Jump to content
Sign in to follow this  
dachevs

Car Texturing

Recommended Posts

I texture a car with a custom pic. In my pbo folder I have the p3d, a folder named data, and a folder for two sounds. I put the picture in the data folder and have the config file in the pbo folder.

In O2 no matter what I put the texture path too--In Face Properties it never loads in game? I get the error message cannot load xxx\data\Gloss_Black.tga

What am I doing wrong?

P:\pics\gloss_black--didnt load

I tried ca\data--didnt load

SkodaBlack\data\Gloss_Black and when I went in game it said

make not available by request SkodaBlack\data\gloss_black

What do I do?

confused_o.gifbanghead.gif

Share this post


Link to post
Share on other sites

What are the size (dimensions) of the texture? 02 only supports ^2 sizes i.e. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 and 2048. So if either height or width is not one of these then thats what it broken. Also, it should be a 32bit TGA (I've heard 24bit TGAs work, but have never tried them myself so save it as a 32bit TGA). Moreover, try opening the TGA in TexView2, see if it loads. If it doesn't, then its definately a problem with the TGA and it might give you an error message telling you whats wrong.

Share this post


Link to post
Share on other sites

Ok well I made one in paint saved it as 256x256 JPEG, uploaded it on photobucket and saved it as a tga to the desktop. But when I tried to open it in TexView 2 it said error loading your 55eblabla\Gloss_Black.tga banghead.gif

Share this post


Link to post
Share on other sites

OK, well saving a downloaded file as a TGA, as far as I know, wont save it as the correct bit-depth, and such a conversion should be done via an image editing application such as Photoshop, Paintshop Pro or the like.

Share this post


Link to post
Share on other sites

K. I don't have a paa creator on this computer though. huh.gif

Share this post


Link to post
Share on other sites

Download TexView2 from the BIS site. Its free and relatively small size.

Share this post


Link to post
Share on other sites

I have it. But I can never get it to work. sad_o.gif

I even used a PAC from someones addon cuz I know it would work and that wouldn't even load. goodnight.gif

Share this post


Link to post
Share on other sites

Well you could use Kegetys Paatool too, but what do you mean that you can't get Texview2 to work? I mean you just open saved 32bit .tga and save it as .paa, basicly you just open and save as after that.

Share this post


Link to post
Share on other sites
[...]

I even used a PAC from someones addon cuz I know it would work and that wouldn't even load.

That leads me to beleive the settings of o2 itself are at fault, or you're incorrectly pathing the textures. If the .PAC is from another addon (and assuming it of course works), then that leads me to think its an issue with o2 settings.

Share this post


Link to post
Share on other sites

I have the texture loading to

p:\pics

where I put my pictures for O2.

But no matter what I changed this to I could never get my textures to work. confused_o.gif

Share this post


Link to post
Share on other sites

Well lets see do you have all you need and that your settings are correct.

You should have following .DLL's in your Oxygen2 folder:

MAT.dll

gifload.dll

ifc22.dll

ijl15.dll

jpgload.dll

pacload.dll

Pal2Pac.dll

UIDebugger.dll

If you're missing them you can download them from here.

Now we go Oxygen2 options and check at least following are correct:

DLL Folder: X:\xxxxxx\Oxygen 2\ (for instance E:\ofpedit\Oxygen 2\)

Allow non-linear mapping is checked.

save settings and reboot Oxygen 2.

These are minimial requirements that you can load texture in Oxygen 2.

Share this post


Link to post
Share on other sites

Ah could have been the dll's. Forgot that I had those for O2 Light, but downloaded O2 PE and never got them again. Thanks Von thumbs-up.gif I'll try it out now.

Ah great got textures to load in gamer, thanks again. One question though, <s>now my wheels are black too</s>. Also they won't turn. I know you have to do that leftly predni thing but this is already on the model cuz it is the sample vehicles and it is named in config too. What do I do? confused_o.gif

Share this post


Link to post
Share on other sites

Is the selection name the CoRrEcT CaSe? Also, is it defined within a model.cfg OR a cfgmodels section within the config?

Share this post


Link to post
Share on other sites

in the config.cpp and the model selections itself in O2.

config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define VSoft 0

#define VArmor 1

#define VAir 2

#define LockNo 0

#define LockCadet 1

#define LockYes 2

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgWeapons

{

class Default {};

class CarHorn: Default {};

class SportCarHorn: CarHorn {};

};

class CfgPatches

{

class SkodaBlack

{

units[] = {"SkodaBlack"};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {};

};

};

class CfgVehicleClasses

{

class SkodaBlack

{

displayName = "CityLife Cars";

};

};

class CfgVehicles

{

class Land; // External class reference

class LandVehicle : Land {

};

class Car : LandVehicle {

class HitEngine {

armor = 1.2;

material = 60;

name = "motor";

visual = "motor";

passThrough = true;

};

class HitRGlass {

armor = 0.5;

material = -1;

name = "sklo predni P";

passThrough = true;

};

class HitLGlass {

armor = 0.5;

material = -1;

name = "sklo predni L";

passThrough = true;

};

class HitBody {

armor = 0.4;

material = 51;

name = "karoserie";

visual = "karoserie";

passThrough = true;

};

class HitFuel {

armor = 1.4;

material = 51;

name = "palivo";

passThrough = true;

};

class HitLFWheel {

armor = 0.05;

material = -1;

name = "Levy predni tlumic";

visual = "Levy predni";

passThrough = true;

};

class HitRFWheel {

armor = 0.05;

material = -1;

name = "Pravy predni tlumic";

visual = "Pravy predni";

passThrough = true;

};

class HitLF2Wheel {

armor = 0.05;

material = -1;

name = "Levy dalsi tlumic";

visual = "Levy dalsi";

passThrough = true;

};

class HitRF2Wheel {

armor = 0.05;

material = -1;

name = "Pravy dalsi tlumic";

visual = "Pravy dalsi";

passThrough = true;

};

class HitLMWheel {

armor = 0.05;

material = -1;

name = "Levy prostredni tlumic";

visual = "Levy prostredni";

passThrough = true;

};

class HitRMWheel {

armor = 0.05;

material = -1;

name = "Pravy prostredni tlumic";

visual = "Pravy prostredni";

passThrough = true;

};

class HitLBWheel {

armor = 0.05;

material = -1;

name = "Levy zadni tlumic";

visual = "Levy zadni";

passThrough = true;

};

class HitRBWheel {

armor = 0.05;

material = -1;

name = "Pravy zadni tlumic";

visual = "Pravy zadni";

passThrough = true;

};

getInAction = "GetInMedium";

getOutAction = "GetOutMedium";

supplyRadius = 1.2;

driverAction = "ManActTestDriver";

cargoAction[] = {"ManActTestDriver"};

hideUnitInfo = false;

class Exhausts; // External class reference

castDriverShadow = false;

castCargoShadow = false;

};

class SkodaBlack : Car

{

selectionBackLights = "brzdove svetlo";

selectionBrakeLights = "light_brake";

vehicleClass = "SkodaBlack";

scope = public;

model = "\SkodaBlack\Skodovka1.p3d";

Picture = "\Ca\wheeled\data\ico\Skodovka_CA.paa";

Icon = "\Ca\wheeled\data\ico\Skodovka_CA.paa";

mapSize = 6;

terrainCoef = 2;

turnCoef = 2.500000;

accuracy = 0.500000;

fuelCapacity = 60;

displayName = "Police Skoda";

side = 1;

maxspeed = 150;

crew = "SoldierWB";

nameSound = "Skodovka";

weapons[] = {CarHorn};

magazines[] = {};

armor = 60;

type = VArmor;

cost = 100000;

armorGlass = 0.5;

armorWheels = 0.15;

soundEngine[] = { "\SkodaBlack\Engine.wav", 0.027783, 1.200000 };

soundGear[] = { "\SkodaBlack\gear.wav", 0.000178, 1 };

SoundGetIn[] = { "\ca\wheeled\Data\Sound\4WD_DoorOpenClose1", 0.100000, 1 };

SoundGetOut[] = { "\ca\wheeled\Data\Sound\4WD_DoorOpenClose1", 0.031623, 1 };

soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0};

typicalCargo[] = {"Civilian"};

transportSoldier = 3;

canfloat = true;

hasGunner = 0;

castDriverShadow = true;

driverIsCommander = true;

driverAction = "Skodovka_Driver";

cargoAction[] = { "Skodovka_Cargo01" };

canLock = LockNo;

unitInfoType = "UnitInfoSoldier";

// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types

threat[] = {1, 0.1, 0.4};

};

};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×