Search found 76 matches
- 2010-08-16 12:10:59
- Forum: ArmA 2 Editing
- Topic: Mem RPT by Synide
- Replies: 2
- Views: 10422
Re: Mem RPT by Synide
lol, no problem.
- 2010-08-16 12:05:46
- Forum: ArmA 2 Editing
- Topic: Soldier model distortion, new vest modeling
- Replies: 3
- Views: 10978
Re: Soldier model distortion, new vest modeling
mmm, it's probably a little complicated to easily identify over in modo points, verts or poly's that not part of some animated selection over in O2. But, I guess one long winded way would have been to go through each of the vert selections in modo activating them and then 'hiding' them. Any points l...
- 2010-08-16 08:25:30
- Forum: ArmA 2 Editing
- Topic: Soldier model distortion, new vest modeling
- Replies: 3
- Views: 10978
Re: Soldier model distortion, new vest modeling
Hi, I had a look at your model and although weighting sometimes plays a part in good deformation I wouldn't worry about too much in this situation. Unless, while playing some anims that the deformation needs some weighting applied. The priamry problem that affects LoD 1.0 & ShadowVolume 0.000 is tha...
- 2008-10-23 09:06:21
- Forum: ArmA Editing
- Topic: p3dm2lxo & lxo2p3dm - tools to convert to/from ArmA p3dm
- Replies: 9
- Views: 17946
- 2008-10-02 03:14:32
- Forum: ArmA Editing
- Topic: OFP Islands to Visitor3 .pew format Discussion
- Replies: 2
- Views: 11825
OFP Islands to Visitor3 .pew format Discussion
Hi, A few people have asked me whether it's feasible to construct a conversion tool, too ease the conversion of OFP island file formats over to Visitor3 .pew (posew60) format for further editing and introduction into ArmA. This topic is a discussion to help me scope out what would exactly need to be...
- 2008-08-22 06:58:38
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
As with any of the 'free' software I write I don't really test it much... I don't know why it would be crashing with your above parameters... The only way of finding out is for you to send over the entire contents of the folder you are trying to process. I have modified p3dminf to v0.5 so it highlig...
- 2008-08-14 05:49:16
- Forum: ArmA Editing
- Topic: Creating custom building Ruins models
- Replies: 8
- Views: 13749
I'd say DeanosBeano would be the one to talk too... he's done lots of .rtm's for destroying buildings... have a look over at the Ofpec forums...Snake Man wrote:Added a PMC Editing Wiki: Destroyed Building page. I would love to get more insight, even a tutorial for this subject as its very interesting.
- 2008-08-06 20:35:52
- Forum: ArmA Editing
- Topic: Multiplayer dedicated linux server v1.12 beta
- Replies: 4
- Views: 9140
hmmm... yes, now you mention it... it is a bit lite isn't it... the above listing is for file updates going from v1.08 to v1.14... there are other crc listings that describe which files get touched if you are upgrading from other versions to v1.14... try the above ones first if you have no luck then...
- 2008-08-06 12:47:12
- Forum: ArmA Editing
- Topic: Multiplayer dedicated linux server v1.12 beta
- Replies: 4
- Views: 9140
addons\A10.pbo b0fef021 addons\a10.pbo.bi.bisign 75230a89 addons\cti_buildings.pbo 6f6d9354 addons\CTI_buildings.pbo.bi.bisign 9213e858 addons\hotfix.pbo 5ce0ee6f addons\hotfix.pbo.bi.bisign 7b3103ec addons\hotfix_dbe1.pbo 298aca57 addons\hotfix_dbe1.pbo.bi.bisign 384af620 addons\language.pbo 851fc...
- 2008-08-05 13:29:28
- Forum: ArmA Editing
- Topic: Road texturing
- Replies: 1
- Views: 7677
All looks sound logic to me... however it's late where I am so I'll have to compare results tomorrow... renderFlags[]={"Road"}; bugger me !! i must be going blind & senile... i completely missed this... you may have just found the answer to an outstanding problem I've been having... really nice one ...
- 2008-07-30 23:42:04
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
ArmA/O2PE supports multiple UV texture maps per LOD . What do you mean by 'procedural maps'? Do you mean 'procedural textures'? - Then yes. If you mean 'procedural uv maps'. - Then no. With regard to modo I find it easiest to have a seperate UV texture map for each main 'texture/material'. Correct. ...
- 2008-07-27 11:59:52
- Forum: ArmA Editing
- Topic: Vegetation objects normal / specular maps
- Replies: 1
- Views: 7331
?? - _ca texture is a colour texture with alpha. - _non texture is a normal map with with 'noise' in the alpha channel. I don't think there is a specular map texture to supply the 'seed' for the shader's specularity because the specularity comes from the particular 'shader' being used and is based o...
- 2008-07-24 00:41:39
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
Dunno really as I've never HAD to do it... but at first glance the registry entries look pretty straight forward. Maybe the Bonjour Render might prove a bit painful... really don't know unless I'm prepared to spend the time to do it. Or, maybe try this... -> http://forums.cgsociety.org/showthread.ph...
- 2008-07-23 20:22:51
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
- 2008-07-23 04:50:09
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
- 2008-07-21 22:31:45
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
hmmm, well... "I had to reinstall my win xp sp3..." - could you perhaps explain what process you did to 'reinstall sp3'. I suspect you re-applied the Service Pack after you have already applied it once to the system - Yes/No? If Yes, then... yuck, yuck, yuck... not a good thing to do unless you're r...
- 2008-07-21 12:26:25
- Forum: General Editing (tools)
- Topic: Modo 302 tips / tutorials
- Replies: 30
- Views: 30010
dunno, really... could be 101 different things... previlege, file security, corrupt setup.exe, try running the modo install .exe in 'compatibility mode'. right-click the .exe and goto 'properties' in the context menu and then goto the 'compatibilty' tab... select the appropriate settings. dunno anyt...
- 2008-06-23 23:17:42
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
Actually, I think I put you a bit wrong there... the difference in the case of the 'selection name' between the p3dm.p3d and the model.cfg and say an .rtm should only matter when using O2PE. I'm pretty sure that when binarize runs over the p3dm.p3d it lowercases everything anyway. And, I think the A...
- 2008-06-23 23:12:19
- Forum: General Editing (tools)
- Topic: Texture editing tutorial wanted
- Replies: 12
- Views: 18768
- 2008-06-23 23:07:08
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
- 2008-06-14 01:18:50
- Forum: ArmA Editing
- Topic: Development Setup...
- Replies: 4
- Views: 9162
- 2008-06-13 05:00:00
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
gnat, wasn't trying to 'shoot' ya plan down matey... you're right that there are alot of people that don't understand so making a wrapper application is of course a great idea... as you say... just do it... they'll use it. it's just what BIS have done with BinPBO... it's just a facade for running th...
- 2008-06-13 04:51:52
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
send me the 'vte_sleaf1.p3d'. I'll have the tool output both the text report file AND the .csv file. You can then 'filter/sort' to your hearts content in Excel... even though you don't have it 'cause it's 'broken'... if you want filtering etc. you'll have to get Excel or get it working somehow... 'c...
- 2008-06-13 02:06:49
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
Was thinking about a new feature... hmm does the code read and write data on the fly, or does it read whole p3d into memory and then sort out the stuff into text file? I think a feature would be nice where you give p3dminf a parameter and then it would only list models that have last Res LOD over 1...
- 2008-06-12 23:18:24
- Forum: General Editing (tools)
- Topic: Texture editing tutorial wanted
- Replies: 12
- Views: 18768
use the .emf export function in O2PE UV Editor. Make sure you output an image the same dimensions as the texture. ie. 1024x1024 for hhl_34_co.paa. goto the folder you saved the .emf in and open the file using 'Windows Picture & Fax Viewer'. click the 'save' icon at the bottom, save as .png (the emft...
- 2008-06-12 12:22:23
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
- 2008-06-12 01:55:50
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
Ok, I had a bit of a think about it... basically it comes down to this... I have been slowly creating the cleanest build structure I possibly can for myself and it will not suit others people's implementations too well. The reason's behind me doing this stems from how Binarize.exe works, but I won't...
- 2008-06-11 23:46:25
- Forum: ArmA Editing
- Topic: Story / Method of weapon texture merging and fixing
- Replies: 3
- Views: 8526
The reason I'm so heavily using TexView2 to save TGA into paa is because I read (in BIS forums I think) that it automatically detects the filename like _CO or _NOHQ and applies some <something> to the texture when saving. Is this really true? yip... if you don't use BIS's naming convention texview2...
- 2008-06-11 15:17:46
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
When I run the p3dminf v0.3 on object that does not have anything else except LOD 0.0, no geometry, no nothing, the util crashes. The model has only the mentioned one LOD, 4 points, 2 faces, 1 texture... nothing more. Bugger, rgr, i'll have a squizzy tomorrow... Regarding, outputing other bits of i...
- 2008-06-11 15:13:56
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
make sure the named selection called 'Weapon' is changed to lowercase 'weapon'. BIS supplied some dodgy six-month old snapshot of the models I think... So they changed the case since they packaged the example models(?). What effect do the Weapon versus weapon have? Maybe there is similar error in o...
- 2008-06-11 14:57:29
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
Would there be much call for batch converting like this (ie others in the community)? Was just wondering because it would be easy to create a GUI tool that allowed you to select the files and initiate the conversion process in one click. you can as you say... personally... i just typed up a batch c...
- 2008-06-11 04:42:23
- Forum: ArmA Editing
- Topic: Story / Method of weapon texture merging and fixing
- Replies: 3
- Views: 8526
phew.... !!! :D that's pretty much what i do too... i'm sorry the to/from O2PE tools aren't more 'friendly' to use... I just got them to the point where they worked enough as opposed to be comprehensive and fluid... I'd really like to create a plugin for modo that read and wrote p3dm's directly and ...
- 2008-06-11 04:05:06
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
open a MSDos window and navigate to the folder containing your 5,892 .tga files (example only ! :) )... at the dos prompt type... >path=<PathToPal2Pace> >pal2pace *.tga It will convert all .tga's to .paa's in the same folder. also... >pal2pace *.png will convert all .png files to .paa... if you don'...
- 2008-06-09 03:48:38
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
- 2008-06-08 14:24:51
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
here's a bit of an example extract from my 'synBodies.cfg' file sitting in the 'P:\Synide\synBodies' folder. class CfgSkeletons { class Default; class Head: Default {}; class OFP2_ManSkeleton: Head {}; class synManSkeleton: OFP2_ManSkeleton {}; }; class CfgModels { class Default; class ArmaMan: Defa...
- 2008-06-08 10:25:18
- Forum: ArmA Editing
- Topic: p3dm2lxo & lxo2p3dm - tools to convert to/from ArmA p3dm
- Replies: 9
- Views: 17946
- 2008-06-07 14:34:36
- Forum: ArmA Editing
- Topic: Buldozer and model.cfg problem
- Replies: 13
- Views: 14665
could be a combination of things... Does that image you have there... have an .rtm applied to it? If so... some of the BIS example character models have poly's and verts that are not correctly associated with the 'named selections' they are supposed to be... and when you apply an .rtm it'll screw it...
- 2008-06-07 13:16:07
- Forum: ArmA Editing
- Topic: Synide Move UV's
- Replies: 9
- Views: 12041
Well if you manually edit the merged tga and then update the tai file, isnt that really messy to try to track down the coordinates for the images, kind of messing up whole point of "easy" texture merging, then we could rather use pantool to create that puzzle as we want and go through the OFP O2 pt...
- 2008-06-07 01:26:11
- Forum: ArmA Editing
- Topic: Synide Move UV's
- Replies: 9
- Views: 12041
You should probably do some pre-processing of texture images to get them sorta the same sizes etc. before process. The point with this process is not so much that it sticks textures images together. The main thing is the .tai file that's produced. Because if you don't get an ideal sorta result. You ...
- 2008-06-07 01:10:03
- Forum: ArmA Editing
- Topic: Development Setup...
- Replies: 4
- Views: 9162
There a essentially THREE lots of tools from BIS. O2PE, V3PE & the Build Tools. O2PE not being able to find 'reference content' such as .paa's or .tga's or model.cfg information while annoying is not that critical. But, with my setup instructions you can easily over this. Visitor3 really does need t...