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jojimbo_No_1

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About jojimbo_No_1

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    Lance Corporal
  1. jojimbo_No_1

    Textures blurred ingame

    well i think colonelk klink has hit it on the head,ofp needs an overhaul in the texture dept. all we have is these really bad pac and paa textures to work with,whereas games these days use png and tga directly ingame. all we got is texview_11 i cant see bis coming up with the goods,so it might be put up and shut up till ofp2,which will be a whole lot better for our textures.i think i heard somewhere we will be able to have the option NOT to mipmap. i figure that although res is quite up to date as far as the resolution goes,i do have the ability to use 2048 X with my card,obviously i dont,but ofp automatically mipmaps to 256 X 256. i think this is inherent in the engine. and also to do with the size of the addon. but,considering most def vegetation looks blurry anyway,its not such a big deal,as after a few minutes it all comes clear as the player moves about.ahh well.
  2. jojimbo_No_1

    No entry .model special. - i've searched

    another cause for this can be the packer/unpacker tool. sometimes using PBOTool causes this to happen as sometimes it doesnt encrypt properly, try makepbo_11.
  3. jojimbo_No_1

    Textures blurred ingame

    Drow,getting rid of the whiteness is easy, in photoshop,select the alpha channel and adjust the contrast slider to maximum. there might be another way,ill let you know of any progress
  4. jojimbo_No_1

    Textures blurred ingame

    working on it
  5. jojimbo_No_1

    Milkshape 3d

    o2lite is easy to make models and texture,its one of the best progs ive used.love to get hold of Oxygen full prog
  6. jojimbo_No_1

    Clear background textures

    i use psp7 all the time, create the texture leaving the transparent part ..transparent. then "select all" from selections and click on the image with the selection tool in a transparent section and the texture will become highlighted. then save to alpha channel. i always save as a photoshop.psd at this point so you can re-edit the texture as you left it. then save as .tga,but dont worry about it becoming white as the alpha channel will only allow the texture to be seen. sometimes its best to have a background a similar colour to the texture,but its not absolutely nessacary. load up the tga in texview to view it.
  7. yes thats the "zebran" in ofanim the weapon is not straight. maybe its been rotated off x axis. keep straightening it out in ofanim and checking ingame till the two come together correctly
  8. jojimbo_No_1

    Proxies

    http://www.geocities.com/kungtotte/
  9. jojimbo_No_1

    Tents and uneven terrain

    go to points properties in o2lite and check "keep height fence" for all lods
  10. jojimbo_No_1

    Textures blurred ingame

    thats exactly what happens,however saying that once ofp is up and running,theres not a prob,only the start,it looks as if it needs "refreshing" any units using high-res textures are clear as a bell,its definately got to be alpha channel related. maybe the OFP EXE needs a patch so the paa transparency system can be upgraded to bring it up to scratch.i tried the kegety method of only keeping the .cpp in the .pbo and having the addon folder in the same directory as OFP.EXE but no change,
  11. jojimbo_No_1

    Textures blurred ingame

    well after a bit of prodding around,i know its not a 256x mipmap thing.maybe theres a priority heirarchy in whats rendered.
  12. jojimbo_No_1

    Vegetation making help

    well basically texturing is easy in o2 as you are mainly dealing with single planes.better get the ofp demo,and unpbo the data and data3d ,the trees and bushes models used are in mlod and are an exellent sourse for reference on how to,and what lods are required.if your gonna make a forest for your vietnam mod,the forests will require "paths" so the ai know where to run to get through the trees,or they will run all the way round.like they do with buildings that dont have a path through them, as for hint at texturing,go to a gardening shop with a digital camera and take a few pics of palm trees,or find pics on the web that are not copyrighted or ask kind permission. then,cut round the plant with your lassoo tool,point to point and cut out the middle parts.save as alpha channel,set the alpha contrast to maximum and save as tga. convert to pac or paa and map in o2.basically trial and error but the results can be rewarding.
  13. jojimbo_No_1

    Textures blurred ingame

    well tried all of the suggestions and still horrible textures. mmmmh...
  14. jojimbo_No_1

    Textures blurred ingame

    there is only one lod.set at 0.000 i think the engine is automatically mipmapping the texture.i tested even with a very small addon and still the same blurred textures. someone said it might be to do with alpha channels, the textures contain alpha channels,and maybe they're being automatically optimized by either the engine,or my video card?? until forced through by way of using binoculars ingame. anyone know how to fix this?
  15. jojimbo_No_1

    Textures blurred ingame

    ill try that,thx. hmmm,that didnt work,the textures were set at 4096 by 4096 so i reduced them to 1024 max. also changed the lod setting in the cfg. funny thing is,if you look at the addon with binocs the textures come through crystal clear and then stay clear. its only when you start the mission.hmmmmm
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