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KTottE

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Everything posted by KTottE

  1. KTottE

    Setting up buldozer

    lol, Buldozer = O2 Viewer downloadable from http://www.flashpoint1985.com Man, I wish it had been on the OFP CD Â Edit Scousejedi came in seconds before me, oh well. I'll beat you next time =)
  2. KTottE

    Mlod 2 odol

    er, no. FlipeR has said himself that he did not use P3DEdit for the work from which this discussion originated.
  3. KTottE

    O2 vs o2 light

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PiNs_Da_Smoka @ Sep. 18 2002,18:02)</td></tr><tr><td id="QUOTE">Well there's one serious limitation that makes me NEVER want to use O2 light. The texture browser won't let me browse folders full of textures and preview them. It only lets me view textures I've already imported to the model. That downside alone makes O2 light a severe pain in the buttocks to use. After seeing that, I deleted O2Light even though it felt like it was a bit more refined than my version. I feel bad for everyone who uses it, thats for sure.<span id='postcolor'> Pins, we have been using O2 Light this whole time...
  4. KTottE

    Helicopter with aimable minigun

    There is one in the works, (which I will be beta testing soon) but there's no planned release date. It will be the UH-60 model from the demo with a brand spankin new minigun on it.
  5. KTottE

    Texturing problems

    er, no. Buldozer will show the textures even when you haven't selected everything. If you have any vertexes selected, it will only show the texture applied to those faces. If you have no vertexes selected it will show everything.
  6. KTottE

    Texturing problems

    er, no. Buldozer will show the textures even when you haven't selected everything. If you have any vertexes selected, it will only show the texture applied to those faces. If you have no vertexes selected it will show everything.
  7. I've come across that from time to time too. Are these four vertexes sharing an axis? Like they are all on 0 on the Z, X or Y axis? Otherwise the face won't be flat, it will be concave or convex, and O2 won't have that. Am I making any sense to your drunken brain?
  8. I've come across that from time to time too. Are these four vertexes sharing an axis? Like they are all on 0 on the Z, X or Y axis? Otherwise the face won't be flat, it will be concave or convex, and O2 won't have that. Am I making any sense to your drunken brain?
  9. I get that too Prospero. What you can do however, is to manually edit your alpha channels. I don't know how you do it in PSP, but look around the web for tutorials. And also, you should save your textures as .GIF or .TGA, not JPG. Even though TexView can handle JPG that particular format does not save alpha channels.
  10. I get that too Prospero. What you can do however, is to manually edit your alpha channels. I don't know how you do it in PSP, but look around the web for tutorials. And also, you should save your textures as .GIF or .TGA, not JPG. Even though TexView can handle JPG that particular format does not save alpha channels.
  11. KTottE

    Texturing problems

    You hit B to assign the texture to the faces, not A. That might be your problem And O2 can't tile the textures. You say "Put this precise part of the texture on this/these faces". Then you can move the texture around and tile it manually, but that's time consuming.
  12. KTottE

    Texturing problems

    You hit B to assign the texture to the faces, not A. That might be your problem And O2 can't tile the textures. You say "Put this precise part of the texture on this/these faces". Then you can move the texture around and tile it manually, but that's time consuming.
  13. Why don't you try using that function and see what happens?
  14. KTottE

    Can we un-wrap a selected surface to a gif

    Why don't you try using that function and see what happens?
  15. KTottE

    Setting up buldozer

    Could you be more specific?
  16. KTottE

    Some questions

    Okay, I was actually getting that info from an old post made in the Oxygen board. Oh well, but it's still Higher numbers = Lower detail, Lower numbers = Higher detail, right?
  17. KTottE

    Some questions

    Okay, I was actually getting that info from an old post made in the Oxygen board. Oh well, but it's still Higher numbers = Lower detail, Lower numbers = Higher detail, right?
  18. KTottE

    Biplane

    Well that's because the screenshot was taken with Terrain Detail set to Very Low. Which means: The same terrain detail as original OFP.
  19. Indeed, looking forward to it Suma.
  20. KTottE

    What happened to other breathe forums?

    About that, how will it work? Will ModMakers get the tools first, once again, or will it simply be: Tools for everyone! from the get go? And is there any info on which tool is next in line? And exactly which tools will be released. From the breathe page and these forums I gather that Visitor and FileBank will be released. But Suma has talked about a binarizing tool or similar which converts MLOD models to ODOL. This would be very appriciated for MOD teams as ODOL is a smaller format. Well, my question is, will this tool be released as well? Cheers, KTottE
  21. KTottE

    Some questions

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1) is each square on the grid equal to 1m x 1m? <span id='postcolor'> It is equal to 1m x 1m, not just approximately </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 2) about how big is an OFP person in oxygen. if the answer to question #1 is "yes", then how many meters high and wide is a person. <span id='postcolor'> Between 1.7 and 1.8 meters tall </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 3) i don't understand Resolution LODS completely. is it the higher the number, the more detailed the model? also, i heard that the max number for res. lods is 12.000, is this true? also, are there set numbers i have to use for the LODs, or can i just put 5.673 and 2.465 and OFP will automatically use them whenever needed. also any other tutorials or tips you could give me would help. <span id='postcolor'> The numbers tells you at what distance OFP switches from one LOD to the next. The first one, (lowest number, highest detail) always starts at 0.000 so the number you give it tells OFP when to switch to the next one. 1.000 means that after 100 meters it switches to the next one. 2.000 means after 200 meters. 0.200 means after 20 meters. There is no max number, but you can't really see the models beyond 16.000 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 4) still looking for a free 3d modeling program you guys use; so if you could recommend one it would help a lot. <span id='postcolor'> asked and answered. Between Anim8or and Wings 3D you're pretty much set. The two tools work quite differently so select the one that suits you best. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 5) any function or tool in oxygen i can use to level the model exactly with the ground? i dont really wanna approximate and then have a little space between the ingame model and the ingame ground. <span id='postcolor'> Nope. None that the ModMakers have found yet anyways. If you create stuff from the "Create" menu you have the option of "Align bottom" which will align the bottom of the object in question along the ground/center line in O2. And if you zoom in and move, the difference won't be noticed in the game. Remember, the grids are 1m x 1m, if you at max zoom have the bottom of your object as close to the red line as possible, that would equal a couple of millimeters in the game, hardly noticable. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 6) i dont see these normals i keep hearing about. do i need to create them, or should they automatically come when i create a face? <span id='postcolor'> Asked and answered as well. File -> Options -> "View normals" check that and you're off. Also, press F5 to recalculate the normals on your model, it will make them face the right directions. Cheers, KTottE
  22. KTottE

    Some questions

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1) is each square on the grid equal to 1m x 1m? <span id='postcolor'> It is equal to 1m x 1m, not just approximately </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 2) about how big is an OFP person in oxygen. if the answer to question #1 is "yes", then how many meters high and wide is a person. <span id='postcolor'> Between 1.7 and 1.8 meters tall </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 3) i don't understand Resolution LODS completely. is it the higher the number, the more detailed the model? also, i heard that the max number for res. lods is 12.000, is this true? also, are there set numbers i have to use for the LODs, or can i just put 5.673 and 2.465 and OFP will automatically use them whenever needed. also any other tutorials or tips you could give me would help. <span id='postcolor'> The numbers tells you at what distance OFP switches from one LOD to the next. The first one, (lowest number, highest detail) always starts at 0.000 so the number you give it tells OFP when to switch to the next one. 1.000 means that after 100 meters it switches to the next one. 2.000 means after 200 meters. 0.200 means after 20 meters. There is no max number, but you can't really see the models beyond 16.000 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 4) still looking for a free 3d modeling program you guys use; so if you could recommend one it would help a lot. <span id='postcolor'> asked and answered. Between Anim8or and Wings 3D you're pretty much set. The two tools work quite differently so select the one that suits you best. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 5) any function or tool in oxygen i can use to level the model exactly with the ground? i dont really wanna approximate and then have a little space between the ingame model and the ingame ground. <span id='postcolor'> Nope. None that the ModMakers have found yet anyways. If you create stuff from the "Create" menu you have the option of "Align bottom" which will align the bottom of the object in question along the ground/center line in O2. And if you zoom in and move, the difference won't be noticed in the game. Remember, the grids are 1m x 1m, if you at max zoom have the bottom of your object as close to the red line as possible, that would equal a couple of millimeters in the game, hardly noticable. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 6) i dont see these normals i keep hearing about. do i need to create them, or should they automatically come when i create a face? <span id='postcolor'> Asked and answered as well. File -> Options -> "View normals" check that and you're off. Also, press F5 to recalculate the normals on your model, it will make them face the right directions. Cheers, KTottE
  23. KTottE

    Setting up buldozer

    lol, we really shouldn't be telling people "this is the only way" to set up Buldozer A few examples to illustrate my point: 1. I have O2 Light in D:\O2Light and I have Buldozer in D:\O2Viewer even though the instructions clearly states that you should not have this (I run WinXP Pro) 2. Many people have O2 in D:\O2Light and Buldozer in D:\ 3. OutbreakeR has both O2Light and Buldozer.exe in the same folder. All of the above works for the people I've talked to. Weird. I suggest testing my approach, delete O2 and Buldozer from your harddrive (NOT the zips) and reinstall to #:\O2Light and #:\O2Viewer then follow the installation instruction as well as copy the flashpoint.cfg file from your original OFP. WAIT. I just had an idea. All of you tried to copy the flashpoint.cfg, right? Well, how many of you have OFP:R? It's safe to assume that OFP:R alters the flashpoint.cfg file, and so far as I am aware OFP:R is not compatible with Buldozer.exe. So, I suggest that you somehow get a hold of the flashpoint.cfg for the _original_ OFP, and copy that to the buldozer folder. Man, I think that's it.
  24. KTottE

    Please make cn-235 aircraft pls

    This is not a board for requests.
  25. KTottE

    Please make cn-235 aircraft pls

    This is not a board for requests.
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