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sanctuary

ww4 anims beta

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I had a day off today, and confirming that it was indeed masochism and not passion that was driving me into this mess biggrin_o.gif , i spent this whole cold and rainy day working on those bloody pesky animations instead of doing something more interesting.

As i consider having reached one of my milestones (the AT weapons anims being completed), i decided to get a beta 3 update :

Download links (most of them are unfortunately temporary hosts, so get it while it is there) :

http://files.filefront.com/beta30WW4rar/;12677306;/fileinfo.html

http://dl.free.fr/eEUs2ztw8

http://rapidshare.com/files/174063650/beta30WW4.rar.html

http://www.megaupload.com/?d=IJD5L6AI

http://www.zshare.net/download/5284280561439d1c/

http://w15.easy-share.com/1702873098.html

http://d01.megashares.com/?d01=f90596f

http://netload.in/datei95592540d1/beta30WW4.rar.htm

http://uploaded.to/?id=nzcsox

http://superuploader.net/38f1e7240728-beta30WW4-rar.html

-What's new since beta2-

................................

-Most of the AT animations, links to them, or starting from them reworked to get rid of some visual annoyances.

-new AT walk in all direction, standing to allow more field of view.

-new AT static aiming anim, no more crouched only animation, this time you are standing, this is done to allow to fire over some obstacles that were blocking the aim when crouched, like this one :

14alwmg.jpg

-possiblity to go lying with the AT/AA weapon to get more cover, you can fire from this position. To go lying, when you have a launcher on your shoulder, press the MOVE BACK key and TURBO key in the same time (check where you bound those keys for your OFP).

I decided to not link this to the MOVE BACK key only, as getting down or up with the AT takes +/- 3 seconds, wrongly pressing just one key could then lead into being a sitting duck. Now going to lying position with an launcher only occur when you really want it as you need 2 keys.

-addition of the enhanced editor, as i am so used to it that i couldn't stand the small area of the original interface to test things.

-addition of the explosion and burning small fx from the GRAA modpack 3, drop scripts modified to allow even more burning things around without performance hit.

-improved sensitivity and hearing of the AI and vehicles on par with the "AI AWARE" option of the GRAA modpack 3, so it is not too much, but allow the AI to not be as blind as it is in the original OFP.

and maybe a thing or two i forgot

As usual, that's a beta so anims may change (there are lot of minor visual annoyances and animation timing i have to fix), etc.. etc.., always recommended to use HYK US and OPFOR troops with those animations while waiting for the units from my project to be completed or in beta release status.

Next update will hopefully feature some new cargo anims and other eye candies.

1st post updated accordingly.

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Quote[/b] ]i will consider using the crouch reloading for the release version

Please, do more than consider it - go ahead and include it! It sounds like a great idea.

And, thank you for the great work you are doing.

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In the current release (beta 3), i have done it for the AT reloading, the unit is crouching first, is reloading then is standing again.

Hopefully the next release will feature the same for the rifle reload.

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Are you planing to make modern german soldiers (IdZ - Infanterist der Zukunft - infantery of the future) in the three camo variations (Flecktarn, Tropentarn, Schneetarn)?

Only a suggestion.

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I like the new AT anims but... it's not possible to crouch anymore huh.gif

It would be useful to keep the pop-up feature from the old anims. Crouch behind cover, rise to shoot over cover, crouch back to cover. Maybe you could bind backward movement to crouching position. Please don't take this as a "request", I can probably change it for myself smile_o.gif

Do you think it would be technically possible to make AT weapon anims act just like rifle anims, with movement in all three positions (prone, crouch, standing)? Basically, have the same rfile animations for both but switch position of rifle and launcher for AT animation.

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Important note : units have camo "inspired" by real life ones, but with my poor skill i am just unable to get an authentic camo color and pattern with my mouse painting attempts.

Even the equipment are completely wrong, not only for performance reason but for low modelling skill.

This is why i setup this mod in an improbable future ( ww4 ) so there is no german units, no american, no russian ones, etc... in this project , the units present just use "inspired by" camo but they are not realistic troops.

It is just about a fictionnal conflict between "west" and "east" without any real world nation involved, because i am unable to build real world nation soldiers.

Better use RHS, Laser or Hyakushiki addons to get realistic and detailled units.

Here is a flektarn "inspired" uniform, but very far from being a real german flektarn or using a german equipment, so this is not a german trooper wink_o.gif.

nwwscp.jpg

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I like the new AT anims but... it's not possible to crouch anymore huh.gif

It would be useful to keep the pop-up feature from the old anims. Crouch behind cover, rise to shoot over cover, crouch back to cover. Maybe you could bind backward movement to crouching position. Please don't take this as a "request", I can probably change it for myself smile_o.gif

Yes, i had to make a choice , or it would have been like in GRAA3 impossible to move backward with the AT on shoulder either you crouch+stand+go prone and you can't move backward, or you stand+prone and be able to retreat from a compromised positino without having to rotate on yourself.

I understand that crouch AT may be missed if you were used too much to it, but as now the AT soldier is not anymore the sitting duck it was in OFP (it can jog, and sprint), it will do this way.

You can always go prone with the AT if you need to hide (the animation will be speedup a bit as it is now too slow).

Quote[/b] ]

Do you think it would be technically possible to make AT weapon anims act just like rifle anims, with movement in all three positions (prone, crouch, standing)? Basically, have the same rfile animations for both but switch position of rifle and launcher for AT animation.

I imagine if pistols are able to be used the same as rifle, config-wise, maybe it is possible

.. for a config genius to rewrite the whole BIS animation system.

But config genius willing and able to do that in a correct and working without problems way are not legion unfortunately.

And i have no real idea on how to do that, long time ago i tried to create some animation states in the config and animation thingaction classes to allow to stand and crouch with a simple button press like with rifle/pistol, but never succeeded.

each time i pressed the crouch key the soldier put the launcher on the back and went to his primary rifle, despite i was sure every classes were linked/connected correctly.

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Yes, i had to make a choice , or it would have been like in GRAA3 impossible to move backward with the AT on shoulder either you crouch+stand+go prone and you can't move backward, or you stand+prone and be able to retreat from a compromised positino without having to rotate on yourself.

How about changing class WeaponActions ->

walkB="SlowWeaponWalkB";

slowB="WeaponWalkB";

fastB="WeaponLying";

Change walkB="WeaponCrouch";

That way you'd hit F for walk, and then be able to quickly stand<->crouch by pressing S for move backwards.

Or use the diagonals backward to crouch (slowLB and slowRB).

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Important note : units have camo "inspired" by real life ones, but with my poor skill i am just unable to get an authentic camo color and pattern with my mouse painting attempts.

Even the equipment are completely wrong, not only for performance reason but for low modelling skill.

This is why i setup this mod in an improbable future ( ww4 ) so there is no german units, no american, no russian ones, etc... in this project , the units present just use "inspired by" camo but they are not realistic troops.

It is just about a fictionnal conflict between "west" and "east" without any real world nation involved, because i am unable to build real world nation soldiers.

Better use RHS, Laser or Hyakushiki addons to get realistic and detailled units.

Here is a flektarn "inspired" uniform, but very far from being a real german flektarn or using a german equipment, so this is not a german trooper wink_o.gif.

nwwscp.jpg

That looks pretty good! notworthy.gif

Extremely good job so far mate.

BTW, will the "mod resources package" be released in betas or until the final release?

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Here is a "sample" of the modder "ressources" i am building along the units, so every one should be able to build soldiers and paint camo very easily even when like me you are not skilled into this.

http://files.filefront.com/WW4ressourcerar/;12695364;/fileinfo.html

http://dl.free.fr/eK65yJ2d9

http://rapidshare.com/files/174625889/WW4ressource.rar.html

http://www.zshare.net/download/529341588e36bae6/

http://w16.easy-share.com/1702900667.html

http://d01.megashares.com/?d01=eec90b3

http://netload.in/datei33d7f6af4f/WW4ressource.rar.htm

http://uploaded.to/?id=96ehei

http://superuploader.net/dfd33e243842-WW4ressource-rar.html

About the modder ressource, in the readme i suggest to set mimap option in PAATool to "Point"

That was wrong, i meant setup this option to BOX

Setting it to "point" will result in something very ugly ingame once you move a bit far from the unit.

Note :

It is a "sample" because there is not all the content i want to include in the modder ressources, because not everything is ready. In the future there will be even more body parts, lots of camo swatches etc... for anyone to toy and tweak around.

But with what is provided in this package it is already far enough to build a lot of different soldiers and get your camo textures started and working in O2.

Later i will explain how to merge the textures of the equipment into 1 texture (greatly improve ingame performance), and how to binarize your models for those that have no idea how to do it (not required to get them ingame, but again they are supposed to delibver better performance when binarized and have a better lighting).

I hope this will be usefull for some of you, and hopefully may start some more people into trying to get camos and soldiers, as with the very simple merging technique with those body part i carefully build with lods and all, even beginners should be able to get something decent in relative few time.

Any soldiers built with these ressources will be optimised for the WW4 mod project animations.

Here is a sample config.cpp to quickly test the soldier you build ingame.

In this example there are 2 soldiers , so you can see how to add more soldiers in your config

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

// some basic defines

#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 true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot0 // dummy weapons

#define WeaponSlotPrimary1 // primary weapons

#define WeaponSlotSecondary16 // secondary weapons

#define WeaponSlotHandGun2 // HandGun

#define WeaponSlotHandGunItem32 // HandGun magazines

#define WeaponSlotItem256 // items

#define WeaponSlotBinocular4096 // binocular

#define WeaponHardMounted65536

class CfgPatches

{

class My_test_soldiers

{

units[]={"YOURMODDERTAG_Soldier1","YOURMODDERTAG_Soldier2"};

weapons[]={};

requiredAddons[]= {BIS_Resistance,BIS_WeaponPack,LaserGuided,6G30,Kozlice,G36A,MM1,Steyr,Bizon,XMS};

requiredVersion=1.96;

};

};

class CfgModels

{

class Default {};

class Head:Default

{

sections[]={"osobnost","brejle"};

};

class Man:Default {};

class NAMEOFSOLDIERMODEL_1:Man

{

sections[]={"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","medic","hlava","krk","zasleh","zadni svetlo","facenull"};

sectionsInherit="Head";

};

class NAMEOFSOLDIERMODEL_2:NAMEOFSOLDIERMODEL_1

{

};

};

class CfgVehicles

{

class All {};

class AllVehicles:All {};

class Land:AllVehicles{ };

class Man:Land {};

class Soldier:Man {};

class SoldierWB:Soldier {};

class SoldierWG:SoldierWB {};

class YOURMODDERTAG_Soldier1:SoldierWG

{

vehicleClass="My test group";

displayName="Test Soldier 1";

model="\YOURPBOPATH\NAMEOFSOLDIERMODEL_1.p3d";

weapons[]={"M16GrenadeLauncher","LAWLauncher","Binocular","NVGoggles","Throw","Put"};

magazines[]={"M16","M16","M16","M16","GrenadeLauncher","LAWLauncher","HandGrenade","HandGrenade"};

};

class YOURMODDERTAG_Soldier2:SoldierWG

{

vehicleClass="My test group";

displayName="Test Soldier 2";

model="\YOURPBOPATH\NAMEOFSOLDIERMODEL_2.p3d";

weapons[]={"M16GrenadeLauncher","LAWLauncher","Binocular","NVGoggles","Throw","Put"};

magazines[]={"M16","M16","M16","M16","GrenadeLauncher","LAWLauncher","HandGrenade","HandGrenade"};

};

};

explanations :

YOURMODDERTAG_Soldier1 , for this you just add your tag, by example if i build a soldier, the name will be SANC_Soldier1

YOURMODDERTAG_Soldier2 , for this you just add your tag, by example if i build a second soldier, the name will be SANC_Soldier2

NAMEOFSOLDIERMODEL_1 important in the cfgmodel, this is the name of your soldier P3D not the name of your soldier class, so if your soldier is named dumber1.p3d , NAMEOFSOLDIERMODEL_1 will be " dumber1 " (without the "" of course)

NAMEOFSOLDIERMODEL_2 will be " dumber2 " if i name my second model dumber2.p3D

model="\YOURPBOPATH\NAMEOFSOLDIERMODEL_1.p3d";

If my addon PBO is named SANC_Soldpack and my 1st soldier dumber1.p3d is located inside of it and not in a subfolder of it, this line will be

model="\SANC_Soldpack\dumber1.p3d";

these soldiers have a M16M203 with a Law Launcher + binoc and NVG so you can test all the animations, just change their loadout to whatever you want.

I hope you see how it goes, just pay attention to what you do and you will be able to build your own working PBO without a problem.

Just ask -precise- questions about what you don't understand or give you problems.

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I realize that these animations are not done, but what is up with the "Jogging" AT animation?

I think you should make the jogging animation the lowered stance, so there's no running and rocket gunning...

other than that the animations are great!

Keep it up, you're helping to keep Operation flashpoint ALIVE! thumbs-up.gif

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I realize that these animations are not done, but what is up with the "Jogging" AT animation?

I think you should make the jogging animation the lowered stance, so there's no running and rocket gunning...

other than that the animations are great!

Keep it up, you're helping to keep Operation flashpoint ALIVE! thumbs-up.gif

Running and rocket firing in the same time is a bad idea, try it and you will see , hopefully the rocket will not land on your feet smile_o.gif

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Yes, i had to make a choice , or it would have been like in GRAA3 impossible to move backward with the AT on shoulder either you crouch+stand+go prone and you can't move backward, or you stand+prone and be able to retreat from a compromised positino without having to rotate on yourself.

How about changing class WeaponActions ->

walkB="SlowWeaponWalkB";

slowB="WeaponWalkB";

fastB="WeaponLying";

Change walkB="WeaponCrouch";

That way you'd hit F for walk, and then be able to quickly stand<->crouch by pressing S for move backwards.

Or use the diagonals backward to crouch (slowLB and slowRB).

That's a good point, i tried ingame and it is not as clunky as i thought it would be.

As i have it working and configured, it will be in beta 4.

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I realize that these animations are not done, but what is up with the "Jogging" AT animation?

I think you should make the jogging animation the lowered stance, so there's no running and rocket gunning...

other than that the animations are great!

Keep it up, you're helping to keep Operation flashpoint ALIVE! thumbs-up.gif

Running and rocket firing in the same time is a bad idea, try it and you will see , hopefully the rocket will not land on your feet smile_o.gif

Yeah, But it also looks worse than it did in GRAA, I don't think anyone would keep the AT pointed straight as they run...

Can you tell me how I can edit it so it looks like the GRAA animation?

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Just copy paste the whole class CfgMoves from the GRAA3 config into the ww4 config and put the sanc_animcr.pbo file into the \@ww4test\addons\ folder.

But i fail to see the point, honestly if you prefer the GRAA modpack anims, it is better to just use the GRAA modpack, this mod beta is

heavily based on -new- animations.

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Just copy paste the whole class CfgMoves from the GRAA3 config into the ww4 config and put the sanc_animcr.pbo file into the \@ww4test\addons\ folder.

But i fail to see the point, honestly if you prefer the GRAA modpack anims, it is better to just use the GRAA modpack, this mod beta is

heavily based on -new- animations.

The only animation that doesn't tickle my fancy is the AT jog, all other are nice...

And you say that you're going to change the "Static" Animations, Like sitting in a car, and such...

all these GRAA does not have.

Oh, and the fabulous models you're making, I asked the question so I could enjoy your second mod to it's fullest. (Minus the AT jog)

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The "at jog" animations are "jogatX.rtm" (with X being a number from 0 to 180) located in the ww4_modanim.pbo

So maybe by replacing those files by the atXl.rtm from any kind of Anim.pbo you like (and renaming them jogatX.rtm) you may end into replacing those animations.

But you will have to modify the animation timing. To do so, open both a regular config and the ww4 beta config.

In the ww4 config, find all

Class WeaponWalk....

(there should be 8 of them)

and modify the lines

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=....;

by the values from a the corresponding Class WeaponWalk... of a regular config

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The "at jog" animations are "jogatX.rtm" (with X being a number from 0 to 180) located in the ww4_modanim.pbo

So maybe by replacing those files by the atXl.rtm from any kind of Anim.pbo you like (and renaming them jogatX.rtm) you may end into replacing those animations.

But you will have to modify the animation timing. To do so, open both a regular config and the ww4 beta config.

In the ww4 config, find all

Class WeaponWalk....

(there should be 8 of them)

and modify the lines

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">speed=....;

by the values from a the corresponding Class WeaponWalk... of a regular config

Thank you for helping me Sanctuary, Much appreciated. inlove.gif

I will see what I can do with this, I have a little bit of .Pbo editing, I tried getting your animations to work with WGL5, too bad it didn't work... biggrin_o.gif

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As the gameplay WW4 introduce with the jogAT is very different from GRAA3, i would like to hear more opinions of people that have tried both GRAA3 and WW4.

I want to know which kind of AT gameplay regarding the "jogging" function is the most interesting for you the potential WW4 mod users.

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I don't see a need to fire a launcher on the run really. And it looks too steady for large launchers, plus you can't see where you jog when a big launcher is kept shouldered. It's not a big issue, but if given choice I'd rather have them go down similiar to the sprint animation.

http://koti.mbnet.fi/rniemi....eck.avi 32MB Xvid

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Here is a "sample" of the modder "ressources".....

owww inlove.gif

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About the modder ressource, in the readme i suggest to set mimap option in PAATool to "Point"

That was wrong, i meant setup this option to BOX

Setting it to "point" will result in something very ugly ingame once you move a bit far from the unit.

I don't see a need to fire a launcher on the run really. And it looks too steady for large launchers, plus you can't see where you jog when a big launcher is kept shouldered. It's not a big issue, but if given choice I'd rather have them go down similiar to the sprint animation.

http://koti.mbnet.fi/rniemi....eck.avi 32MB Xvid

That's a good point, as i was testing things with a small law launcher i wasn't thinking about the bigger guns like apilas, javelin or other kind of portable nuclear missiles wink_o.gif

In beta 4 there will be a different jog without being able to fire, i will leave the previous jog anim file in there though so anyone can replace them with the fire version if they really want (and re-enable in the config the firing possibility too).

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Yeah, this german looks very nice! Only a Pro-Tec helmet and he is near our Boarding-Troops of our Navy (not a suggestion). What do you think about a desert and snow one:

Schneetarn

Tropentarn

Not a request, only a suggestion.

What do you think about a pre-beta release? So you have safety-copys out there.

Now going to work on my island, that it is ready when your soldiers come out.

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Have you checked that wounds to individual body parts appear correctly?

By and large, you are mapping one texture to the whole body. I am worried that the game engine may replace that entirely with the wounded version of the texture. This would mean that a unit shot in the legs would also display wounds on the arms, torso & headgear.

I am not sure if my concerns have foundation, but would appreciate proof either way.

Before launching myself into such hell, i had the same concern as you, so i asked the not enough famous master genius in all of this , Fab from WWIIEC.

And he confirmed that the OFP engine is smart enough to distribute the wounds accordingly to the selections that are considered as injured, and so will not replace the whole texture and so displaying the wounds everywhere at once.

Quote[/b] ]

What do you think about a pre-beta release? So you have safety-copys out there.

Oh don't worry i am thinking about this, soon enough i will had a few troopers ready and will get them out as quick as i can.

Anyways,

***********************************************************************

***********************************************************************

**********************MERGING TEXTURES ... HOW TO*********************

***********************************************************************

***********************************************************************

a little tutorial for merging textures.

This should come in handy for the people wanting to optimise their work. too bad this kind of trick has not been widely used in the past, lots of addons would just perform a very very lot better framerate wise.

................................................

PaNTool can be found there

before starting, in the modder ressource, i forgot to resize glov.tga.

So divide its size by 2 (or 50%) and save the now smaller file into a glov.pac.

Then replace the glov.pac in test_man\01\ folder.

--STEP 1--

So you have built a soldier by merging the needed parts :

8yuxyg.jpg

look carefully at the texture list

30m5rn4.jpg

Now save this model to the test_man folder inside of your O2 install

For me it is in

c:\ofpedit\test_man\

Close O2 for now.

--STEP 2--

Get PanTool and launch it (PanTool.exe)

See the panel "Browser" ? browse so it points to the texture folder (folder "01") into test_man , like this :

29c3tp1.jpg

Click on File then on "New Merged Texture"

A blank texture will appear to the right panel.

You can resize it, do this until this blank texture is named "[512x512] MergeTexture" because we will create our merged texture as a 512*512 one.

--STEP 3--

Now on the left side (under the "Browser Panel") you see a list of texture.

3col.pac will not be on our merged texture it is already one of its own, so ignore it, double click on bab.pac

the texture will open next to the "[512x512] MergeTexture"

Click on the middle of the bab.pac texture and hold your button, then move to the "[512x512] MergeTexture" and stop pressing your mouse button, the bab.pac texture will then be transfered in our merged texture.

Now you can move by selecting it with the mouse holding the button inside of the merged texture so it ends like this :

149umag.jpg

--STEP 4--

Once done, in the left , in the texture list double click on baf.pac. when the texture appear in the right panel, move it into our merged texture.

Do this for every texture on the left panel that are on our list in O2 (see STEP 1).

So in the end you have this :

69or5y.jpg

--STEP 5--

You are finished with the texture, now click on File then Save As and browse to the "01" folder in ...\ofpedit\test_man\

Name it "equip" and save it in "TGA file" format, not in what is the default "PAA PAC (OFP texture)

Close PanTool we will not use it for now.

--STEP 6--

Now look into ...\ofpedit\test_man\01\

You will see the equip.tga texture, using PAATool (DXT1 6:5:5 , no dithering or no alpha channel, mipmap BOX , sharpen effect SHARPEN SOFT) convert it into an equip.pac (by default PAATool wants to save it as a PAA, but edit PAA and type PAC instead before saving the file).

Save it in ...\ofpedit\test_man\01\

--STEP 7--

Pay attention now :

You will then see your equip.pac texture and a new file "equip.ptm"

equip.ptm is the merging script O2 will use to merge the texture on the model.

It is a text file and can be opened by notepad.

Open it now, scroll down to the end in which you see :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">file="C:\ofpedit\test_man\01\equip.paa";

so it is :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">file="test_man\01\equip.pac";

That's not finished

In the whole file, you will see several

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">name="C:\ofpedit\test_man\01\...pac";

To get it to work, you need to remove some part so it looks like this :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">name="test_man\01\....pac";

In the end, this is the equip.ptm file content :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class inftexmerge {

class PanTool1 {

class items {

class item00000 {

x=0.000000;

y=0.000000;

w=256.000000;

h=256.000000;

scale=0.000000;

name="test_man\01\bab.pac";

angle=0.000000;

};

class item00001 {

x=256.000000;

y=0.000000;

w=256.000000;

h=256.000000;

scale=0.000000;

name="test_man\01\baf.pac";

angle=0.000000;

};

class item00002 {

x=0.000000;

y=256.000000;

w=128.000000;

h=128.000000;

scale=0.000000;

name="test_man\01\bpack.pac";

angle=0.000000;

};

class item00003 {

x=128.000000;

y=256.000000;

w=128.000000;

h=128.000000;

scale=0.000000;

name="test_man\01\pouche.pac";

angle=0.000000;

};

class item00004 {

x=0.000000;

y=384.000000;

w=128.000000;

h=32.000000;

scale=0.000000;

name="test_man\01\hel_st.pac";

angle=0.000000;

};

class item00005 {

x=256.000000;

y=256.000000;

w=64.000000;

h=128.000000;

scale=0.000000;

name="test_man\01\bootbtm.pac";

angle=0.000000;

};

class item00006 {

x=320.000000;

y=256.000000;

w=128.000000;

h=128.000000;

scale=0.000000;

name="test_man\01\boots.pac";

angle=0.000000;

};

class item00007 {

x=128.000000;

y=384.000000;

w=128.000000;

h=128.000000;

scale=0.000000;

name="test_man\01\glov.pac";

angle=0.000000;

};

};

w=512.000000;

h=512.000000;

alpha=0.000000;

file="test_man\01\equip.pac";

models[]=

{

"MyModel.p3d"

};

mergedpath="Apath";

};

};

--STEP 8--

Open O2 and load the model you saved in 1-- inside of ...\ofpedit\test_man\

by default the lod 0.250 is selected , that's good, now click CTRL and A (or click on Edit then Select All)

click on Surface

now select "Merge Textures"

browse to ...\ofpedit\test_man\01\ , select equip.ptm and click Open

That's it the textures are now merged for the lod 0.250

i5yj3n.jpg

Now select the lod 0.500 and again Select All, the Surface -> Merge Textures and select equip.ptm.

Do the same for the lods 2.000, 5.000 , 5.219 if you have piece of equipement in it (but there should not be) and finally for the Pilot View LOD.

That should be all.

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When do you think you will release the full version (that doesn't need all these steps? I've no much time and I don't want do all these "things" as you told in your first post =D )

Regards

otreblA

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