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vonoben1944

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Everything posted by vonoben1944

  1. vonoben1944

    Missles on turret?

    As if staying alive flying in OFP wasnt hard enuff already... And now this. Hawk missiles. Looks great. Good job.
  2. vonoben1944

    Wheeltextures flickering

    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.
  3. vonoben1944

    Wheeltextures flickering

    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.)
  4. vonoben1944

    Wheeltextures flickering

    Maybe you wanna see the sherman M4A3E8 I'm working on BTW. Here it is ingame.
  5. vonoben1944

    Wheeltextures flickering

    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.
  6. vonoben1944

    Sizes in oxygene?

    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.)
  7. vonoben1944

    Sizes in oxygene?

    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.
  8. vonoben1944

    Wheeltextures flickering

    I'll try that... reimporting and stuff. I'm using MAX 4 to model and texture.
  9. vonoben1944

    Bmp memory lod translated

    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.
  10. vonoben1944

    Wheeltextures flickering

    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?
  11. vonoben1944

    Bmp memory lod translated

    Great!
  12. vonoben1944

    Need help

    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?
  13. vonoben1944

    Facecounts in o2

    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.
  14. vonoben1944

    Getting the textures to show up in ofp

    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...
  15. Ok, so I got a model through o2 and into ofp. *celebrating* But it didnt take its textures with it. They dont show up in-game. I find this strange since the textures work fine in o2 and buldozer... I based my model on an existing add-on and just swiched out the model and textures. Does this maybe have anything to do with it? Anyone had this problem?
  16. vonoben1944

    Getting the textures to show up in ofp

    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.
  17. vonoben1944

    Sherman tank

    A sherman cleaning out a T55? Maybe some config.cpp'ing is needed. A sherman in 1985 is only good for cleaning out trucks and BMP's...maybe. I admire that you find it worthwhile to edit a T72 into a sherman though... man thats a lot of work.
  18. When I import my BAR machinegun from 3ds with textures in tga it works just fine. Its all just automatic. Piece of cake. Only it looks like shit. texture so compressed I hardly recignize my own work. But then Araon tells me gif is better as textureformat since o2 dont destroy them as much as it destryos tga textures. (You may have noticed.) Jpg apparently suffers the same fate as tga so that wont look good either. Now. Easy I think. I just make gifs and apply them in MAX to the model, resave it as 3ds and import it to o2. This did not however work at all. Anyone else tried this? o2 claims it has not found any valid rgb files to convert to paa... Solution? Anybody?
  19. vonoben1944

    Importing gif as textures to o2?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Desert Eagle @ May 31 2002,07:12)</td></tr><tr><td id="QUOTE">you mean this: "cannot convert "\xxx\xx.gif " to \YYY\xx.pac" ?    It happens to most of my textures and blueprints  How to fix that?<span id='postcolor'> Yep exactly that. The multiple of two is not the problem. This is a 512x512 image, and it works fine as I import it from tga. Somehow it seems o2 wont recognize my gifs. Very puzzling as it seems to be working fine for some of you... BIS? Please?
  20. Dont tell me it has already been answered in another post 'cause I have read them all. I still find this confusing and I cant make it work. If I download a usermade addon I should be able to open it in o2 after running PBOtool 1.01a and then xpack on the resulting p3d files. (But not the other files eh?) Or is it the unpack sqm tool I should use on the p3d's? And how does that work? All I get with the sqm tool is a dos-window. No program really starts. Is it supposed to be like that? Please, please help me. (In this case i tried to use Hubbas M14 rifle add-on. As I supposed it was created, or edited with o2.)
  21. vonoben1944

    Pbotool 1.01awhich program is best for de-pboing?

    Yeah thanks. I sense a disturbance in the force over this matter. We need clean models as reference. Only then can we let go of our anger and truly master the O2 force. :-)
  22. vonoben1944

    More texturing problems

    Hmm... how can it be that I can only see a texture in the viewer if I put it in the root together with the viewer application? Even if I do assign a prefix for the texture in o2, put the p3d in a subfolder, and even have the wrong path to the texture, it still shows up in the viewer. Wierd. If I put the texture where I want it, namely in the subfolder with my model, it doesnt show up. This subfolder is located in the root, where the viewer is installed.
  23. vonoben1944

    Pbotool 1.01awhich program is best for de-pboing?

    Ok. I sorted it out on my own. It was just that I couldnt open Hubbas M14 for some reason. Maybe someone, like maybe Hubba himself can explain why that didnt work? From all I've read in this forum it should work fine. (But thats just my opinion.)
  24. vonoben1944

    Squarize option?

    ...so when you say the polycount for a LOD1 model this and that is xxxx, do you count square polys as 1 or 2? Just for our guidance, please?
  25. vonoben1944

    Squarize option?

    A "squarized" poly. Does it count as one or two polys the for the gameengine? That is important, because if it doesnt, what would be the point of squarizing anything? If it does it may drastically reduce polycount for any model.
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