vonoben1944
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As if staying alive flying in OFP wasnt hard enuff already... And now this. Hawk missiles. Looks great. Good job.
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I did recalculate the normals on one wheel, just to see if it would work, but then they all suddenly worked fine so I'm not sure that was really the issue. maybe there's something else causing this after all.
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Maybe you wanna see the sherman M4A3E8 I'm working on BTW. Here it is ingame.
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Now that problem is gone. And I didnt do a thing... stangely. I did however reimport the tracks since they were mapped with the V-direction sideways. I have no clue what happened.
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Yes it looks real nice. I guess in these cases the rule is: When it feels right it is right. (I cant really understand why BIS choose to make a brdm without turret. Vehicles with guns are just so much more....useful in-game.)
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I think maybe the BRDM in-game is a little oversized. Its my impression anyway since I had the opportunity to stand next top a real one a couple of weeks ago.
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I'll try that... reimporting and stuff. I'm using MAX 4 to model and texture.
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Its not that kind of flickering. Flickering is a bad word maybe to explain this. Its more like the textureluminance is...pulsating between light and dark when the wheels rotate. It stops when the wheels stop. Its clear that ist connected to the rotation of the wheels, and that it is intentional... somehow. Noone else have come across this?
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Great!
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I got the memory LOD for a BMP translated: cerveny pozicni = probably rear lights doplnovani = refilling (probably loading point) Konec hlavne = end of barrel Konec L svetla = End of left light Konec P svetla = End of right light Konec rakety = End of rocket Kulas = ? Still dont know L svetlo = Left light P svetlo = Right light osa_poklop_commander = commander hatch axle OsaHlavne = gunbarrel axle osahlavnevelitele = main gunbarrel axle osavelitele = main axle OsaVeze = turret axle otochlaven = turning gunbarrel otochlavenvelitele = main turn gunbarrel otocvelitele = main turnpiont otocvez = turnturret Spice rakety = rocket nosecone Stopa = threadmarks Usti hlavne = gunmuzzle vyfuk konec = exhaust end vyfuk start = exhaust start zamerny = calculatuon/measuremnt (Not sure what it does) zeleny pozicni = green positionlights Thanks to Vladimir Koller for helping me with this.
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Ok so I have a sherman tank in-game and running fine. I based it on a BMP, so it was pretty easy just moving all the memorypionts around and change the naed selections to the new model BUT---> The textures on the wheel flicker when I run. Looks pretty strange. It seems to be some kind of feature to give the impression of motion. I guess the brightness of the flickering is tuned to the BMP textures. Do any of you guys know how to change this? (Also the tracktextures animate in the wrong direction but I guess thats just a problem with the UV mapping.)
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I don't see why you couldn't use another model for template? Thats the easy way out I think. Why would you have to change anything on your model if you did that?
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I noticed that O2 counts quad faces as 1 when you look at face properties for a selection. This is important since it makes it hard to see exactly how many faces a model really has. For instance, BMP, highest LOD has about 1255 faces. Thats not a lot if you are counting triangles. Counting quads this way however makes it a different matter entirely... Thats good to know. But, as I said. You all know this already I'm sure.
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Getting the textures to show up in ofp
vonoben1944 replied to vonoben1944's topic in OFP : O2 MODELLING
Oh, and yeah. Is there a way to change the prefix on a texture without re-importing the entire model? I havnt found anything on that... -
Getting the textures to show up in ofp
vonoben1944 replied to vonoben1944's topic in OFP : O2 MODELLING
Solved! It turned out the paths were not correct after all. I thought no prefix on the texture would point to the "root" folder of the add-on, when it in fact points to the folder one step up in the hierarchy. (Where I had an old copy of the texture lying around that kept fooling me into thinking I was doing everything right...) Thank for replying.