blackjack-VS-
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Posts posted by blackjack-VS-
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Good job Bravo6!
Is there any particular building/construction model that would like to have in your island? Post a pic if you have something in mind and maybe i can give it a try. The buildings p3d's and textures goes in the same final pbo of the island right?
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My suggestion is:
-In Max, make sure that your uv is between 0 and 1
-Export the model in .obj format.
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Scubaman.3d video cards work with triangles, so in the end its tris that matters. the reason for working with polygons (Squares) its during the modeling/uv'ing job. its more easy and clean to work with them. But in the end when the videocard faces them, it will convert them in triangles. Thats why it almost duplicates the "poly" count.1 Square is made of 2 triangles...So the true count you want to know is triangles, not polys.
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As you suggested i'll ask a couple of questions about a subject that still bugs me. Its the hard edges thing...
Quote[/b] ]Pointers for modelling:- all your hard edges should form closed loops
- when unwrapping try to avoid cutting along soft edges
- model has to be tesslated into quads and tris.
When impoting the model gest cut along hard edges and along the edges where texture mapping is not connecting (places that were cut when unwrapping).
Could you please just give a little extra info on this? Maybe with a screenshot of a good example...i got confused.
So if i have an hard edge line that separates for example the side profile of a vehicle, from the top profile, this edge line should be hard edges right? if not, the ilumination will make it smooth, and wont look right.
Can you clarify me about the uv's of that same edge line? from what i've (short) experienced, i do the top view of the vehicle in one big seam of uv's , then another big seam to the side profile. So the edges line will be doubled in the uv map right? one line of edges in each top/side polygon islands.
Is this way right? OR should i make both side/top islands of uv's, welded by the hard edge line?
I hope you got what i mean, and i know i can go check this same question in the bis hmmv, but i'm really short of time to mess with o2.

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Great stuff Panda, thanks for all this info. I'll have a couple of questions but i'll let you advance with this tutoria, so you don't need to interrupt.
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There are still a lot of legendary people that i think it would be great to hear from...without any preference order, name and reason.
Kegetys - code warlock.
Panda - great tips in the forums.
Parvus - my favourite ofp/arma photographer .
Sanctuary - fantastic work with animatons.
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Maatz, aren't you going to use normal map in the final model?
In that left model you'r using a blank normalmap? Try to mess around with the ambient color in the mtl file, to make it less dark...
Other then that, no idea of what's causing that...sory.
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You can find Mod tool here.
I've been fighting with this uv's for a while, and i almost did the uv recovery with success.
So since the lwo wasn't passing any uv's information to xsi or even deepexplorer, i've exported from o2 the very same soldier torso (i'm exporting pieces of mesh from shared texture selection) in 3ds format.
This 3ds when imported in xsi is fine relating to the uv's. That seems good news!
My idea was to now copy the uv's from the 3ds imported mesh to the uv's of the lwo mesh.
I've tryed over and over, but it just couldn't past...then i remembered to check the poly count of both meshes and they surprise! they aren't exactly the same(it happened to me before experience at work).
Both meshes have the same number of triangles, but the lwo has 4 less polygons then the 3ds files.
I'll triangulate them both, and see what happens.
Gona retry this later, and report if i have any luck.
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Synide, 1st of all, thanks a lot for the effort you have put on this tool. i had some minutes today to test you tool, with XSI and it works impressively well, with the exception to the uv's. so i hope you can give me a light on the reason why the uv's weren't exported. i'll try to explain everything i did...
1- i opened the standard p3d bis soldier in o2.
2- applyed one rtm animation to him, and saved the new p3d.
3- runned p3dm2lxo and had 2 new files
4- went to xsi and opened the new bis_soldier.lwo
5-still in xsi i opened the mdd file.
6- everything is perfect, and when i play the animation slider, EVERYTHING moves perfect. No idea how hard was for you to do this, but congratulations again for the great job.
Other relevant details...
-The soldier mesh+ proxys were all together in the same mesh...
-there's a weight ?map? attached to the mesh, but couldnt see anything so far of what it was suposed to bring in.
-the uv channel has ALL the uv coordinates of the mesh, in the 0;0 position.
-there's 1 material assigned to the all mesh, without texture path or reference.
Ok now i'm wondering if this is happening with the uv's, because i missed the step you described here:
Quote[/b] ]1. go through each LOD and Ctrl-A, 'merge near 0.001', F5, Ctrl-D them all. (Make a macro to do it...) (Select All, Merge Near, Recalc Normals, Deselect)I'll post a screenshot/video if you guys want, with the bis soldier animating in xsi. i was really happy with it.
And fyi, softimage has a FREE version of xsi, called xsi mod tool, that opens both lwo and mdd files. This can be significantly important for those searching a good tool for animation/modeling/uv's and texturing. Its free and there's a lot of info in the web about it.
When i get home, i'll repeat the process until i figure i way to see my uv's correct.
Thanks again, and that lwo2p3d will be the cherry in the top of the cake, for most of us!!
Count with me for any help or feedback!
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i won't bother to coment your comments to rocko and others, with that attitude you won't have many help in the future here... instead i would like to know why can't i see any screenshots of your tornado model? did you removed them with those post edits? That would be really shamefull...
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Congrats for the excellent look of the rovers, they just need to be a little scratched and dirted to look perfect. the color matches perfectly to the gear, and i love the tyre texture.
Good to see quality job like this and i just hope u guys can make it fun to drive, if arma allows that...the default jeeps are the most boring stuff to drive, for our sad...
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Tylerdurden
With the mechanical engineer context in mind, i loved to use solidworks at college, and its really weird to compare slw,cad,catia to max,xsi,modo,maya or other cg application...
Their market is so distinct that its quiet obvious to me their application fields... cad softwares really aren't supposed to be used for gaming, as the same goes for max to be used as a rigid cad tool. i see this like killing a bee with a grenade... you kill it, but with a big mess around the bee!

My 1st project with solidworks was a complete bike suspension and after all's done i wanted to give it some "photorealism" look. I then saw max for the 1st time and tryed to manage the best way to export my project to max. After some experiences, the best format i found was the .stl format. even with the minimum subdivisions, my opened model in max was really high poly...i never founded a good way to export it low poly, so i'm not sure if its possible Tylerdurden...
I've never tryed to use deepexploration by that time, but it can make it possible maybe...with deepexploration, just try to export your slw file to .obj format. obj files are healthy to open in o2, so it seems a good idea.
So...if you are really interested to invest your time in modelling to this game or another game, just decide yourself for a cg tool like max,xsi,maya,modo,blender,cinema4d,zbrush,etc. There's thousands of great video tutorials out there for all of them, so in a couple of months of determination, you can make your models for arma look pro. Learn how to do proper textures to a model, and good uv mapping. that's my honest advise but you'r free to insist in cad softwares for gamming!!
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Dam u Balschoiw you got me hooked in that Indian Raga Rumble music, it has a great beet. I presume that you know Nithin Sawney ? I had a chance to watch his concert last year, and the guy is one of the bests musicians i ever saw. Those indian beats are a great soul massage...keep the good vibe!
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Nice nifty tricks! thanks for sharing.
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Really nice move nephilim, its always helpfull to everyone who "dares" to learn texturing. We appreciate it!!
From the 3 pics u posted i presume you'll be focusing in stone/ground materials, applied to flat surfaces.Is that right?
What about uv's layouts? from my experience on this, normal maps usually create artifacts when the model is shaded, derived of overlapping uv's, usually caused by trying to stuff the maximum polys in the minimum space of texture possible. if ur working in a 2048X2048 texture it's not an issue, but in a 512X512 texture it's very often...
Anyways this gonna be an interesting thread to follow, good luck with it, and thanks again.
(About creating a pdf...if ur using word or open office, there's a "save as PDF" option in the File menu...)
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My group seems easy, and i hope it goes that way...Switzerland and Turkey should be beaten, so i guess its a discussion between Portugal and Czech Rep to the 1st place of the group. i wont forget that goal in the quarter finals,from the great Poborsky in the Euro96... I admit my sympathy with CZ (BIS influence maybe), so it wont be a tragedy if we lost that match...just want to pass the group stage thats all!
So imho all the fun is concentrate in group 3 and group 2... its a shame that England is not going to play, so we Portuguese could meet them again somewhere in the quarter finals or what...
Sory but i couldn't resist
. Not even Greece for a revenge from that Euro2004 final...maybe France in the final who knows...but i bet we would lose again with them in the final...dam curse!!Just don't want to meet Italy...with materazzi in field i bet Ronaldo wont resist to kick his ass before the referee blows the final whistle... Old Joao Pinto style u know...

Good luck to all teams, and my wish is to see Quaresma scoring one of his unique "tribela" goals. u know that trick i bet...seems special effects but it isnt!! Still one of my top favourite goals that Portugal ever scored..check it out.
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Abs i'm not 100%sure of this, but i guess the video card will only call that texture once. This is an hardware subject i guess, so maybe someone who knows this subject can explain us.
I'll go further and ask (i think this subject was discussed earlier) to plp here about this...
Situation A-16models in scene using 16 unique 128x128 textures
Situation B-16models in scene using a common2048x2048 texture.of course that texture is a baked textured of 16 128X128.
Who is the winner? equal? have this doubt for a while...
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John i make Bratty words mine, and if u have been in the community for a while, you should know there's always plp here that like to accuse us from "stealing" someones work, without checking 1st if its true or not....it kind of happened to me in the past with ofp, but of course i didnt give a shit to those stupid accusations... envy is present everywhere, even here sometimes.
So plz dont waste your time with it, and let us enjoy the "making of" your tank, and then someday even try it in the game.
So about what really matters now, thank u for posting the textures here, i checked u know how to dress an addon properly.
keep us posted !
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Hello JohnsarT, congrats for the model, it looks really good imho. i would like to ask you about all those details u have around the tank body, like the ropes/cables, shovle,etc. i see u have some polygons there, but i wonder exactly how many tris u have in ALL those some details... are u using normal maps for that?
When comparing the renders with game images, it seems that ur loosing a lot of details in the tracks and other parts... i know a render is a render, but it seems something is being lost in those ingame pics. are u baking light information in the diffuse? ur multypling ambient occlusion to the diffuse?
What about the normal maps and specular? can u show us a miniature of them? and last question...how u big u will make the diffuse texture? 2048X2048? Bis models have that texture size, which freaks me up...
Hope u can answer to some of this questions, and again, congrats for the great work ur doing.

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Quote[/b] ]like I said, it depends if the guy who taught it me allows me to pass it on.I'm sory messiah but what's the point of not sharing something so important like unwrapping models with o2? As u know that's not the spirit of this community...
I make all the stuff in xsi, so i don't use o2 for that, but i'm sure there's duzens of plp here waiting for that light in the end of the tunnel..
About the tutorial, there's some nice free tools for video capture with sound included. let me know if u need some links for it, i have them at work.
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i use xsi for all the modeling/texturing, then export to o2 in .obj format. i'm sure maya also exports obj files.
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've never binarized so i'm not confortable about that matter. no idea if it's the cause of all the not moving wheels,but..
Did u have named selections to the wheels ? go again to the bis original vehicle, and make your version match it. presuming that u just removed the roof and added extra seats on the back,u just need to change the config value for "passengers" then add proxys, they are easy to place manually and visualize on the viewer. Good luck, and nice work so far, it looks very nice.
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edit: Panda explained it all i guess, so this is also new to me...i thought the problem was using grey tones, instead of black/white only...ty for the explanation panda.
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ty for the reply, i guess i didnt explained right...the cube i mentioned was a 5second model that i exported from xsi to o2.
then i did the "e" process of placing texture and rtv to lall faces selection.
But that wasnt my problem...the question around this was much simple then i could thought...i made the material editor my default rtv file editor, so i double click rtv files when i want to edit one...but that's exactly the problem..i cant double click, cause it just opens a blank document, instead of the real one. that happens to all my rtv's, BIS models included! so i got have some setting wrong in options or somehow it's not working properly.
But everything goes perfect if i just go to material editor meu tab and press open---->material, instead of double click..easy fix!
So after the short torture of finding the internal "bug", i manage to open my models nice and easy (as it should be!
.Now i have tons of other considerations, relating the shading and textures, but that's for other thread subject.
i'll leave u a screen of what i had and the specular is working almost fine thanks to that script code u posted. ty for the help again!
(hope it is ok to post here a sample image, since this isnt an addon, just my 1st imported model thanks to this tutorial)

Animating turorials for O2
in ARMA : O2 MODELLING
Posted
MadDogX i've tryed some months ago to creat a "pack" with a custom bis soldier + skeleton, ready to animate in XSI ModTool, that is one of the best tools around for animating, and FREE.
So, thanks to Synide so far we got almost everything working. If my memory doesnt trick me he sucefully got almost done, to the point that it only misses an exporter in XSI that creates a new rtm file.
If i remember eight the process was:
- open a soldier.p3d file in o2, then open there any rtm animation and then save again the p3d with a new name.
-get synide awsome tool, then open the new p3d and run the tool. it will creat a lwo (lighwave format) 3d file and 1 mda file with the animation information.
- go to xsi mod tool and open the lwo and then import the mda file. At this stage we have a bis soldier with correct uv's + materials + named selections + perfect bis animation.
- now i've plan to make a skeleton in xsi mod tool, and attach it to the imported bis model in lwo format.
-After we should be able to use xsi mod tool to change animations, or create new ones. This takes some know how off course. But a couple of videos and you'll be able to animate properly.
-Now the only thing that is missing is a way to export this new custom animated in a rtm format, so that arma can read it properly.
Maybe Synide could make this work someday, but i'm pretty sure it will be time consuming, and needs some motivation. I'm not sure if any of us still have that needed motivation at this stage.