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Posts posted by namreg

  1. Hello,

    I'm having this problem with a model made in O2 that I want to import in Maya to UV map it. The model in O2 has the faces smoothed but, when I import it in Maya, all faces are faceted, all with hard edges. I tried exporting the file as FBX and OBJ but always the same problem. Even exporting as 3DS in 3DSMax and exporting it as FBX to Maya gave me the same results.

    My question is: If I export the model to Maya, UV map it and export to FBX into O2 again... could I transfer that UV map data to the O2 native model?

    Thanks ;)

  2. Thanks for reopening Wolle.

    Let´s start with some MH500 WIP shots smile_o.gif

    MH500 TOW Version:

    MH500 Hellfire Version:

    Hi buddy, I saw your MH500 helicopters and as I'm making an MD-500 myself, i would like to ask you some questions.


    I have a problem with textures, when the rotors are moving, the helicopter disapears when looking at it from the top. Maybe I should change something in o2?? alpha channels, maybe???


    Another thing about rotors is that they don't seem to rotate until the rotation texture is loaded, and I guess I used the czeck names correctly in o2....

    I created a couple of proxy TOW missiles that don't dissapear when fired. Maybe is something I missed in config file.

    I created a gunner but it doesn't show up when I load ArmA.

    The turret doesn't seem to rotate either, maybe it's because there's no gunner? And I placed the names of the axis correctly, well I guess so...

    When you create a new texture that's a copy of BIS' textures.... do you use a color profile so it matches the originals? because when I imported BIS' textures in photoshop, I think something changed....

    And I guess, that's pretty much it... I f you could help me with these issues, it would be great.

  3. What is the name of the music used in the chopper vid namreg? I liked it

    It is the final act from Giacomo Puccini's opera Turandot, it is called Nessum Dorma and this version is sung by Sara Brightman.

    that truck one couldn't end quickly enough... just a music incompatability, methinks.

    For me that song is just great for that kind of situations.... it's funny for me to place such kind of songs where they don't belong... here this was one of my first time trying to get songs in the game, I didn't even know how to use the camera.sqs method.

    Arma - Radio trip to the battle

  4. Hi Panda[PL], please forgive me if I haven't answered you before but I was trying all the things you mentioned.... and with some help from RockofSL I figured a couple of things out.

    But the blured rotors aren't working properly. I tried everything, FACES > MOVE BOTTOM, FACES > MOVE UP... and nothing happened, so I think that there must something with my own helicopter mesh that is completely wrong.

    At one point I managed to create a turret and to add a gunner to my heli.... but now, after some changes, I just lost it...jajaja

    So I'm kind of down with this project. I have put too much time and I'm getting nowhere.

    I guess I need a good config.cpp tutorial about making a whole heli form scratch or something.....

    Thanks for all your time and your effort trying to help me out. I really appreciate it.

  5. ok, now I get it. sorry guys if I didn't answer you earlier but I've been kind of busy.

    Let me show you what I did:

    ·I created a trigger, In the trigger's effect options I chose the alarm sound and in the condition field I wrote alarm

    ·Then I created a file called alarm.sqs and I wrote this code in it

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">alarm = true

    ·I took an SLA rifleman and wrote this in his init field:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired", {this exec "alarm.sqs"}]

    That's all.... I put some RACS around him shooting and when the SLA guy shot.... the alarms went on. Nice but..... do I have to write that code...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired", {this exec "alarm.sqs"}]

    ... in every SLA soldiers' init fields???

    THX guys.... notworthy.gif

  6. ufff.. I think you are right Panda[PL]. I talked to wld427 because he made a MH500 and I asked him about his config.cpp file... and he let me use his. But I guess there are some things that don't work for me.

    So what I'm doing is creating a whole new config.cpp file that only inherits from the helicopter class.

    So I created a Turret class, and finally got a gunner in the cockpit.... and actually I can see through the turret but I cannot zoom in or out or even move around.

    Other issue is that it's damn slow.... I don't know why, it takes a lot of time to get good speed but it doesn't run faster than 150.... well actually it does but you have to climb to 200 meters and dive like crazy confused_o.gif I think it has something to do with the GEOMETRY LOD with the weights or something, because in the config file I raised max speed to 500 and nothing happened.

  7. Hi orson, THX for the reply, I fixed that shadow LOD problem I had, if you want you can see the results here => 02 modeling forum

    And... to keep this alive here's a pic of the interior cockpit. Nothing is working right now... I'll try to fix that.


    And other issue that I've encountered is that the gunner doesn't show in the cockpit.... I guess it has something to do with the config.cpp??? Because in o2 I placed all the proxies and entry points.... so.... any ideas???

  8. 121.jpg

    obj1 "done" jejejeje.... nener.gif

    Sarge THX , I didn't see that page you showed me.... It was great. When I tried to close the non-closed faces automatically, o2 crashed, so I did that by hand, one face at the time. And now it's all done..... thumbs-up.gif

    orson THX mate for your help, in fact, if I didn't look at the WIP page I wouldn't have noticed Sgt.Ace post here at all.... THX buddy wink_o.gif

    obj2 "huh.gif"

    Quote[/b] ]Main rotor and tail rotor:

    Are all needed secions, blurproxy... and model.cfg, config.cpp correct?

    In the resolution LOD (which now is 0.000) I selected the tail rotor (blades+axis) and called it mala vrtule. Then I selected the tail rotor blades only and called the selection mala vrtule staticka.

    I created a proxy with the blured tail rotor wich I copied and pasted im my own addon folder called md500_mala_vrtule_blur_proxy. After that I changed to the Memory LOD and I created two points at the tail rotor tube that is perpendicular to the fuselage and paral.lel to the ground and called them mala osa.

    And for the main rotor I did the same but I changed mala for velka and for the main rotor axis in the Memory LOD I placed 2 points creating a line perpendicular to the ground where the main rotor axis should be.

    Is it anything left??? And if I had to create a config.cpp from scratch.... how would it look like??? Only for the rotors I mean.

    obj3 "sad_o.gif"

    Quote[/b] ]turret:

    Do you created the sensor sections and the correct memory points for the sensor turret? When u have the correct model.cfg u can see the anim in bulldozer.

    Actually I only have created the axis in the Memory LOD, I looked at the AH-1Z p3D file and I saw the selections of the turret and their names... I'm on it right now.

    And btw... I upgraded ArmA to 1.14 and bulldozer crashes always... should I unistall it and install it again or what??

    obj4 " crazy_o.gif "

    Quote[/b] ]TOW missiles:

    What do you want remove the pod or only the missiles?

    I want to remove the missiles as the pod is empty and only loaded with proxys. Just like the Hellfires in the AH-1Z. You can see them and when it fires, then the proxy disapears....

    How can I do that??

    I placed the proxies where the missiles should be and modified them a little because TOW missiles have their flying flins retracted before firing them.....

    ufff...enough writing for today ....jejeje

    THX all wink_o.gif

  9. 119.jpg

    Hi guys, this is my MD-500 project for the RACS. I made it entirely from scratch, so it has nothing to do with BIS models but the materials and some textures I used. The whole 3D thing is mine so... I'm having some troubles setting the LODs in o2, the one that's giving me more trouble is the SHADOW LOD.


    I read this page Shadow LODS but I don't know why but my shadows go crazy.... looks like they are flying away on its own.

    Main rotor and tail rotor

    Do I have to create the animations for these to properly work?? Actually I see the two rotors, the static one and the blured one at the same time... and when it starts to fly, the static one disapears and only shows the blured one.


    At the front you can see the TOW visor wich rotates just as the AH-1 does... how can I make it work??

    TOW missiles

    On each side of the chopper there are 2 missile launchers wich two missiles each (total of 4 missiles).

    I took BIS tow missiles and created 4 proxys as you can see in the image.

    How can I make it fire them using BIS original missile and remove those proxies after firing?

    I know many of this stuff is a config.cpp matter, but I guess it has to be created in o2 at first so, could anyone lean me a hand with my chopper???

    THX guys

  10. Hello,

    I'm making this night mission and I wanted the SLA soldiers to trigger the alarms whenever they hear a loud machinegun shot.

    I want to do this because at first I created a trigger and whenever the RACS soldiers were spotted by SLA soldiers it will set the alarms on. But it was a night mission and my soldiers were equipped with silent weapons, so even if I shooted SLA soldiers from the back....so they didn't see me.... the trigger, triggered.... so I thought of creating this trigger by loud sounds, so whenever SLA soldiers respond to my fire, the loud sounds of their weapons will alert their comrades and then trigger the alarms on.

    If this possible??? Or is there any better way to do this???

    THX gusys

  11. Hi guys!!

    I'm making a new helicopter that uses some of BIS original textures and new textures that I've made. As I want to use the same original BIS materials with my new textures I encountered a problem and that was that I cannot recreate the same material myself....

    I read that you unraped BIS original materials.... how can I do that???

  12. @ June 13 2008,12:42)]
    So..... how do I do it?

    Select glass in O2, Ctr+C, Ctr+V, it will be selected allready (maybe make it a new selection here just in case), press W to invert faces. It should by default be at the top alpha layer after pasting in.

    Can be a good idea to make it a new selection right after pasting it in, to make it possible to select it easilly later.

    ...as simple as old copy and paste procedures. tounge2.gif

    Thanks man, done... now I'm going to do the LODs...