-martin- 10 Posted May 20, 2009 Ok heres the problem, I opened the default BIS road from Nogova located in "O.pbo" in ODOL Explorer and saved it to a folder. Then I opened it in Oxygen and changed the texture path to my own texture and saved it. In Wrptool I made a road using this new model and saved the island. BUT when I run the island I cant see the road on the map but I can see it on the island when I preview the mission and AI dosent follow the road. First I thought the road might need a config but when I opened other addons the roads have no config but they work. Any ideas guys? :( Share this post Link to post Share on other sites
Sennacherib 0 Posted May 20, 2009 you road is defined as a road in wrptool? Share this post Link to post Share on other sites
-martin- 10 Posted May 20, 2009 Yes it is, I can make a proper road with it using the road tool just like with the BIS roads, but even if I add a road form another addon and dont define it in wrptool it still shows up on the map in OFP :o Share this post Link to post Share on other sites
stgn 39 Posted May 20, 2009 Maby somthing was lost in the tranlation between ODOL and MLOD, try a texture repath tool instead, on the original ODOL, you can get a program at ofp.info if I remember correctly. STGN Share this post Link to post Share on other sites
Sennacherib 0 Posted May 20, 2009 the program is http://ofp.gamepark.cz/index.php?sekce=utilities the first in the list :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 20, 2009 The road don't need any config but named properties in the p3d file, which are screwed by OdolEx. So : (1) check the named properties in O2 (ie "class road"), cause OdolEx adds a "space" after those words. So : delete the name property (which is "class road") and redo it from scratch for every Lod. (2) Binarize the p3d and use it in wrptool as you did. Share this post Link to post Share on other sites
-martin- 10 Posted May 21, 2009 Ok, so I did as you said, I deleted the named properties and made them again and still nothing :( The model is just the retextured "sil25.p3d" from O.pbo, It has 3 LOD's: LOD Named Properties 0.500 Memory lb, le, pb, pe RoadWay silnice As for the texture program, it can't read binarized .p3d's :o Maybe somone could describe the process for creating a road please or I missed out some named selections? Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 21, 2009 Visibly you dunno what named properties are. Go in Oxygen, in the menu "window" and check "named properties". Then, a new window appears where you'll see "property name" which should be "class" for your road, and "value" which should be "road". Delete it (right click) for each res lod and redo it from scratch. Share this post Link to post Share on other sites
-martin- 10 Posted May 21, 2009 Oh it works :) Thx a lot guys :) But it only works when making the named properties in the older version of Oxygen (the one for OFP) if you use the new oxygen for ArmA even when you export the model to old .p3d it still dosent work :rolleyes: Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 21, 2009 Modding only for OFP i stick to the old version, so i dunno anything about the new one. Share this post Link to post Share on other sites
marcomio 0 Posted July 21, 2009 Are these "named properties" also responsible for the drivability of the runway-textures in OFP? When driving offroad (e. g. on grass), you always have a bumpy behaviour of vehicles. Thats ok, but when you try to taxi or take off with a plane on self made taxiway/runway texture-tiles, it is as bumpy as driving offroad! I don't know, how it works, because the texture tile isn't a p3d-file??!! So where are the values to find, to give my self-made runway-textures a "concrete ground"-behaviour. I can't use the old OFP runway-textures, because of their resolution of max. 512x512 pixel and my new textures with 2048x2048. It don't fit. Or is there any value hidden in the LODs? Any help appreciated, so I can release the new textures with proper characteristics. Thanks in advance and regards marcomio Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 21, 2009 Hi Marcomio, your question puzzled me, i made some quick test and agreed 100% with your assertion. Then i made some search and it appears than in the config.bin, under the class Cfgsurfaces, you find : class CfgSurfaces { blablabla class Runway:Roadway { access=2; files="rw*"; rough=0.001; dust=0.006; soundEnviron="road"; }; }; Which means that runway textures names must begin by "rw" to inherit from runway properties. I've found somewhere else that runway textures names must be longer than 8 characters : http://forums.bistudio.com/showthread.php?p=616551&highlight=runway#post616551 Up to you to test this ! Share this post Link to post Share on other sites
marcomio 0 Posted July 21, 2009 @ProfTournesol: Thank you very much for prompt help!!! This should do the trick! I will test it as soon as possible and will pass a notice if it is working (this evening is already to late...the coffee is getting stronger and stronger...and my eyes smaller and smaller). Concerning the max. account of characters, I think, the maximum was 8 chararcters for texture names - but I will see. Tks again and regards marcomio Share this post Link to post Share on other sites
marcomio 0 Posted July 23, 2009 Hi there! Now I renamed around app. 130 files to get the appropriate surface-behaviour. That means, driving now on sand has a typical sound and shows more dust than driving on grass. Also driving on runways and beton surfaces has no slow down effect or feels bumpy like driving offroad.My new textures are the replacement textures for Malden (abel.wrp). So in this case, I used the letter-coding of Malden, which is in some cases different to the texture-names of Nogova. Examples: Sandtexture of Malden is "pi.paa", the appropriate counterpart on Nogova (=Resistance-textures in 512x512 resolution) is called "pt.paa" (dark sand) or "ps.paa". Same goes for rock-texture: "sh.paa" for the old Malden/OFP-textures and "s2.paa" for the resistance counterpart. One thing, which did not work was the renaming of the concrete groundtexture "beton" to "bt.paa". It is described in the cfg surfaces, but has no effect when driving on it. After renaming it, it is as bumpy as driving offroad as before. For a fast solution, I named it "rw_....paa" to get rid of this problem. Disadvantage: You can accelerate/slide on beton like on the runways (but this is even better than bumping around). Advantage: The problem of bumpy undrivable runways has gone! Now you can take off without problems. I know this thread is dedicated to O2 Modelling and not to texturing, but something of this maybe also useful for other addonmakers with familiar problems and this concerns also the behaviour / sound of p3d-modell surfaces (metal, wood etc.). Screens will follow, but only of some texture tiles. Reason is the non functional dxdll screencapturing. All posts and suggestions dont work for me (Nvidia Geforce 8800 GTS -Problem?) and I cant find a other program which is capable to take ingame-screenshots. Any ideas?? (It worked for me month ago, I dont know why it gave up now..) Again thanks for help and regards marcomio Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 23, 2009 Did you try FRAPS ? Share this post Link to post Share on other sites
marcomio 0 Posted July 24, 2009 Thanks for this good advice. FRAPS is absolutely recommendable. Now here are some screens of my actual texture-work. http://img253.imageshack.us/img253/6384/new2048rocktex.png http://img29.imageshack.us/img29/8475/new2048grassrock2.png http://img268.imageshack.us/img268/4056/new2048grassrock.png http://img148.imageshack.us/img148/633/new2048grasssandnear.png Rgds marcomio Share this post Link to post Share on other sites