Search the Community
Showing results for tags 'O2'.
Found 4 results
Bulldozer will not install
flanders25 posted a topic in ARMA 3 - TROUBLESHOOTINGHi, Today I launched A3 tools as usual, then I tried to install bull dozer and I get an error code Here is what it says: Error received from: "DoTask" (0x50003003) The parameters source are destination are invalid. undefined c:\users\Robs\Documents\Arma 3 Projects Not sure what is going on, but it it halting me from working on my projects. Any help would be greatly appreciated. I did not change anything before this error occurred and I tried a reinstall but no luck. Thanks. Rob
Importing rigged model into o2
taro8 posted a topic in ARMA 3 - MODELLING - (O2)Hi folks. I'm working on my mod (fictional, somewhat sci-fi soldiers/faction) with will include a brand new uniform model created from the sample material as well containing some elements made from scratch. I want to make the new model fully compatible with vests and stuff from vanilla as well from other mods. Since something like 90% of the model is very much the same as the sample, I was able to use the "skin wrap" modifier in 3ds with lets you copy skin/rigging data from selected source mesh. This saved me LOADS of time, with I would need to spend on rigging the whole model. However, how can I import the already rigged model into o2? I got the model ready to export from 3ds Max 2014. Textures are done, I still need to do normal maps, but since I got all the source material it will be pretty quick. When I finish my mod I'm planning on releasing all the source material files so others can freely use my work. Please help. http://imgur.com/a/Nouh4
O2 object naming for LODs when importing models
john_doe posted a topic in ARMA 3 - MODELLING - (O2)Hi guys! So i just found out a pretty nice feature of O2 when importing/exporting FBX files (have not tested other file types). My workflow for creating a building in ArmA3 looked like this: Make model in 3Ds Max Export as FBX Import FBX in O2 Setup LODs Pack as addon Now the problem with this is whenever i change something to my model, i have to redo all my LODs in O2.. I was using a Building from the Arma 3 samples, as a guide to learning "Building creation" for Arma 3, and noticed that whenever i exported the O2 model (.p3d) as an FBX and imported it in my 3Ds Max, that all the names for the objects where different from the names in O2.. 3Ds Max: http://prntscr.com/axf6qb O2: http://prntscr.com/axf73s Now as you can see the ones in 3Ds Max are actually all the LODs from O2. So i thought okay cool it shows from which LODs they came, but the cool thing is when you follow these "naming rules" (couldn't find a official document for this, so if anyone has a link that would be great) you can already setup your LODs in 3Ds Max. When you export your model as FBX (haven't tested other types) and import it in O2, your LODs are automatically created for you! I am not sure what the exact rules are for this naming but it looks something like this: "objectname_lodname" "objectname_lodname_distance" (for LODs that require a distance) Again i have found no official rules here and i'm not sure if this is already known by alot of guys here, but i was pretty excited when i found out so i just wanted to leave this here ;) ~ JohnDoe
O2 Bulldozer Preview Empty
hoizen posted a topic in ARMA 3 - MODELLING - (O2)Hello all, As I've started to setup my pipeline for getting 3D assets into A3, I've run into an issue with O2's Bulldozer review as seen below: https://i.gyazo.com/263fbfbc73f790aafe9892313880b9ba.png Blanker than an unused CDROM. Using ARMA3 example model Test_House_01_F.p3d. Tried with a few others with the same results. This is fresh install of arma 3 tools so default settings. If anyone knows what is causing this, your information will be greatly appreciated. Secondary question: Is there some kind of ARMA modder's cove where I can ask/answer trivial questions that do not necessarily need forum posts? Thanks.