PDA

View Full Version : Bis: a couple of questions after a day of breathin



WKK Gimbal
Apr 25 2002, 01:07
I've been playing around with Oxygen all day now and it has resulted in this total freak car. (http://www.geocities.com/kim_syberg/monsta.html)

It's been great fun, but also a little frustrating http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
There are some problems I just can't find a solution for...
Sorry for a massive post, but I think we all can learn from answers to these...

------------------------------------------------------
Someone else also mentioned the HW T&L problem, where muzzle flash is visible all the time. I have the same problem with car lights, but the cfgModel solution didn't work. I wrote this in my config:

class CfgModels
{
class Default
{
sections[]={};
sectionsInherit="";
};

class vehicle: Default
{
sections[]={"cislo","grupa","side","sektor","clan",
"podsvit pristroju","poskozeni","L svetlo","P svetlo","zasleh"};
};

class Car: Vehicle
{
sectionsInherit="Vehicle";
sections[]={"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo"};
};
class GIM_monsta: Car {};
};

But the light textures would still glow all the time.
------------------------------------------------------

Next, when trying it out at night, there would be one single light-beam cone model, and not from the lights, but from the model's origin.

------------------------------------------------------

Then there's the steering wheel. I have carefully made sure that the 2 single points which guides the rotation of the steering wheel, has stayed aligned with the wheel when changing the model. Yet, the steering wheel is horribly off-axis when turning. Except for pilot-view, where it's normal.

Is rotation of the wheel not controlled by the two points?
------------------------------------------------------

Then I can't figure out how to replace a texture in the texture list. Most of the textures have broken links, as it's a demo model. But I can't replace them with new ones in the texture list. Nor has any 3rd party tools succesfully opened the model.

------------------------------------------------------

When I try to load a 3ds model I have made in LightWave, I get an error saying "Missing KFDATA section" and the model won't load. This essentially means I can only model with the Oxygen primitives...

------------------------------------------------------

How do you make polygons or points part of a group?
In "memory" there are points which position all the effects, like exhaust and dirt tracks. But how does Oxygen know what points are for what simulation or moving group?

------------------------------------------------------

Many questions, but I think they are relevant to most people.

Cheers!
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif

FlipeR
Apr 25 2002, 10:40
I dunno if it will help for the steering wheel but if you want the light to work correctly you have to copy/paste that section from the DEMO (V.0.36) OFP decripted CONFIG.BIN since its a demo model http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif  I think thats because the memory vertex names are different! Clear?

At least that trick worked for me when remodelling the demo UH60! Can Suma or Maruk confirm it?

For textures theres another solution -> extract the DEMO OFP textures from their Data.pbo and then pack them up with the final OFP version textures into the original Data.pbo (../Operation Flashpoint/DTA/Data.PBO). Thats the easy way!

If you have more skills you can do it by HexEditing since you (hopefully) wont release an Addon with a 100 MB Data.PBO in the ZIP http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
HowTo: open a HexEditor, find the tool "replace" and start replacing the texturecalls - BUT BEWARE! The texture names lenghts MUST remain THE SAME!!! Example -> if you have a call "data/texturename.pac" and you want you PBO to be "NewAddon.PBO" then you change the "data" part with "NewAddon" and shorten the texture name by those 4 letters for which you increased the first part! And you write this: "NewAddon/urename.pac".

SIMPLE http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif

For the "Missing KFDATA section" problem I cant help, sorry...


FlipeR

WKK Gimbal
Apr 25 2002, 11:35
There's no cfgModels class in the demo config, so I can't copy that.

Suma, could you possibly help? Very much appreciated! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif

FlipeR
Apr 25 2002, 13:11
I wasnt talking about cfgModels class!!!

I was talking about this:
class LandVehicle: Land
{
displayName="Vehicle";
accuracy=0.020000;
cost=500000;
class Reflectors
{
class Left
{
color[]={0.900000,0.800000,0.800000,1.000000};
ambient[]={0.100000,0.100000,0.100000,1.000000};
position="svetlo PL";
direction="konec svetla PL";
hitpoint="svetlo PL";
selection="svetlo PL";
size=0.500000;
brightness=0.250000;
};
class Right
{
color[]={0.900000,0.800000,0.800000,1.000000};
ambient[]={0.100000,0.100000,0.100000,1.000000};
position="svetlo PP";
direction="konec svetla PP";
hitpoint="svetlo PP";
selection="svetlo PP";
size=0.500000;
brightness=0.250000;
};
};
};
class Car: LandVehicle

"class Reflectors" section is what you need in your CPPs cfgVehicles class!


FlipeR

WKK Gimbal
Apr 25 2002, 13:48
Sorry! My mistake! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif

Now I see the full picture regarding selections. Thanks alot.
You can see the lights working here (http://www.geocities.com/kim_syberg/monsta.html) http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif

I also found a solution for the steering wheel. It seems OFP will always choose the axis selection from the pilot view, for all views and LOD levels. I had raised the pilot view a little higher than everyhting else, to enhance the "high-ride" feeling. This was the error.

So you must always make sure the pilotview fits exactly on all the LODs, or strange things will happen.

I'm still having problems with light textures being visible all the time in HW T&L, though...