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shinkicker

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Everything posted by shinkicker

  1. Hello, I hope this is the right section, as its in regards to models and textures it seemed like the best home for my question. I have used hiddenSelections quite a lot to successfully re-texture models while sticking well within the usage guidelines of BI. Recently I started to work on a re-texture of a the camping tent and so I found the tent_co.paa file, made a greyscale, applied my texture to the file and then placed it into an addon folder. So I now have My_Tent\tent_co.paa My_Tent\config.cpp My config.cpp > tent class: class CfgVehicles { class Land_A_tent; class My_Tent: Land_A_tent { scope = 2; vehicleClass = "My_Tent"; faction = "BIS_TK_CIV"; destrType = "DestructTent"; armor = 10; //model = "\CA\Misc3\A_tent"; displayName = "My tent."; icon = "\Ca\misc3\data\Icons\icon_Atent_ca.paa"; mapSize = 3; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"My_Tent\data\tent_co.paa"}; }; }; The model shows up under the editor / in game, but the former texture is still there and there is no change? I have used this method before to good effect, so I can't see what might be different. Is it because there are no hidden selections in the original model? class Land_A_tent: House { scope = 2; vehicleClass = "Military"; destrType = "DestructTent"; armor = 10; model = "\CA\Misc3\A_tent"; displayName = "$STR_DN_A_TENT"; icon = "\Ca\misc3\data\Icons\icon_Atent_ca.paa"; mapSize = 3; };
  2. shinkicker

    Vehicle internal /external views

    Worked perfectly, thanks so much. Now I just need to work out why my wheels axel is sticking halfway out the side when I turn. ---------- Post added at 15:44 ---------- Previous post was at 15:42 ---------- That's exactly what it was - using a 2048 x 2048 did a pefect job :)
  3. I am trying out retexturing one of the BI example models that are available (no reverse engineering), but I have two points where I am stuck: 1. My texture process consists of selecting faces, hit 'e', browse to my new texture and select the paa file I created. No matter what size (512,1024,2048) it always renders in low definition and loses all of the detail that the paa holds? 2. After texturing the whole outside, I notice when I get into the vehicle (in game) and look out from the drivers seat, I see a different texture (the orginal texture) and so it looks like a different vehicle. Hoping you can help, and thanks in advance for patience while I try to learn.
  4. shinkicker

    Vehicle internal /external views

    Going to try now and will report back (thx in advance)
  5. shinkicker

    Vehicle internal /external views

    Sorry, not '2', just arma http://www.ofpec.com/addons_depot/index.php?action=details&id=34 ---------- Post added at 22:31 ---------- Previous post was at 22:26 ---------- No textures, it comes in a texture less form (white) So how is this typically done? Is there a consensus process to follow, its seems very hit and miss? ---------- Post added at 23:40 ---------- Previous post was at 22:31 ---------- I am not sure, as the parts around the door are lots of small faces that make a whole. So there diameter is smaller then the windows, so they should have finer resolution.
  6. shinkicker

    Vehicle internal /external views

    Hmmm, still not working, but I have some leads now. I used the following texture image (test_co.tga) http://www.mediafire.com/?e8finm3dsim0dd3 Preview: I then loaded up a Landrover Model from the Arma 2 Examples Did a CTRL A (select all) - Note this was so I could test the texture maps, normally I select groups of faces and work around the model The result interestingly was this: So it seems faces have something inherinat perharps that decides the resolution. Some more info that might help: I am working on the first LOD of 1000 The png which is converted to tga is a 32 bit 512x512 image.
  7. shinkicker

    Vehicle internal /external views

    Perfect! Will try 1 tonight and use the mass rename tool. For 2, yes, I edited the cargo lod and all is good now. Sincere thanks
  8. shinkicker

    Vehicle internal /external views

    I need to learn the UV editor?
  9. shinkicker

    Vehicle internal /external views

    Hi, Sorry about that. I am linking to images on imgur.com. Is the forum software pulling down local copies? Should I use markup instead (e.g. http://i.imgur.com/1rpP7.png' alt='1rpP7.png'> ---------- Post added at 13:31 ---------- Previous post was at 13:27 ----------
  10. shinkicker

    Vehicle internal /external views

    Answers inline... > Latest version of TexView2 ? Yes, its the one that came with BI tools 2.5.1 > You manually converting the TGA to PAA or letting O2/Buldozer do it? Letting O2 do the conversion. > Are you using the default settings in the top of TexView2? I have not changed anything, so I presume its default http://i.imgur.com/xiLsL.png > 100 KB > Have you actually viewed the model ingame? (it can be very different from Buldozer) ? Yes, it also loses the texture in game. > Buldozer configuration file. I don't think this is the issue as it still looks low res in game.Also you can see the clan sign has the right resolution, using the viewer. ---------- Post added at 14:08 ---------- Previous post was at 14:00 ---------- I also wanted to check..how would you do this, is the a tick select box or you need to highlight each one in turn?
  11. shinkicker

    Vehicle internal /external views

    I just can't get the textures to retain a decent resolution. Here is my texture (the png so you can see it, it is concerted to tga though in texview2 prior to using in oxygen 2): http://i.imgur.com/3AwyH.png > 100 KB I then select some faces on the side of a landrover BI model: Load my TGA: And then this is the result in buldozer - note how it is only the clan sign which shows the high res, the rest is blured and not up to scratch. It is also the same in game too http://i.imgur.com/2g0Ft.png > 100 KB I am out of ideas now, no matter what I do, it always look low res. http://i.imgur.com/2g0Ft.png > 100 KB
  12. shinkicker

    Vehicle internal /external views

    Sincere thanks. One point, if I texture a face after already doing previous faces, should I then use the pre converted paa from the previous run or should I again let oxygen convert every time? 1. select face. 2. Texture face by selecting a tga 3. Select another face on the same model needing the same texture. 4. Select paa created in step 2 or select the tga and let oxygen convert again?
  13. Hello All, Quite a few hours searching prior to making this post and I found a few options, but most were from 2007 to 2009. I wanted to check in quickly to see if you know the latest or greatest guide. I have been caught out up before using old tools / tutorials / methods and lost a few days, so I want avoid that if possible. For example, I have found the following, but this is from 2007 which has since seen new releases of BI tools. It also a little hard to follow too, tbh. http://www.armatechsquad.com/addonswork/tutes/uvmapping/index.html Is there anything around? gnats video series excellent, but he did not go into the editor (unless I missed it). Something like that would be great, but I understand I may not get it on a plate, so to say, but I would like to know what I am reading and trying to understand is current. At the moment I add the texture through 'filter' 'browse new textures'. I then use planar mapping to bring in my selected faces and then from there I drag the model around in a clueless manner wondering why the textures look really blockly and nothing like the high res image I am using :butbut: Also wanted to ask, is it better to load as a TGA and let Oxygen convert to paa, or can you just sidestep and use a paa from the start? Thanks in advance. ---------- Post added at 11:50 ---------- Previous post was at 11:48 ---------- Also am I better just using blender instead?
  14. Hello, I have used some of the BI example models and just added a few parts myself and largely changed the textures. I have this as my enviroment: p:\model_name\model.psd p:\model_name\Textures\<texture files> The part i am not sure of is what is the best option for all of the existing textures used by the original model. These all reside within /ca/wheeled/data/* Should I copy these over into my working directory (p:\model_name\Textures) and then change the paths in oxygen? Or should I leave them as they will be picked up anyway (I presume as everyone with Arma installed would have a /ca/ structure?). One other unrelated questions I can't find an answer for - Do un-binarized models still show up in game (as long as everything is correctly set). Thanks!
  15. shinkicker

    Best Practise for BI Model reworks

    Thanks PuFu, that I will do (much easier that way).
  16. I have this exact same issue. I installed Oxygen 2 to my laptop so I could do some model work on the go (laptop can run arma 2, so it should not have any issue with buldozer). Create a cube in the exact same way as I do for my desktop and all I get is a blank blue window. Does anyone have any ideas? Also is there are alternatives to oxygen, it seems to like failing a lot.
  17. shinkicker

    Bulldozer failing to start

    Hi Gnat, I used the armap script on devheaen which auto finds your install and un'PBO's everyt I did try replacing the BIN folder to remedy the issue, but no luck. I took the bin.pbo and extracted it (using cpbo) to the root of my P drive.
  18. shinkicker

    Skoda Octavia Addon

    I coded a fix with this I can share later on. It was basically adding a HitEngine class. More then happy for mod makers to use it if they still maintain this addon?
  19. shinkicker

    Post Apocalypse Units

    edit; sussed it out, I needed to place in addons or set up requiredAddons
  20. Yesterday I was having issues with a missing Addon which is loaded through the mission.sqm. I had placed the entry under the same naming used for the pbo. So lets say the PBO is was called 'xyz_addon.pbo' I then made a mission entry of: class Mission { addOns[]= { "xyz_addon" }; It then turns out that I would get the 'You cannot play/edit this mission as it depends on content that has been deleted.xyz_addon' By luck through a Google search I found another mission file where the same addon was used and declared as follows: { "wxyz_addon" }; I made the amendment and the addon loaded. So I wanted to ask what defines the addon name as called within the mission file / config.cpp? It seems its not based on the file name minus the extension (.pbo)
  21. Perfect, thanks That's what the issue was, they named the addon and the main def in class CfgPatches differently.
  22. I know what a mission file is thanks. That was not the question I was asking. If you read my post again its quite clear. I want to know what defines the addon name, as its not the filename.
  23. There are some buildings on an existing map (Celle 2 and Chernarus) that I would like to use in another mission, how can I find the name of them so I can then find them in the editor? When I look on the map in the editor all i see is 'house'. I would like the know the vehicle group and vehicle / class name, so I can then use it (such as Industrial > Fuel Station). I tried interacting with the building in the hope it would log a name to RPT, but no such luck!
  24. Looks like a great tool, but it says press ESC to activate, but ESC is already assigned to 'exit' so it asks me if I am sure I want to quit the editor?
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