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View Full Version : Ofp2 <-> oxygen/buldozer



andersgrim
Apr 24 2003, 18:42
Oxygen currently need the original opflashpoint cd to run buldozer.
Can this be changed when ofp2 comes out?

First of all, it&#39;s boring for new addonmakers to need to buy flashpoint1 to be able to run a mod tool for flashpoint2.

Second of all, mabye make O2 support the standard ofp2 cd. it&#39;s a bit annoying that we need to change cd every time we make a model in buldozer/O2 and test it in ofp. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif

PicVert
Apr 24 2003, 22:45
I agree http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif

gonk
Nov 8 2005, 08:21
Also need more importing options..

To be able to import direct FLT, Gmax, DWF, OBJ ect...

This would be very handy.

JdB
Nov 8 2005, 10:47
Also need more importing options..

To be able to import direct FLT, Gmax, DWF, OBJ ect...

This would be very handy.
I&#39;ve asked a similar question to Placebo. Somehow I don&#39;t think BIS has any interest in doing this from their point of view.

Original question:

Will there be a Next Gen. Game plug-in for 3DSMAX or Maya?

Reply (not the exact words, but means the same): We will consider it, but as of right now it is not much of a priority to us as we don&#39;t need it (because they all use O2 IIRC).

So I suppose we are lucky if we get anything more then the dodgy 3ds import we have now. Also, GMAX just sucks, get Blender, 3DSMAX or Lightwave 3D http://forums.bistudio.com/oldsmileys/tounge2.gif

(Blender is free, you can get it here (http://www.blender3d.com/cms/Home.2.0.html))

As to the original question: of course the next generation of Oxygen won&#39;t need the OFP1 cd, but then again this is a pre-1.92 topic http://forums.bistudio.com/oldsmileys/smile_o.gif

Berghoff
Nov 8 2005, 15:34
Oxygen currently need the original opflashpoint cd to run buldozer.
Can this be changed when ofp2 comes out?
Uh I haven&#39;t had the ofp cd in my drive for a year now and Oxygen never asked for it? http://forums.bistudio.com/oldsmileys/wow_o.gif how strange.

hardrock
Nov 8 2005, 16:08
Oxygen currently need the original opflashpoint cd to run buldozer.
Not true with the latest version. So download again at http://www.flashpoint1985.com/breathe

DaSquade
Nov 8 2005, 16:39
Slightly offtopic: http://forums.bistudio.com/oldsmileys/confused_o.gif Maybee it is just me and my lack of knowledge of advanced use of shaders ext. But since ArmA-(VBS2?)-next gen. game will allow and use shaders ext., won&#39;t O2 then not be usefull anymore for that work? Over the years my O2 knowledge has grown and these days i left 3Dmax and do all my work in O2 (except of the lack of tools like: extrude, subtract, abbility to view multiple textures in viewports (for blueprints setup like in 3Dmax) and other &#39;handy&#39; tools-options, O2 is very usefull for the job....low-mid. poly modelling). But i kinda have the feeling for the future games/sims we will need to go back to the advanced prog. that allows the apply of shaders, or is this something that is done outside the programs (like scripting or something simular)? But like i said, since the current game/sim didn&#39;t allow that, i didn&#39;t spend any time on research on this mather.
Note the BIS job recruitment:

Quote[/b] ]
3D artist - modeler

* routine work in modeling SW (MAX, MAYA, Cinema4D or Oxygene)
* familiar with surface lighting, effective polygon use, UV sets, mesh optimalisation
* knowledge of recent real-time lighting methods and shaders
* scripting experience (e.g. MAX script, Flash, Java)
Any info on this would be appreciated (PM).

JdB
Nov 8 2005, 19:10
I have e-mailed BIS a while ago about that, and got the following answer:

Knowledge of 3rd party applications is appreciated, but O2 knowledge is required. Also you need to be able to map your own models (and they prefer that you can texture them too).

Of course as BIS didn&#39;t release O2 Full, you can never be fully capable with the version they use at once, a little gap in the logic departement http://forums.bistudio.com/oldsmileys/wink_o.gif

That&#39;s where 3DSMAX knowledge (or any other advanced modelling program) comes in handy, as you&#39;ll already know the terms, what they do and how to use them more or less.

About the part where you said that you do all of your modelling in O2: I switched to 3DSMAX for exactly that reason. The O2 license restricts you to only using your models for OFP or a Poseidon engine based product.