Oberon3d
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Posts posted by Oberon3d
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That´s what I mean....
If I make a custom optic for a vehicle do I save it in the P3D or do I make a new P3D? and so where do I save it?
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Where are the optics p3ds?
Can you make a full new one for a new model?
Cheers

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Where are the optics p3ds?
Can you make a full new one for a new model?
Cheers

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How can I make the config for a turreted 4 wheeled vehicle?
I would like at least how to start. I´m quite happy with the model but I don´t know where to start in the config.
Cheers

By the way...to make new soldier units do you just change the already done models or can you add geometry?.
How do you make the config for them too?.
I´ma box full of questions...

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How can I make the config for a turreted 4 wheeled vehicle?
I would like at least how to start. I´m quite happy with the model but I don´t know where to start in the config.
Cheers

By the way...to make new soldier units do you just change the already done models or can you add geometry?.
How do you make the config for them too?.
I´ma box full of questions...

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I think that what you have to do is map the DLL folder to the one where you have instaled O2.
You can do this in File/Options.
Maybe

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I think that what you have to do is map the DLL folder to the one where you have instaled O2.
You can do this in File/Options.
Maybe

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Sorry this is my first time uploading images in a forum....

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Sorry this is my first time uploading images in a forum....

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By the way.....I´m modeling a Armoured car with turret......


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By the way.....I´m modeling a Armoured car with turret......


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Where to start......?
Any site with good documents about it?....
I can copy some things from other vehicles but it would be helpfull if I knew what is all about

Cheers

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Where to start......?
Any site with good documents about it?....
I can copy some things from other vehicles but it would be helpfull if I knew what is all about

Cheers

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Done....

All fixed now, and textures showing perfectly.
Cheers mate.....you are the one

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Done....

All fixed now, and textures showing perfectly.
Cheers mate.....you are the one

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Bulldozer fixed and showing texture

.....I'm going for that 32 bits ;P
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Bulldozer fixed and showing texture

.....I'm going for that 32 bits ;P
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Ok. Thanks for your coments but I have no alpha.I must be making a stupid mistake somewhere....
I'm going to explain my process so anyone can tell me where I'm making the mistake:
-First I make the model in Max....
-I make the texture (no alpha so far) as TGA in Photoshop.
......hmmm first question...any bit depth?..24, 32..?
-Then I make the UVW mapping and collapse the model into editable mesh.
-Something I haven't done (I'm going to try tonight as I'm working right now) is calling the MAx texture the same way as the TGA.
-OK, then I export the model as 3Ds keeping the Max mapping coordinates.
-I import it in O2...
-Here comes my mess....I must confess my crime...I haven't managed to make bulldozer work so I can't see if the textures are applyed... As all the model is textured in Max I didn't thought about messing with Bulldozer to make it work....

-I set the texture for the polys in the poly properties.
-I change the TGA as PAC or PAA with Textureviewer (or something like this).
-I save the model as P3D...compress as PBO and......WTF ;P
Cheers and Thanks for you help

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Ok. Thanks for your coments but I have no alpha.I must be making a stupid mistake somewhere....
I'm going to explain my process so anyone can tell me where I'm making the mistake:
-First I make the model in Max....
-I make the texture (no alpha so far) as TGA in Photoshop.
......hmmm first question...any bit depth?..24, 32..?
-Then I make the UVW mapping and collapse the model into editable mesh.
-Something I haven't done (I'm going to try tonight as I'm working right now) is calling the MAx texture the same way as the TGA.
-OK, then I export the model as 3Ds keeping the Max mapping coordinates.
-I import it in O2...
-Here comes my mess....I must confess my crime...I haven't managed to make bulldozer work so I can't see if the textures are applyed... As all the model is textured in Max I didn't thought about messing with Bulldozer to make it work....

-I set the texture for the polys in the poly properties.
-I change the TGA as PAC or PAA with Textureviewer (or something like this).
-I save the model as P3D...compress as PBO and......WTF ;P
Cheers and Thanks for you help

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Thanks for the tip but..............They already are 256x256
Any other sugestion?.....Maybe when exporting to P3D?
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Thanks for the tip but..............They already are 256x256
Any other sugestion?.....Maybe when exporting to P3D?
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Hi.
I have exported my model to Flashpoint for the very first time.
It apears completely flat coloured.
I have unwrapped and textured it in Max.
How can I make the P3d model to understand that mapping?.
Does the material has to be named the same way as the texture?....That's what I'm gonna try next but....I run out of ideas
Cheers

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Hi.
I have exported my model to Flashpoint for the very first time.
It apears completely flat coloured.
I have unwrapped and textured it in Max.
How can I make the P3d model to understand that mapping?.
Does the material has to be named the same way as the texture?....That's what I'm gonna try next but....I run out of ideas
Cheers

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Where was that tutorial about how to export a car to OFP.
I cannot find the link

And is it dead that other link with the LOD tutorials?
Cheers

Editing optics ?
in OFP : O2 MODELLING
Posted
That´s what I mean....
If I make a custom optic for a vehicle do I save it in the P3D or do I make a new P3D? and so where do I save it?