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Zachary

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Everything posted by Zachary

  1. Hi, I'm new to the animation system, but if I had gotten to a point where i had specified a new p3d to look for a different skeleton other than ofp2_manskeleton in the relevant config / cfg files, is it possible to use the same animations as the ofp2_manskeleton, even though my new model may have more / less bones than before? For example, my new character may not have any arms and I want him to just run around without them, by not referencing the arms selections from the p3d file and telling the skeleton that these bones do not exist by simply not referencing them, would the animation still play, ignoring the missing bones that were once linked from hand, to arm to shoulder? Or will i be looking at a really big error? If the engine does not animate unless all bones are available in the model as in the rtm file, does this mean if i want a solider with no arms that I'd have to make a new skeleton and a new animation set for him that does not have any reference to any arm selections at all? Wierd request I know, but i thought i'd read that for houses and things that some skeletons may not care if the same bones exist, only what was there would be animated, is it different because the rtm is forcing the model to use those selections? Thanks
  2. I see. That makes sense, and a good idea for if i needed soliders without arms, but we'd still have a performance impact as it would be animating something that isnt visible right? Not a problem, perhaps I'll just stick to the basics. Is there any recommended tutorial on animation or is it something I should just keep away from if i want any hair left on my head by the time im finished? Thanks
  3. Hi There, I'm currently trying to create a multi material rvmat file for a model but struggling to get my head around it. What i have done is start again from scratch with a test model. I made a small cube in 3dsmax and applied a texture to each side (box_Green, box_blue etc) and then exported the model as a 3ds file, preserving uv co-ordinates. I then imported this into Oxygen 2. What i would usually do is update all paths that are asking for box_blue.tga and box_Green.tga to "ca\addonname\data\boxblue.paa" but this is of course not how the multimaterial file works. I've created the RVMAt from Mondkalb's tutorial, and updated my first few fields relating to the 'color' of the mask to the appropiate color of the box material i.e stage 2 = green box texture I then select the entire model, and remove any material file refernce, and point to my rvmat file. It sits in the folder with the rest of the convered paa files. I then go to O2 and open the Uv editor, and can see my nicely positioned UV in a small box for the model, i create a new later (UVSet 1) and flatten the box, so its unwrapped and ready to 'fold' back up again. I export this to EMF and then into InfranView, then to Photoshop, i color the document with red, green, blue and black. I save this back out to a tga, then export to .paa file and place back into the folder with the other rvmat file, hoping that it will see this reference in the rvmat, look up the uv set and then assign the required texture to each color class Stage4 { texture="ca\testasset\data\box_mask.paa"; texGen="4"; }; The result is a black box, no texture of any kind, even tried swapping the UV sets over so 1 becomes 0 and vice versa but still not seeing any texture. I hope i've included everything, but if someone could help me, that would be just perfect. Maybe i just miss something out? Thank you
  4. Thank you for your reply. Hmm yes, i came across this before, but the 3ds Max Macro script that it mentions cannot be found, i did manage to find a link elsewhere but then it gave me a 404 error.
  5. I've read that in places, I've tried one or two but i can never seem to get it working. Can you maybe tell me of a model ingame that might use it? I've been trying to search the samples but turning up blank. I've heard of a lot of people using it though, but should that be the normal operating procedure as i recall someone saying that you didnt have to do that for every model? Thanks for the reply anyway.
  6. Hi guys, Sorry to be the one that has to post this, i've found a lot of threads on similar subjects before with information that seems correct, but never seems to work out for me. Basically i have a custom model that i'm applying a proxy object to: "\ca\structures\Furniture\Bathroom\toilet_b_02\toilet_b_02" I have my P: drive setup with this structure available for all my models, everything seems to work great as i can author, package and play maps so far, so i know everything should be right. However once i attach this model to my own in O2 as create proxy object, it shows in the bulldozer window but when i view in visitor 3 / ingame i cannot see anything at all. The same happens for BI content such as A_Office02 or the hospital models, i just see the blank triangle in o2 and in visitor, nothing but a shadow where the model proxy should be. Ive heard suggestions of removing the \ to begin with, convert the p3d file first, even some mention about specifying the proxy as some kind of simulation or path to proxy objects in a config.cpp file but i cant find much info on that. It's getting very late and i would love it if someone could clarify what i need to do. Have held off on adding proxy objects as up until now it has been useless detail, but seems like my negligence has paid off! Thank you.
  7. Is this information from my Buldozer.RPT any use to anyone? I'm not sure why it thinks the config class is missing, because in my ca directory is... ("P:\ca\structures\House\A_Office02\config.cpp") so im very confused. MY project directory "P:\mynamespace\CA" folder exists with all config files in. IT is binarized pointing to the project folder root "mynamespace" also. I have began to find this also will refuse to show up the objects for ponds, i get an error "cannot open object "ca\path to pond model.p3d"
  8. I'm not sure what you mean by the 'small dots' - have you created a new road piece and referenced the 'invisibleroad' p3d model? I've used this before and its been okay. I'm not 100% sure what you mean. Is this to place over things to try and block foliage?
  9. Hi Guys, I'm trying to find some information online regarding the setup of the rvmat files for a water texture. What i seem to notice is that in the following.. class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; It looks as if some of these values may be responsible for changing the direction the water flows in. AT the moment it looks like they all flow in one direction and i need to have a few variants for differently angled rivers in the map. The textures used are flat non moving objects so i suspect as with other engines some other file is giving it a 'scrolling' texture effect. However I have read people having to edit the CFGMaterials.hpp file to do this too? Can someone tell me if i was to edit this file and say create a new Water class, such as RiverWater or something, that i could edit the direction of the texture and also remove the foam effect that is generated when the water meets terrain (there is no coastline on my map) If this was edited and packed into the PBO, would it work online for when people join the map? EDIT I put this in modeling because i thought perhaps the RVMAt would be the main culprit, should it have been in scripting instead? Sorry
  10. My bad. I suppose it is more scripting than anything else so my apologies for that, but thank you for the information I shall definatley give it a look.
  11. OK, since no one seems to know if it is possible, anyone know if a material can be animated in any shape or form? Can it for example have its X / Y values set to move across a face and repeat back on itself (im struggling to remember what this is called)
  12. You paid $300 for that?!
  13. Zachary

    Consistent model height

    Brilliant! Thank you so much. Working perfectly.
  14. Hi. I'm wondering if there is anyway that I can place two models Side by side on terrain of a varied height and still have it place at the same elevation. At the moment one section is higher than the other. This would be for A bridge and I can't manually set it using the z and q hotkeys As it is never perfect. Would making the one model with a proxy object Of the other added into it get around the fact that the model is too big to have both sides within the p3d file? Would it keep the right height then? Thanks
  15. Hi Guys, To make it easier to understand, i got a reference picture: http://i49.tinypic.com/n3vp5x.png (572 kB) Top left is a xroad from ARMA II, as you can see from the highlighted polys it is as if two roads are placed over one another and the engine then flattens this out and turns it into a crossroad, however when i attempted to create a new one (middle picture) i created one that was a little more "standard" in the fact that i can retexture the edges into crosswalks and the middle section into a generic asphault texture, rather than one where the road line just runs through the middle. The problem is that when in buldozer they look like the images on the far right. Top Right you can see the version imported into the existing XRoad model for another road piece. They are all exactly the same size so all the memory LOD points and roadway still match up. It seems like a corner of the road has succesfully shown itself, but the rest of it is skewed up and missing the other edges. All faces involved use the same texture. If i try editing the model to make sure it is all created with tris then it looks like the picture bottom right. Seems like no matter what i do, it wont remain the same as the original model and i cant figure out why the engine would "miss out" parts of my model. Am i missing something here?
  16. Hi there, Basically im trying to create some new sidewalks for a map that are easier to place than placing side by side in bulldozer. I've read a way to make the models have certain settings which will allow them to snap to one another, closing the gap within visitor/bulldozer. I think its by creating a named selection without the memory lod What I did was open a sidewalk model from arma 2 and select each of the 4 corners (whilst in memory lod) and name them in any order PB, PE, LE, LB and then exported and got into visitor 3 as a artificial object. However it wont snap! I can see other roads using this setup but mine just dont snap at all. What can I do? Thanks ---------- Post added at 11:02 ---------- Previous post was at 10:51 ---------- I have just tried again making sure LB % Le are on the same 'side' of the model and this still doesn't work. tried rotating the model various ways and still nothing!
  17. Zachary

    O2 - Memory LOD grid snapping

    Update: Managed to get it working. Looked at invisible road in roads_e supplied with the tools and copied values of '.sp_' into the exact edges of my model and it works. Ill try the same with other models now.
  18. Zachary

    O2 - Memory LOD grid snapping

    I think that the zip file in that post is no longer a live link. I think I came across that link before whilst googling my problem. Perhaps if someone can confirm the road models from BI do have these PE, PB memory lods. If there is any special requirements to making them snap and if it will work with other models like fences. Im placing them as an artificial object in visitor 3, will snapping still work? ---------- Post added at 18:06 ---------- Previous post was at 18:04 ---------- Oh, the picture has just loaded on that thread, making some of my questions irrelevant. Ill check out the invisible road models. They are .p3d files however, I keep hearing people mention mlods instead? Will one work and the other wont?
  19. Hey guys, really simple question but i dont think my internet searches are returning many results, maybe i'm using incorrect syntax for what im trying to do for Arma in comparison with other games. Basically I have everything tool related installed & working & running to create maps & explore arma 2 models. Only problem is that i cant seem to find any documentation or tutorial on how to place props within a custom building I'm making. I think i need to point it to the furniture models for chairs and other similiar items, I'm guessing it is the wierd triangle looking polygons within the editor on some of the ARMA 2 models, I just want to know what method I should be using so I can browse the prop libary and populate my building from the prop list (I'm guessing this is how it works considering all buildings are mostly a shell and props are only referenced?) Does anyone have a guide or some advice for me please? Ta
  20. Ah right! I see. Makes sense. Wow that library list is amazing. Many thanks for finding it! I shall let you know should i have any problems, hopefully not :)
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