jojimbo_No_1
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Everything posted by jojimbo_No_1
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I wonder if anyone can shed some light on this. If i texture a unit,for example i have one and the uniform is made on a 1024 by 1024 template,ingame the textures are crystal clear. But,if i texture a tree say,or some vegetation,ingame the textures are blurred. Is there a heirarchy to how Ofp gives priority. The vegetation modelwise is alot smaller than the unit. specs nvidia fx5600 256MB 1 Gig Ram 1.8Mhz P4
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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.
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No entry .model special. - i've searched
jojimbo_No_1 replied to scousejedi's topic in OFP : CONFIGS & SCRIPTING
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. -
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
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working on it
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o2lite is easy to make models and texture,its one of the best progs ive used.love to get hold of Oxygen full prog
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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.
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New anim: cursor and aim are in different places..
jojimbo_No_1 replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
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 -
http://www.geocities.com/kungtotte/
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go to points properties in o2lite and check "keep height fence" for all lods
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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,
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well after a bit of prodding around,i know its not a 256x mipmap thing.maybe theres a priority heirarchy in whats rendered.
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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.
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well tried all of the suggestions and still horrible textures. mmmmh...
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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?
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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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I had exactly same problem with the error message on mipmap o blah,AND the green screen. what i did was to follow kegetys instructions for the radion this works if you got fx5600 256 as well. 1.use unpbo on the res/addons/o.pbo,this should place an "O" folder unpbo,d in the res/addons folder. 2.remove the original O.pbo to a safe place. 3.move the config.cpp and stringtable files out of the unpbo,d "O"folder,to the res/addons folder, then place/move the O folder (without the .cpp's) into the main OFP directory. 4.create a new "O" folder and place/move the config.cpp and stringtable into it.keeping it in the res/addons folder. 5.use "makepbo" and make a new "O.pbo"containing just the config.cpp and stringtable,and keep it in the res/addons folder. works a treat.
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Something to test out to solve memory map errors
jojimbo_No_1 replied to kegetys's topic in TROUBLESHOOTING
works a treat kegetys,thank you so much,now i can get on. -
yes i have the same problem with the fx5600 256, trying to figure this out atm.any luck powerslide...or anybody? im going to try a couple of earlier drivers,sometimes a rollback can help,especially with the newer buggy nvidia drivers. mmmh,the card came with the 44.01 so i tried the 43.45 and the latest 45.25 and no luck. i definately wont be putting the ge-force mx400 back in as this fx5600 card is amazing with other games,only ofp seems to be a problem. ok,kept the new 45.23,this is better with the directx 9b beta. and followed kegetys advise,and bypassed the o.pbo mipmap prob. no more green screen too,so powerslide,get the fx5600 back into your puter mate,it rocks. 1.use unpbo,this should place an "O" folder unpbo,d in the res/addons folder. 2.remove the original O.pbo to a safe place. 3.move the config.cpp and stringtable,out of the "O"folder and place/move the O folder in the main OFP directory. 4.create a new "O" folder and place/move the config.cpp and stringtable into it. 5.use "makepbo" and make a new "O.pbo"containing the config.cpp and stringtable,and keep it in the res/addons folder. works a treat.
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Hi,i have a slight problem. i have a soldier model using new animations and a #include command. now,he will do everything ok but gets stuck when it comes to picking up Res weapons, or getting into Res Vehicles. what am i missing in the #include CfgMoves?
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Cfgmoves and res movements
jojimbo_No_1 replied to jojimbo_No_1's topic in OFP : CONFIGS & SCRIPTING
yes thanks guys the problem was as i have a new CfgMoves taken from the 1.91 version for my moves=""; this did not oviously include the Cfgmoves section from the Res\Addons\O.pbo so i have managed to sort that out now by including the missing moves,now my man uses pistols and gets in res vehicles. -
check to see if you have accidentaly deleted the binarize folder INSIDE THE BINARIZE FOLDER the folder contains the BIN folder with the BAT i did this once by accident due to tiredness. i re-dl binarize and re-installed it
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paintshop pro only saves tga in 24bit. 32bit is required.
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ive looked at the p3d,but its just like any other gun model.p3d file,when trying to load ingame i get this error in preNlod thing,can anyone help me out?
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never mind i got it sorted,