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KTottE

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Posts posted by KTottE


  1. </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...


  2. You hit B to assign the texture to the faces, not A. That might be your problem wink.gif

    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.


  3. You hit B to assign the texture to the faces, not A. That might be your problem wink.gif

    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.


  4. 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


  5. </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


  6. </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


  7. lol, we really shouldn't be telling people "this is the only way" to set up Buldozer smile.gif

    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.

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