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jojimbo

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Everything posted by jojimbo

  1. jojimbo

    Viewing RTM in O2 with proxy?

    ok got it sorted,tried the config thing Linker but configs are not my thing so i aligned an mp40 up with the BIS Skeleton weapon,and pasted it into my units p3d and called the rifle "weapon" works a treat.
  2. jojimbo

    Burning Sands: Africa '42

    MehMan have you tried crazybump? nv filter doesn't really help with real good normal maps on its own,i first put my texture into crazybump as it has lots more in program editing possibilities and it is free: http://www.crazybump.com/ you can get really good soft large normals for the main uniform bump,or even take a fine copy,i just use the big normals then use the nv normal map filter to create the fine details. crazybump save all,normal,specular,displacement etc as .tga and the latter can be used for.as or .smdi base.
  3. Actually it looks ok jez,maybe some bushes,stones rubble etc at the base might suffice.but i did think maybe the model is not "sealed" if not try making the model whole with a bottom,then,or if you already done that hit "w" on the shadow lod.
  4. jez you may need to configue the trench as a class "house" and utilize "roadway" and "paths" components within the p3d if you haven't already done so. also there are interesting "geometry" component named properties for different shadow use such as "prefer explicit" or "prefer shadowvolume" alot of this kind of work is trial and error.alot of your problems working with objects in the map can be mlods dont work so well as odol,ie as mlod my beach obstacles were stuck half way in the ground but as odol sat correctly on the surface and you should binarise the model with a simple config.usually this fixes shadow problems and the official bis binarize tool leaves a text file revealing any problems with the model itself.as for the mismatch i would suggest use the terrain texture but make your own and keep it with the model in its own data folder effectively severing its link with the terrain.this gives you control over the contrast and lightness of the object ie: trench to settle it better,add some grass sandbags etc. quick edit: jez you say you use the travahaji.paa which came with the samplemap,that grass texture is smaller in size and different darkness and contrast to the sarahni trava,just a thought does the map you have use the same texture as the trenches? because the bis "trava.paa" is way darker something to check out maybe
  5. jojimbo

    Band Of Brothers Mod

    attach your collar to "spine3" 100%,then take vertices at the nape and sides and attach them to the neck @ 18% you may need to tweak but when he turns his head you want to keep it inside the collar,even at the possible expense of slight texture warp on the collar patches (if they are textured on the collar itself as opposed to seperate Planes) its up to you,adding seperate collar decal planes gives you an extra section,I've gone texture all the way.
  6. jojimbo

    Band Of Brothers Mod

    nice one agamoth,he is shaping up nicely,and looking good.youll need a wehrmacht buckle for that guy,unless he is going to be Luftwaffe Artillery/ground trooper.keep that luftwaffe buckle for your paras.
  7. jojimbo

    Adding textures?

    quick helmet tut,my way... split it into 6 sections top bottom lside rside front back redefine them "roughtly" place the texture coordinates on the model the conventional A-B way by manually rotating in o2 selecting each part you defined hit uv follow above uv examples i wrote voila rearrange the parts so they join roughly especially at the seam,you can stretch them and move them about for better placement,do not worry how this looks in buldozer. take pic for the uv reference go paint the new helmet now from the uv coordinates load it up and have a look.
  8. yes thats what i mean samu. o2 will convert to .paa,and binarize will remove the .tga but sometimes there will still be a .tga reference in the model which needs renaming or ArmA game will try to load a .tga when starting and you will get an error message. best check to make sure, also when using uvedit you will need to load the .tga again. o2 might not convert again,but you must check name is .paa again. best always check in model.p3d no .tga
  9. well the "old dll's" thing didn't work for me,but the way i get over this small inconvenience is to have a .tga version of the .paa file ready in the folder,then rename the texture i wish to use utilizing the mass texture renamer,and it's business as usual for the old method. just remember to rename it back when youre done
  10. jojimbo

    How to fix/merge sections in parts from old models

    Linker,first make sure each textured polygon has an rvmat assignment or o2 might assume each or some are a unique section. not solved,then make sure any model parts are not mistakenly textured with a different sections attributes,for example a few small "gear texture" polys are unnoticably textured with a "uniform texture" by mistake,this will cause problems as the polys belong to different parents.
  11. jojimbo

    Adding textures?

    agamoth, make sure you got a .tga equivalent texture handy,you can place it in the same folder as the .paa's,i always keep tga's seperate,i'll come to that in a moment. open up the model.p3d,give it a twirl etc,then when you have decided which part you wish to edit,open the uv editor and 1.go to filter and choose by "main texture." i always ger an error,but choose ok.you will then see your model uv map in yellow. 2.go to filter and choose "browse new texture" go find the appropriate .tga,and open it,now you will see the texture but no yellow uv map. 3.repeat first step and choose by "main texture" once again. now you can see the texture and uv map for the model,you can move it around by selecting all,or select a point individually.the uv editor is a very powerful tool,some good points are you can eradicate any unwanted seams on arms and legs,check a uniform reference photo if the seams are at say the back of the arm,then you can select the arm clothing in o2,and alt/tab back to the uv editor and "select faces by  selection in object" and the arm should be highlighted red,you can also "break" the part away on its own,flip it how you want to fit your needs alt/tabbing between uv editor and buldozer you will quckly make great progress. handy tips: arrange arm/leg selections so the middle part is the front of the model so the seams at the outer edge in uv editor are the back. make sure you change the texture name back to .paa in o2 using the great "mass texture renamer" if you have lots of textures for a model,this is really bad for arma,you really need 1,2 or if you really must 3 maximum and uv editor is a great way to "merge" textures together,the way i find i easier is to... 1.add my child texture to the main in a paint program,then following the steps before,open the child texture in uv editor with  choose by "main texture." this will hold the current uv map you want to change in the editor ready.then go to "browse new texture" this time choosing the new texture you want to assign the child to. 2.arrange the uv model map to how it was before over the part of the texture you want.if you look in buldozer you will see the texture all "funky",but don't worry we can fix that now. 3.go back to o2,and select the part of the model you wish to reassign,you can do this by the "mass name change",or the regular "E" manual selection then "A" "B" (no need to load the texture in o2) and rename it to the new texture.paa there it is,now make sure it is renamed the .paa version and remove the .tga to a working folder if you haven't already done this. last bit: sections the bis soldier model from the official release has 7 sections,try and keep as close as possible and arma will be happy with your addon.things to look for to keep sections nice and low is... 1.EVERY textured polygon must have an RVMAT assignment,if you have lots of sections check that first.o2 might assume some or every texture not assigned is a unique section,even if the polys have the same texture assignment. EDIT: actually it's not in every case,but each section should either be rvmat assigned or not,sectionally. 2.put the uniform on one texture,gear on another o2 likes this.or even better everything on one texture 3.sectional count guide: bis soldier all the proxy triangles count for 1 section the head should count for 1 the body should count for 1 the gear should count for 1 and each one has an rvmat file which counts for 3 totalling 7. also try this tool for your normal_nohq and ambient_as textures,it is really cool http://www.crazybump.com/ crazybump is free,and allows you greater control over your normal maps,and also saves emissive,specular,occlusion,diffuse and displacement textures as well,the displacement texture can be quickly turned into an AS map by turning the red and blue channels to white 255,leaving you to sculpt the amount of ambience shadow hope this was of help
  12. jojimbo

    Band Of Brothers Mod

    Hey,you guys made some progress and wanted to show some stuff,thats a good thing,and if some things arn't quite right,I'm sure you already know about it,no need for excuses,the more you do these things the better you'll get,everyone has to start somewhere.You cannot tell fully without the textures,but some pics over at aa.info show some textured stuff,and it isn't all that bad.So...feel good,cause it's coming along steadily and enjoy it for the fun.
  13. jojimbo

    Saltbeach Island

    great island,i bet those bluish textures are missmatched sat water images spilling over,ie should be underwater.making an island in this detail is no mean feat,nice job. is there any treasue near the tree? thats what i want to know
  14. jojimbo

    Visitor 3 Quick Tutorial

    Nice one Opteryx,did the tutorial and the map worked off the bat.Thank you for saving my brain cells I just went and converted them all with the bat,didn't even realize I didn't have to,but hey,I learned something else new.
  15. jojimbo

    Band Of Brothers Mod

    Nice job guys,he's really shaping up,keep up the good work.BoB is one of my all time favorites
  16. jojimbo

    KINGTIGER

    TRUE and Jojimbo too stinky hehe http://forums.bistudio.com/oldsmileys/smile_o.gif' alt='smile_o.gif'> Restored King Tiger wow Rebus old partner how you do ... ILOVE you Guys REGARDS That is correct,unfortunately after repeated e-mails I recieved no word confirming or denying whether i44 could include the King Tiger so it stayed out along with a heap of other tanks.Although Vex spoke to Marfy occasionally and with his specific supervision finished stuff,in my last correspondence with him Marfy clearly expressed that he was finished with OPF and had no desire or inspiration to complete the works. Btw,keep up the good work John,almost looks real mate
  17. i did write this in the locked I44 topic,but nobody must have read it so i'll repeat myself,also lets not forget I44 was sitting on its hands for nearly two years waiting for O2. so it's not 4 years we have been working on the new mod,but 2,in actual fact,we have only been working on the phase structure since i took over leadership a year ago. so these are the facts.also ego has nothing to do with it. it's not released because it is not ready,it's as simple as that.It is "near" to release as we are well into finishing off the needed bits and bobs,bug testing,a couple of minor models to do,some brand new units and we need to compile the campaign,get the missions finished etc, However,when released,it will be the last "when it's done" big mod project.After phase one there will be "upgrades" or "patches" if you like to the existing core components,and additions to the addon database.I believe this is the way to go,as big mod projects and secrecy are not popular,this will change. The phase one of the project is the hardest part,this is our foundation stone for everything else that comes along,such as different theatres etc,will all use the core files and mod folder. Once the first mod is released the other "phases" should follow in a lot less time,and as i stated,in "upgrades" to the already existing version. so there it is, work in progress pics for phase one "market garden" we will be posted soon,and there will be "photoshopped" and raw ingame screens,and o2 screens as well because thats the way i want it. i hope this has cleared things up a little
  18. jojimbo

    Invasion 1944

    Yes it's not released because it is not ready,it's as simple as that.It is "near" to release as we are well into finishing off the needed bits and bobs,bug testing,a couple of minor models to do,some brand new units coming along. We will be posting some new pics soon. However,when released,it will be the last "when it's done" big mod project.After phase one there will be "upgrades" to the existing core components,and additions to the addon database.I believe this is the way to go,as big mod projects and secrecy are not popular,this will change. I see invasion44 as an ongoing project for the ofp type engine,more of a future ww2 sp and online simulation than a "mod" and we will follow BIS with any of their updates to the ofp engine,such as Armed Assault. The phase one of the project is the hardest part,this is our foundation stone for everything else that comes along,such as different theatres etc,will all use the core files and mod folder. Quality is important,because the vision is to recreate a ww2 mod to be realistic,but we need to compile the campaign,get the missions finished etc, Once the first mod is released the other "phases" should follow in a lot less time,and as i stated,in "upgrades" to the already existing version.
  19. jojimbo

    Texture loading problem

    i wish people would explain HOW they fixed it.
  20. jojimbo

    How do i take ingame screenies

    sorry i looked and searched everywhere, please could someone enlighten me.
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