jojimbo_No_1
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Everything posted by jojimbo_No_1
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please help,
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and keep the name of the texture short,less than 5 letters, and transparent tga's need to be 32bit
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yes i need to update soldier units modelled in o2lite so they can carry and use pistols,does anyone know the proxy name and position fo the lods?
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The final word on resolution lod distance?
jojimbo_No_1 replied to AXE's topic in OFP : O2 MODELLING
i tend to make soldier lods for every 2.500, testing ingame it amounts to 50 metres=2.500 lod. so the detail is set to... 0.000=main detail lod 2.500=soldier unit @ 50 metres 5.000=soldier unit @ 100 metres 7.500=soldier unit @ 150 metres 10.000=unit @ 200 + of course this is an estimate,but for ingame tests, i put a model together with the textures stripped off lods 2.500 and 7.500 so at about 50 metres the soldier goes white.at 100 metres he goes textured,at 150 metres you can just see a tiny white thing and after 7.500 you dont see anything at all. this was tested on kolgujev island near forest and town, but bear in mind the lods kick in to the amount of faces your processor has to render. on nogova in the forest itself,with 12 units,i saw lods that were over the 5.000 mark quite close up at about 30 -40 metres. but this is a basic guide. -
i need to know, i have 12 differing playermodels,all with differing gear, i have successfully combined into just one p3d. using the gear as hidden selections. in o2,the model is big,normal ofp under 2000 new combined over 2000 although the p3d is larger,face wise,will it lag the game more, as if hidden,surely the graphics will only render the under 2000?
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hidden selections rule... make sure to check all the lods, to find the glasses, and also add the glasses to the hidden selections i think its "breije" or something. also it may be you can see from the inside of the head cause the model is stuck between normal mode and the proxy,this sometimes happens inside vehicles with default ofp models,so it might be a bug.
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yes,with tests i found that with the geforce2 HW&TL,absolutely no problems,12 men condensed into one.p3d (maybe a bit ambitious) well....sort of,just the important bits that were different. i had loads(well the 12 soldiers)same p3d,all there runnung about,nice and smoothe...BUT,with Direct3D,it heaved,you knew something was there hidden,eating up the processor.
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thank you sooo much Suma,for the quick reply its going to be much easier to create unit gear placement,rank promos,badges,headgear all tied up with hidden selections,and not have lots of large files everywhere.
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well the cpp for the newsoldier will be the same as any other exept the name of the modelp3d,this you cofigure by typeing in CfgModels. you have to tell ofp theres a new model.
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i cant really tell from the pic, is the face clipping out,or squashing up into the armpit. you may have to insert a couple of new vertecies, and draw faces on them,and re-texture if you got some merged points in the wrong place. if its clipping...ie ,on contact with the ground the faces are becoming transparent,its to do with square faces touching triangular ones.this can be overcome by selecting the area at fault and triangulating with o2
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definately yes. you can make a soldier and import the model into o2,but you will have to define the model in o2 itself, better still...make it in o2. a good tip... take a model of the demo west soldier, say,the torso for instance,and using the defined sections selecter delete everything thats not got anything to do with the torso. using the torso as a reference,build your new torso from scatch,and define the parts exactly like the default one. when your done,delete the demo torso,after you placed it in the right place,and all the defined selections you dont need, and set the lod to 0.0000. delete all the lods apart from the new lod and save as new torso.p3d. then you can reopen the west demo soldier,and start on the legs... when you got all the bits ready, merge all the p3ds of you new parts together,including the named selections and proxies.
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yes,as long as the bunker thinks its a vehicle,cargo can get in, add this to the cpp cargoAction[]{ManActCargo}; transportSoldier=8; (as many as you want) typicalCargo[]={soldierGB}; you gotta have the proxys in the p3d, proxy:cargo.01 proxy:cargo.02 etcetc
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">im trying to create a model from scratch but im gettin this problem with the units arm.the forearm isnt attached or else its distorted badly . every thing else seems fine apart from the arm ive even open another unit and tried using an arm from that but it had the same effect.anyone got any idea where i may have gone wrong? any help appreciated<span id='postcolor'> yes,youll find the bicep also includes the vertices from the top of the loket,and the bottom of the rameno(shoulder) these have to be included in the definition. select the bicep,making sure you use the points from the other body parts...but it has to be correct or youll find his arm drops to the floor.check the demo model, a good tip is to copy and paste the part you wand for reference,and select (isolated points) youll see them plainly,
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yes,on my playermodel i squeezed 374 faces. any equipment hands etc boxes, but kept the outline of the headgear
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Rage, do as soul_assassin says,go read select this tut on the osobnost thingy, then in your cpp file add this section between cfgpatches and cfgvehicles. CfgModels { class Default {}; class Man: Default {}; class nameofyourmodel: Man {}; };
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sorted,it has to be .p3d model name,in cfgmodels
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Config of wounds and random faces 1.75+?
jojimbo_No_1 replied to jojimbo_No_1's topic in OFP : CONFIGS & SCRIPTING
sorted it, you have to type the name of the .p3d in CfgModels -
Custom wounds and random faces on playermodels, whether binarized or not,that worked fine in version 1.46 no longer work in Resistance 1.75+ or GOTY edition 1.85. Someone must know the reason for this and have an answer. I have tried everything... please help
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Unfortunately I have the same problem,with 1.75+ and still no go as far as random faces also custom wounds that worked fine in 1.46 no longer work in resistance and the goty edition 1.85. did you get the random faces to work sigma-6? ive tried everything but i cant get them to work, or the wounds... what am i doing wrong? can anyone help please?
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in the cpp files cfgvehicles class add ... wounds[]={"\your pbo\your tex","\your pbo\your wound tex","\your pbo\your tex 2","\your pbo\your wound tex2",etc note-your pbo is whatever you name it your tex is the texture and wound texture you want it to become when youve typed in the command dont forget to put ; on the end
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in the cpp files cfgvehicles class add ... wounds[]={"\your pbo\your tex","\your pbo\your wound tex","\your pbo\your tex 2","\your pbo\your wound tex2",etc note-your pbo is whatever you name it your tex is the texture and wound texture you want it to become when youve typed in the command dont forget to put ; on the end
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mmmh! now it must be something like dammage=something... blah.pac\blah.pac but where do i put it, and what do i type? someone gotta know
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I have a new player model,five lods, everything working fine ingame. but there are no shadow on the fist lod at about 20 meters away the shadow kicks in. does anyone know what i am missing? also, how do i map the body damage textures to work ingame? any help would be appreciated.
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mmmh! now it must be something like dammage=something... blah.pac\blah.pac but where do i put it, and what do i type? someone gotta know
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I have a new player model,five lods, everything working fine ingame. but there are no shadow on the fist lod at about 20 meters away the shadow kicks in. does anyone know what i am missing? also, how do i map the body damage textures to work ingame? any help would be appreciated.