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TankCommander

Basic questions

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I've been looking at the tutorials around for o2 for a while now and these forums but haven't found any solutions to a couple of things. After importing my rifle over from Maya as an .OBJ, the model is flipped so that the left side is now the right. Just need to know how to flip it back and to clear it up I am not talking about the normals as i already had to reverse them after importing.

Second question is pretty basic but has been frustrating me a bit as I just want to get my normal maps and colour etc onto my model. But how exactly in o2PE do I apply textures? I can see my UV map is all layed out nicely so no problems there but the only help on this matter I've seen so far was that method for o2 light where you paste a texture onto the model from one angle which is pretty bad and only useful for crappy 8 minute models.

Anyways thanx for the help guys as I'm just a bit lost atm and even if you could point me to a good source for these small things much appreciated.

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I'll answer your second point first, as I enjoy being awkward like that :P - You would probably be better off applying the textures in Maya or 3DS Max if you're experienced enough. I personally don't see anything wrong with using O2 to apply textures, sure it takes a long time to get it looking right (especially if mapping a cylinder or vertices with rounded edges), but I have only ever used O2, so its easier to use it than to learn 3DSMAX or Maya etc.

With regard to the flipping of the model, just see the image below, and take note that after you flip the model, you'll also need to reverse the faces (otherwise it'll appear inside out). To do this simply select the entire model and hit the 'W' key.

O2_ReverseModel.jpg

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Thanx for the helpful reply and you have solved my first problem smile_o.gif

But I still don't understand textures. All I need to do is add them to the model in o2 and as easy as that sounds I can't do it. I've got a TGA and PAA texture file in my root directory but they arent being recognized in the texture panel. I'm probably going about this all wrong and the interface is just so alien compared to the half dozen other 3d apps I've seen and used. So I guess I just need a step by step of what to click. It should be easy as my UV map is setup which should mean it only needs to load the texture to wrap it around my object correctly. Also might need to know if later on I have to put the normal maps in a differnet channel or are they all combined somehow...

Sorry for sounding retarded guys and thanx for the help xmas_o.gif

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I may have the wrong end of the stick here Tank but, am I right in thinking you cant see the image of the textures in the Texture Library window?

Usually this is caused by the the textures not being on your root drive, do you have them on your P:\ drive (or whatever). Have you checked your options (File> Options..) and made sure your set up is correct. Note your Value for Path for Textures is setup OK (i.e P:\wink_o.gif

In this case, as you stated your textures are in the root directory I assume you have the same problem I had.

Make sure you have the following files installed in your O2PE folder:

gifload.dll

jpgload.dll

pacload.dll

these can be obtained from either the O2 lite installation if you have it or from Linker Splits post regarding this very problem (this is where the search button comes in handy mate wink_o.gif seriously, not trying to be a back seat moderator but most common problems have already been answered in this very board )

linker Split uploaded just the Dll`s you need HERE

This fixed the problems I was having which seem very similar to what you are reporting.

*EDIT* Grammar correction

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My question was a lot more simple than that. My problem is that I don't know how to load the textures into o2 at all. As simple as that sounds I just can't do it or find out anywhere on how to. If someone could please refer me to some source where this is explained that would be great. And yes I have used the search function but it didn't bring up anything useful.

But if the problem is related to those dll files, where do I put them exactly? If it is just in the o2PE folder then thats done but without affecting my texture panel which remains empty. My textures were always in the root directory by default P:\ but still no dice... WIll have a more closer look later on tho.

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Im at work atm and havnt used O2 for so long that I cant remember the exact dialogue off the top of my head but, im pretty sure the textures only show in the texture panel after they have been applied to a face in O2.

to apply a texture press `A` key, drag a box over the face and right click> load texture (?) press `B` to apply the texture. The texture should then show in the texture library window (providing you have click the `prev` tab under the window)

tutorials are plastered all over thuis board as many people are obviously asking for them. The most popular is probably this: http://ofp.gamepark.cz/_hosted/brsseb/

A quick read through the crate tute will probably answer your question Tank

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Thanx JB again for the response.

Yeah I read through that tute before but it only defined the method of 'pasting' textures onto faces which wouldn't work well for me. But then noticed it used Face Properties for some small part but enough to see that it looked to govern most of the texture functionality within o2. So yea problem now solved I can see my model textured with a very basic colour map and am happy that's out of the way smile_o.gif Now onto seeing if its possible to change the normal softness, what .rvmat's are all about and normal maps etc..

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Tried out my rifle model but turned out looking pretty bad but thats because the normal maps werent configured to work within arma. Will have to change them. In the mean time tho I had finished a while ago my own designed 'futuristic ship' and it works well within arma.

Just a couple of questions on a few things tho. Do shadows get applied to objects automatically only if they are within a certain poly count range?

When having two separate models, can they be attached in the one p3d file (I think I know they can) but then how do you select one and texture it without the other model getting messed about?

Also are there any configs around that would work by simply slapping it in and having this model act as a chopper? Also I'm using a config atm which has some parameters regarding the textures but not sure if thats necessary with the .rvmat.

Here is my progress so far.

ship004ym3.jpg

ship003hh8.jpg

ship005ag4.jpg

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Hello, I have three basic questions....

1) Is there a way to binarising the arma addons?

2) Is there a list of "named properties" regarding the buildings made for arma avalable?

3) What I mean is the config and the model of a destroyed building. Why do I get a standard BIS ruin when my custom made buildings are destroyed [ when I enter one in the cfg ] and not the ruin models I've made.

...sorry for my english...

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