer:

DisableMouseExclusive=1;

Planck

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Quote[/b] ]

But i also start to wonder why it drops your cursor once 'in' buldozer' and that way you loose the only way to get out buldozer is to alt-tab.

Try adding this to the .cfg file you are using for buldozer:

DisableMouseExclusive=1;

Planck

ARHA !!!!

Thanks Planck That was annoying the shit out of me smile_o.gif

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Quote[/b] ]@Dan, at the risk of dragging this across 2 threads, do you want me to send my basic config so at last you can get the model working ingame?

Sure that'll be great, just copy and paste me a pm. Also, what else did you do to the model besides copy and paste the memory LOD from the BI skeleton file(and visual modifications)? From what i can tell the BIsoldier model is already weighted, and i weighted the new helmet to the head in all the distance LODs.

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Quote[/b] ]DisableMouseExclusive=1;

Haven't tested, but by Gnats reaction it works. Thanks Planck. An other frustration lighter.

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So....How do you get the vehicles to work in game?

I got the hummvee in game, but the wheels dont roll, and the turret doesnt turn.

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You need a config file for it, madmedic.You can depbo wheeled.pbo and unrap config.bin to find the hummer class settings.

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You need a config file for it, madmedic.You can depbo wheeled.pbo and unrap config.bin to find the hummer class settings.

I replaced the model in the wheeled. pbo with the sample one from BIS, and it does not work.

There must be some selections that are different or something.

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Check the different lods in the model then, I guess. If there are lots of named selection in czech, it's probably setup correctly.

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Quote[/b] ]DisableMouseExclusive=1;

Haven't tested, but by Gnats reaction it works. Thanks Planck. An other frustration lighter.

Sorry DS, I hadn't actually tested it, but it does work.

This was a direct copy of my "gaming" cfg, with just the top line added;

Quote[/b] ]DisableMouseExclusive=1;

language="English";

adapter=-1;

3D_Performance=7979.000000;

Resolution_W=1280;

Resolution_H=960;

Resolution_Bpp=32;

refresh=60;

FSAA=3;

HDRPrecision=32;

lastDeviceId="4318,403,69275870";

localVRAM=657637376;

nonlocalVRAM=258998271;

winX=253;

winY=38;

winW=1280;

winH=960;

winDefW=1280;

winDefH=960;

BTW, you can add that line to your gaming cfg and it still works OK for both gaming and O2, the disable mouse seems to have no effect on gaming (but it was a short test).

Because "you never can tell", I made and run a separate cfg now for O2.

To use this custom cfg, the following works fine in the O2 Options. Note no " " .... sorry.

Quote[/b] ]C:\Games\ArmA\ArmA.exe -window -buldozer -noland -cfg=C:\Games\ArmA\ArmABULDOZER.cfg

BTW, its not a perfect fix, the pointer jumps between screen locations sometimes as you click between applications .... but its FAR better than the "no pointer" pain in the arse.

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Thanks Gnat for the info, but somehow not working here.

Must be part of my general bug (have to add the " arma.exe " +parameters to get my buldozer to work) confused_o.gif .

Time will tell...

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^ I also need de "..." wink_o.gif

to make the "DisableMouseExclusive=1;" working you must add the parameter in the config as gnat said but what made it working for me is :

- you start o2

- start buldozer

- reduce buldozer at the bottom of the screen

- right click on the reduced buldozer at the bottom

and click on "size".

- click one or 2 times OUTSIDE buldozer window.

- thats it, the mouse part should be ok.

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My Viewer is switched to start when O2 starts.

Did you try the line at the TOP of the config?

Below is my setup, it may or may not help;

F is a real drive, not part of C or a virtual drive

O2_2.jpg

O2_3.jpg

O2_4.jpg

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Again thanks Gnat for the info and pictures. I have it the same (all on X drive).

But somehow i (and some others need the " "). Buldozer doesn't autolaunch with O2 launch (not sure if you meant that, but like old O2, viewer launched auto).

Also the mapdisk.bat doesn't get launched autom.

I reported this to Maruk, but no reply yet (too busy or passed it on for checkings).

@Simba: Can you provide some info regarding your system and especially your HD. I'm running all my tools and projects on a external raptor 150Gb over Esata. Somehow i think this might be part of the problem. But it doesn't has effect if i reboot with or without the HD on before launch.

PS: the DisableMouseExclusive=1; on end or beginning of cfg doens't work here. Haven't check Simba's workaround. Will check soon. I even tried it with the extra space before it (see your post..?).

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Buldozer doesn't autolaunch with O2 launch (not sure if you meant that, but like old O2, viewer launched auto).

Thats controlled by the 11th line down in the above "Options" screen DS.

As for the mapdrive / P drive, thats executed as soon as I start my computer each time (not the best idea BIS). My Security signalled O2 (and Visitor) was wanting to changing my Windows startup configs, I let it.

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little summary:

- the default config for Buldozer is in "C:\Documents and Settings\Simba\My documents\ArmA\Arma.cfg" just to make sure...

- the line "DisableMouseExclusive=1;" does not need to be at the top of the config.

- you do not need to start buldozer with O2 for the mouse to work properly.

- the trick cited above works even if "DisableMouseExclusive=1;" isn't in the config.

- if you want to place a independent config as showed by gnat you must write :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "F:\Program Files\Bohemia Interactive\ArmA\arma.exe" -buldozer -window -noland -cfg=F:\Program Files\ArmaEdit\ArmAWork\BulConfig.cfg

putting quotation marks around the path won't help even if you needed quotation mark for buldozer path.

- to make sure you are using the good config, you can change the language parameter, if you set it in German it will show "einen moment" at startup.

- you do not need to restart O2 for the modif in the config to take effect, same for the path of the config.

- resizing does not seem to work by dragging the window or changing config values.

@ DaSquade

I think we need the " ..." because we changed the location of "ArmaWork" Folder ( didn't need them before changing the location).

now I have ArmaWork on F drive, wish is the same drive as

Bohemia Interactive folder where are stored game files and tools files.

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As I can see, using the MatEditor is easy... just I still don't get the "tex-tex1-tex2-etcetc" to work properly... I mean, to have a RMAT working, you should use the UV source tex and not tex1, or tex2 and so on... I thought that they are used to confiugre different textures for only one model, instead of creating RVMATS for all the textures... can someone explain me?

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As I can see, using the MatEditor is easy... just I still don't get the "tex-tex1-tex2-etcetc" to work properly... I mean, to have a RMAT working, you should use the UV source tex and not tex1, or tex2 and so on... I thought that they are used to confiugre different textures for only one model, instead of creating RVMATS for all the textures... can someone explain me?

Aren't other "texes" than tex (tex1, tex2 etc) are used for more sets of UV coordinates? As seen on some buildings?

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I think we need the " ..."  because we changed the location of "ArmaWork" Folder  ( didn't need them before changing the location).

now I have ArmaWork on F drive, wish is the same drive as

Bohemia Interactive folder where are stored game files and tools files.

I've changed my ArmAWork directory twice (by uninstalling and reinstalling O2) and neither times did I have ".."

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^ yes , new O2 is driving me crazy anyway...

hope BIS left some gaps in their planning because some things need to be fine tuned.

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As I can see, using the MatEditor is easy... just I still don't get the "tex-tex1-tex2-etcetc" to work properly... I mean, to have a RMAT working, you should use the UV source tex and not tex1, or tex2 and so on... I thought that they are used to confiugre different textures for only one model, instead of creating RVMATS for all the textures... can someone explain me?

Aren't other "texes" than tex (tex1, tex2 etc) are used for more sets of UV coordinates? As seen on some buildings?

yeah yeah that's what I meant.... sorry, I spoke a bad english to let the others understand me confused_o.gif

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Does anyone know a better way of connecting objects in O2.. For example I have a 3d pipe then I mirror it to other side but I want to connect the two ends. Instead of making faces which takes for ever, is there a quicker way?

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Yes connecting the points...

select one point of each side...

merging them to one point

(click shift+D)

hope this helps

have a nice one

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