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blackjack-VS-

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Everything posted by blackjack-VS-

  1. blackjack-VS-

    UV Mapping

    Google is always a fast way to get a good answer. at 2nd link from a search on "uv+mapping". so basicly uv coordinates are a 2d (no depth) coordinates system, that is "sticked" on the 3d mesh. uv unwrapping is something like peeling an orange and put all the pieces in a shhet of papper. then u can paint it easly and it will automaticly place the pieces of textures in the correct position. hope u understand me... there's always uvw maps but that goes beyond your question... edited: chris went faster then me! lol
  2. blackjack-VS-

    P3D filesize is too big

    i presume ur talking about the p3d file, not the final pbo. honestly i dont know what makes a p3d file size (if it is vertices,edges,faces or the sum of them) , but 128Kb isnt that small indeed. so if ur using the same textures size then bis model, that is probably the reason. try to reduce them to smaller size and it maybe solves it.
  3. blackjack-VS-

    deltawing trike

    i got this made so far, but i'm seriously thinking in trying some desert cammo instead of this civilian colors. what u guys think? civilian or cammo?
  4. blackjack-VS-

    Su-33 Navalised Flanker

    awsome jetplane u made footmunch. i'll try it on a mission with targets and let u know if anything anormal happens.
  5. blackjack-VS-

    Cast Away

    what about some amazon chicks? now seriously...all this concept is really atractive, so go for it. u just need zilions of scripts, and it will do it.
  6. blackjack-VS-

    GAZ 3937 Vodnik

    vodnik found in some TT forums from brazil. i hope this can help you, and from the pictures there's no winter cammo. from the last screenie the model is really good looking, so my congrats for that. are you planning to make those diferent versions(regular/ambulance/rearm/refuel) of the vodnik? it would be awsome to have some serious russian version to fight the great CBT hummves. keep us posted!
  7. blackjack-VS-

    deltawing trike

    hello guys, i'v been working (modeling) again on this vehicle, and i guess its 95% done so far. few details (footpegs,airbox from engine,tubes from radiator and propeller) will be done in the weekend. the polycount is 1736 polys, and face count is 4117faces. i'm sure i wont go over the 4500faces at the end. so what u guys think? to many faces? from other threads about vehicles,i think i'm still inside the safe zone. let me know what u think about it.
  8. blackjack-VS-

    paa/pac to tga

    i want to see the standard bis textures in photoshop in miniview, but i dont want to convert them manually. so the question is... is there any tool that convert a list of paa/pac files to tga?
  9. blackjack-VS-

    GAZ 3937 Vodnik

    thank u guys for the confirmation...ofp "eats" tris not quads... that makes me wonder why the hell is the squarize in o2 then!?! and just to let u know, editable mesh is modeling with triangles, and editable poly is modeling with quads/square faces. so if u model a cube with polys u have a face count of 6. if u do the same cube with editable mesh u have 12 faces (6faces x 2 triangles per face). so as i presumed u really have to make a face lift to your model... and remember such kind of vehicles like jeeps, are usually (ab)used in ofp missions. so having a high poly model wont really help ofp playability (aka lag). from your last mode update, there's lots of detailed parts u modeled, that can be disguised with a good texturing. good luck , and ty for the fast answers.
  10. blackjack-VS-

    GAZ 3937 Vodnik

    hey cl10k! first i should say, u made a nice choice for addon project. that vehicle pics from the other thread, shows a dam good looking vehicle, and very versatil. by this time of ofp age is hard to see a fresh vehicle like that one. i saw your last update sample image and got kind of scared with the polycount...you didnt made any interiors so far and the polys are around 3500... i predict at least 500 more for interiors..and thats a low guess.. so i really think you should start cutting polys by now. its funny to see that your path in the 3d world was the oposite of mine...you first learn serious modeling with a powerfull tool, then learned how to use ofp editing tools. i started by playing ofp,then o2+config files, then went to try 3dmax. looks like both roads tooked us to the same place (ofp). i would like to ask you and the other modelers(i made a thread about it but havent got any solid answer, so i'm sory for asking that here), about the way ofp deals with 3d objects. the polygon versus faces. in both maya/max we can model in editable mesh or editable poly. like i did in my current project, you modeled with editable polys. if u ever noticed, in o2 there's a squarize and triangulate option. if u open a poly model there an make a triangulate to all mesh, your face count will almost double. if u then squarize the face count will go to the same value that poly version has. this is still a dilema to me...which one of this is the TRUE face count??? i hope u can clear me on this subject... About the texturing...i think u should give a try on a software called deep exploration. with that tool u can open all the possible avaiable 3d file format that exists and save it as 3ds file. then u can import to o2. my advise is to make some experiences (like u mentioned u did) with some simple cubes and cylinders (or something simple like that), then give it some textures on maya. play around with unwrap tools, cylindrical mappings, and see what happen when u open it on o2. from my experience with max, i had some weird results when i play around with some texturing features. for example i creat a cylinder, then aplly a cylindric uv map on it. then i apply a texture to it, make sure it uses same uv channel from uv map. so with this simple settings, if i play around with uv scale (squeeze or strech) of my texture or even with the uv map scalling, then when i see results in o2, i dont have any distorcion... its just a 1.0 scaling factor (so no scalling at all). so again make some experiences first, before u start the real texturing. i hope this can help you somehow, and feel free to ask whatever u need here or by pm. Good luck with your project, i'll keep my eyes on it.
  11. blackjack-VS-

    OË› Tool

    hey arne i got your email, but i'm so dam busy lately that i hadnt any free time to test it properly.as soon as i test it i'll post here or email u. about the lagrange polynoms...i had that so deeped in my mind, that i just gota grab my old numerical analysis book to remember the concept. but like i told before, i still dont get why u want such methode. i still think that lod's numbers versus number of polys is something roughly APROXIMATED. the goal is get a smooth transition between lods. but i'll keep a look on your thread and post as soon as i can. Blackjack
  12. blackjack-VS-

    Polish GROM operators

    the big disavantage of this method of passwording, is that u cant spread the file to your friends. i have 20 ofp friends that i play with almost daily, and recently we'r updating our pack. i showed them the screenies of your addon,plp got impressed with the polished look they have,so they wanted to give a try , but then i had to say "sory guys, i cant send u the file...u gota ask the owner at bis forums..". now that sounds ridiculous offtime. half of them never been here, or are to lazy. that way i guess we'll have to pass your great addon, just because a burocratic reason. see my point? if ur intencion its not to have a pm box full of "ass kiss" messages(like u sayed and i believe), but just to have a statistic of the number of players that tryed your addon, why dont u asked the (always helpfull) ofp.info people or ofp polish? a simple download counter would do the task, and none of this would started... i hope this modus operandis dont become a "fashion", or the simple fun of testing an addon in the editor will become a mith... just posted in a positive feeling, i know its your option. plp just had to respect i guess. cya in the next addon!
  13. blackjack-VS-

    OË› Tool

    hello arne. i usually calculate that by hand(calculator), so i guess a tool is always welcome. what i dont understand is why ur using spline interpolation here. this is not the kind of function with harmonic behavior or even not linear. so when i'm planning the lod's value versus number of faces/vertices, i always start by the main lod(higher poly),then the lowest poly version. so to the midle lods i need to calculate the number of vertices/faces. a simple usage of line equation (y=mx+b) will do it. so why dont u build a tool that ask this (i'll use bus values): "what's the value for highest lod?" - (0.5) "number of faces/vertices of highest lod?" - (3264) (polys) "what the value for lowest lod?" - (9.0) "number of faces of lowest lod?" - (99) (polys) "how many lod's u want?" - (6) "insert lod's values u want to use" - (1.5 , 3.0 , 5.0 , 7.0 , 9.0) the output will be: lod1.5=(2133) lod3.0=(1078) lod5.0=(602) lod7.0=(306) that's what i did for my addon (by hand) and worked ok. with output data i could have a nice maximum of polys to use for the midle lod's. u wont be able to get the exact number of polys calculated, but what u want is a smooth transition between lod0's. for what i could understand so far the value of the lod is related to a distance. so the 0.5 for the 1st lod is visibility at 5m or 50m (never figured out). another thing i dont figured yet is the faces count or polycount. i posted about that few days ago. nobody so far gave me an precise answer. u named it polys for the bus example. in o2 it says faces. but from the experiences i recently made, i think if u model something in editable poly, then go to o2 and make a squarize, it just detects planar faces and transforms them in 1 face. (this is the old story about what is a polygon and what's a face). anyway, plz go ahead with the tool and count with me for some feedback. i'll wait for a sample. ps: i think what i described can be called linear interpolation...not sure...math books from college are full of dust, so i dont want to revive my alergies...
  14. blackjack-VS-

    Polish GROM operators

    it works with ie. looks like it doesn like mozzila! ty all
  15. blackjack-VS-

    Polish GROM operators

    am i the only one who cant download the OFPL_spec_1.0d.rar? when i click there i see a page with weird characters... any help apreciated, since i need the file to test offtime units...
  16. blackjack-VS-

    Component Convex Hull

    it works like hardrock explained. the fire and geo lod are made in very low poly. think it like a stone age look! bunch of cubes and cylinders attached. i would look for open faces in your fire/geo lod to. usually it's the cause for "go trough" bullets and weird collisions. at least it happened to me in my addon. few weeks ago a guy explained me the convex hull function (something present in all game models) and just 1 thing that hardrock didnt sayed(i can be wrong). by the guy words, convex hull detects all INNER edges of the polygon and makes them "flat". so the outer edges are maintained. in the ilustration from hardrock he explains the inner edges. i would like u hardrock to coment that outer edges statement. is it true? seems so. and thanks for talking about this kind of (very) important details.
  17. blackjack-VS-

    squarize and triangulate

    i'm looking for an important answer to the squarize and triangulate way of presenting a model, so before u understand what is one thing and the other i'll copy paste the only perfect explanation i found about it in this forum. from footmunch : the model i'm working now is being made in max ( u can apply this to all other famous 3d packages), and i choose to model it with EDITABLE POLYS. modeling things with polys makes thing work like footmunch described. it builds polygons made by squared faces and each squared face is made by 2 coplanar triangles). so if i push or pull one of the vertex, it splits the square to a 2 triangle config. if i choose to model with EDITABLE MESH, the model will become exactly the same look, but now instead of square+triangles configuration, i only have triangles! it detects all squares and split them in 2 triangles. ok now lets go to o2 (the place where all happens ) . i imported the 3ds file to o2 and the 1st aspect is always weird. 1st thing to do is "select all" and sharp edges. then i'm gona check the face count for the imported model- there's 1972 faces.(its the number of squared faces + triangular faces). then i'm gona triangulize / . i have now 3282( total number of triangular faces). i also checked the diference in o2 when i select by face active and go selecting faces. if its squarized i select square faces and have 1 face in the count. if i triangulize and with face selection active, i select triangular faces ONLY, so the same square is now 2 triangles, and the face count is 2. so i guess we can deduct this function is present in o2 for the POLYGON modeling ( the most used technic to model things for games). now my question is... which one of the versions does the ofp engine "eats" ? if i squarize does ofp engine faces it like a 1972 faces model? or does it always calculates the 3282 faces? this is really important to modelers just because it will define the limit of detail of the 1st lod at least. side notes i had from some experiences. if the model is triangulize and then i go to "Check faces" under structure menu, i have 0 faces selected. but if i do the same thing with squarized version, i have now a 365 red faces in my model. what is wrong with them?? non planar? remember this model is presented by squares+triangles... another question.. what's the diference between "triangulize /" and "triangulize /" ? is there any COMPLETE tutorial about the o2 menus. explaining exact cause/effect ? couldnt find any so far... so i'll wait for someone answer on my question. hope i'm not talking about old news here!
  18. blackjack-VS-

    deltawing trike

    since i've done this so far, i think i'll continue and finish it. i'm modeling in max this time, so i hope u dont mind that my screenies arent from o2... thanks for the links lauma! i've tryed the deltawing and its real fun to fly around. one minor detail is the addon date. its a 2002 addon! real advanced stuff for those days...i think 3 years after i can do something more updated ( for those who know sebastien models u can feel that this model is from his early days), maybe with some scripts... i'll let u guys know when i have a pbo to play around.
  19. blackjack-VS-

    p3d importer

    if u want to open a p3d model in 3dmax, u need p2ms. u can find how to use it, here at bis forums with a search on "p2ms". if u need help let us know (after reading instructions of course).
  20. blackjack-VS-

    animation files

    since the rtm utility is out, i've been playing around with character studio (3dsmax plugin) and the ofp soldier p3d file. so after some experiences i haven't figure out yet an important "detail" about the ofp dummy animation process... in all the 3 ways of animating (3dmax,maya and ofp animator) u can move,rotate and scale the diferent selections (legs,arms,etc). what i really didnt figure yet is if there's any mesh distortion (moving vertices) implicated in the process. when i import rtm files and try to figure out any distortions, i really cant tell if there's any... so basicly i would like to know if the diferent selected parts of the dummy behave like rigid bodys that just rotate and move, or they are distorced to... and what does the scaling retrieves to the animation? (there's always a scale curve up and down in the curve editor of all animation files) hope someone with anim experience can help me out here. thanks in advance
  21. blackjack-VS-

    ArmA Progress Updates

    1st of all thanks bis for feeding the comunity! this week i burned my motherboard so i went to my usual store and the owner lend me an asus that he has there for those ocasions... i told him i would go there for buying a totaly new computer when bis releases the new game.probably by the end of the month or so... but now i can only step his store by the end of 1st quarter, i cant walk on their street,have to change my phone number. now seriously...i dont mind that bis delays things, because the only consequence of that, is a even beter game. that way they can solve more glitches, or even improve features... the screenies talk by themselves, they look good, but what counts is gameplay isnt it? so until the released of a demo or the final game, i'm to busy here doing what i most like... playing ofp with my friends ps: give placebo a break now...after so many pressure, he deserves some vacations!
  22. blackjack-VS-

    3dmax to o2 with textures??

    a 3ds file (not a max scene) uses editable mesh , like u say. o2 uses quads(polys), not triangles. so usually after i open the 3ds file i do squarize and the mesh cuts down to almost half. and dont forget to sharpen edges, or it will look like a weird mesh.
  23. blackjack-VS-

    deltawing trike

    ty for the coments, but like i sayed before , by the time i made my rf8 i was wishing a snow vehicle, and there was none built that i know. then at midle of my work , i found sebastien website and the nkl26 he made. the nkl26 and rf8 operate together in ww2, so they similar but totaly diferent at same time. so i contacted sebastien on email and asked him some help about lots of stuffs ,like the hiding textures, the rotating propeller and many other stuffs. like i mentioned zilion times before i wouldnt make my addon if i hadnt the help of the great artist/guy that bis hired some time after. so right after the release of rf8, i read in some russians ofp sites some nasty shits, and in other places to. now after 6months of learning all the things related to making an addon, having sucess, and give birth to a really nice addon, i wasnt expected to be called a copyer. that really pissed me off! so with this addon, the process is being 100% similar. i thought many days about addons that i never see for ofp, made a (bad)searched here (forgot ofp.info), post about the idea, and the first thing i know is that sb already made one!! lol i think i'm gona email him just for fun, telling this story. meanwhile i think i'll continue this project when i dont have better ones to do, and if i ever finished i'll use it for playing with my m8's at vetsquad. and if any of u guys from here wants it, ill share it. what i just dont wana see again, is unjustice to my side. sory for being a winy, but making an addon isnt that easy, so... i'll dig around for other ideas, then 1st thing i have to do is askl sebastien if he ever made it!
  24. blackjack-VS-

    deltawing trike

    oh man that sucks!!... i cant see the pbo in action because my pc is getting fixed...any screenshot of it?is it similar to this aquilair? i think i'll quit this project then... i dont want to listen bullshit from plp like i did before. my intencion is not to copy sebastien work. bad coincidence i guess. anyways thanks for the help! here i go again searching for addons that were never made for ofp...
  25. blackjack-VS-

    Lack of Action

    Did you ever played ofp properly?...i gota ask u this,because after 4 years playing ofp i still cant play any of the games with the suposed "good heavy combat" u mentioned!! today my nefew have been here in my place and brought a counter strike movie in his pendrive, with few minutes of the best portuguese player on action... those games are so dam ridiculous that i just couldnt stop saying "wtf was that?!" the guy spent the whole movie jumping around like a canguru on extasy!(to avoid bullets suposelly), but the funniest was my nefew coment to that.."see uncle, that's one of the hardest tricks on cs...having the perfect timing for the jumps, so that way u skip all bullets!".. i think this short story shows the diferences about ofp and ALL the other kind of shooting games...some FPS can be fun in singleplayer (like cod), but they are just arcade games... ofp still is the best game,of the few "combat simulator" games. like wildo scrolled, its a simulator...means u can do (almost) whatever u want...the beauty of ofp is the absolute freedom it has...u can go where u want in a far range, the way u want, do whatever u want...and yes it usually has a lot of action! plus the proprierty of players being able to build maps and addons.u just have to find the best hundreds of ofp maps made to date. so my advise is to search here and ofp.info for the latest addon/maps packs (many avaiable) and get in the closest server. i'm sory if i sounded rude(wasnt my intencion) but your coment was kind of weird after 4 years of ofp... my 2 cents
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