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bxbx
Jun 10 2007, 18:48
here is a little example of my ODOL v40 decoding.
M16A4 (http://bxbx.atrey.vdsoft.org/m16t.rar)
I am not able to decode full file but by handly seeking in file a can find all lods, when i succes and decode it fully, I release a GB with this feature.
About M16A4: LODs 200 and 250 are renamed from 1.0e4 and 1.001e4 values (in ARMA are new 4 named LODs (like in OFP memory, geometry,...)) I dont know purpose of this new named LODs now.

enjoy it.

Sled88
Jun 10 2007, 18:49
You gonna tell me that you encoded a M16A4 rifle from Arma??? http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif

LOL F*ck dude I just checked it... I am off now for some weeks cya!!!! http://forums.bistudio.com/oldsmileys/biggrin_o.gif:D:D
BIS we are coming!

EDIT: Awwwwww.. I love ya mate...

http://forums.bistudio.com/oldsmileys/wink_o.gif

http://img517.imageshack.us/img517/1456/m16loluk3.jpg

Sickboy
Jun 10 2007, 19:01
Here's some other examples http://forums.bistudio.com/oldsmileys/smile_o.gif
http://www.6thsense.eu/vbulletin/showthread.php?t=2655&page=2
WIPS as there must be more exported etc http://forums.bistudio.com/oldsmileys/wink_o.gif
http://img300.imageshack.us/img300/690/armavd9.jpg
http://img507.imageshack.us/img507/739/armaqs3.jpg
http://img511.imageshack.us/img511/5092/armaqj6.jpg

With new sights..

MehMan
Jun 10 2007, 19:08
here is a little example of my ODOL v40 decoding.
M16A4 (http://bxbx.atrey.vdsoft.org/m16t.rar)
I am not able to decode full file but by handly seeking in file a can find all lods, when i succes and decode it fully, I release a GB with this feature.
About M16A4: LODs 200 and 250 are renamed from 1.0e4 and 1.001e4 values (in ARMA are new 4 named LODs (like in OFP memory, geometry,...)) I dont know purpose of this new named LODs now.

enjoy it.
So far the 10000 LOD acts as a shadow lod.

Panda[PL]
Jun 10 2007, 20:04
Here's some other examples http://forums.bistudio.com/oldsmileys/smile_o.gif
http://www.6thsense.eu/vbulletin/showthread.php?t=2655&page=2
WIPS as there must be more exported etc http://forums.bistudio.com/oldsmileys/wink_o.gif
http://img300.imageshack.us/img300/690/armavd9.jpg
http://img507.imageshack.us/img507/739/armaqs3.jpg
http://img511.imageshack.us/img511/5092/armaqj6.jpg

With new sights..
Mine.
And I did it yesterday http://forums.bistudio.com/oldsmileys/smile_o.gif.
But I must say I used a more crude method of capturing textures and meshes directly from DX cache... Or something like that. -_-;
Now this... this is making everyone's lifes easier.

Your method is much simplier and if I got it right you can export a model together with all selections, lods etc.

Big woot foryou man.  http://forums.bistudio.com/oldsmileys/notworthy.gif

I am expecting reworks of BiS soldiers to arrive soon now http://forums.bistudio.com/oldsmileys/smile_o.gif.

Commando84
Jun 10 2007, 23:08
sweet news for all hardcore modders! http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Lockheed Martin$ch
Jun 11 2007, 00:21
VERY NICE http://forums.bistudio.com/oldsmileys/notworthy.gif Very nice indeed!!

Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit http://forums.bistudio.com/oldsmileys/wink_o.gif

CameronMcDonald
Jun 11 2007, 02:20
Looks good!

Erm... so, how do I decode any other model? http://forums.bistudio.com/oldsmileys/whistle.gif

scubaman3D
Jun 11 2007, 04:41
great work!

Snake Man
Jun 11 2007, 05:24
here is a little example of my ODOL v40 decoding.
I am not able to decode full file but by handly seeking in file a can find all lods
Can you please share the file format with us, I would like to update WrpTool to align ArmA ODOL models properly to the ground?

NZXSHADOWS
Jun 11 2007, 07:47
DOH!! nvm

Nephilim
Jun 11 2007, 09:43
hope this doesnt end like p3dedit..

AfrographX
Jun 11 2007, 09:51
Could someone do me a big favor and decode (if possible) the minigun from the UH60?

You would save me a lot of time, doing one myself.

CameronMcDonald
Jun 11 2007, 09:58
Heh, I'd like to see where you're sticking that, Afro. http://forums.bistudio.com/oldsmileys/wink_o.gif

Skaven
Jun 11 2007, 10:02
This tool would be nice to have a better idea on how BIS did their work, is it possible to show us a first and second view of any hand gun? I'd like to check if they modeled the hand guns bigger in 1st person view.

Thank you for you work http://forums.bistudio.com/oldsmileys/wink_o.gif

wipman
Jun 11 2007, 10:15
Hi, hey Bxbx, if you extract the MLOD of the M4 Aimpoint, we could
make a M16A4 Aimpoint that is really needed; if you do it... i'll marry
you.
Thanks for your time and effort, we apreciate this. Let's C ya

Nephilim
Jun 11 2007, 10:27
didnt he release the m16a4 as a mlod on the first page?

@<hidden>
ah ok didnt know there wasnt an m16a4 with an aimpoint

CameronMcDonald
Jun 11 2007, 10:30
Yeah, but Wip needs the aimpoint as well. The M16A4 released has irons only.

raedor
Jun 13 2007, 15:14
Moving.

JB™
Jun 13 2007, 18:55
great work bxbx&#33;

DarkGiver
Jun 13 2007, 20:44
Very impressive...

Congratulation bxbx http://forums.bistudio.com/oldsmileys/smile_o.gif i hope you will be able to soon provide a working tool for the community http://forums.bistudio.com/oldsmileys/smile_o.gif

I can&#39;t wait to be able to convert the character http://forums.bistudio.com/oldsmileys/smile_o.gif

Col. Faulkner
Jun 14 2007, 01:00
Are you going to provide instructions on how to extract the
models? Please? It&#39;d be instructional for many of us just to
see how the BIS models are constructed.

Synide
Jun 14 2007, 03:08
very cool... hopefully once you&#39;re finished with your GB upgrade you&#39;ll have time to do a struct? http://forums.bistudio.com/oldsmileys/smile_o.gif

btw... your 3rd LOD is the first offset in your file. the MLOD&#39;s I look at seem to have the LOD order in O2 replicated in the file offset...

PS. beautiful work...

actually, i&#39;m wrong... had the struct offset wrong when viewing the p3d in my hex editor, lol... great job. like the others, we&#39;d appreciate your producing a document detailing the format.

now all thats needed is the anims... http://forums.bistudio.com/oldsmileys/huh.gif

bxbx
Jun 14 2007, 06:40
blocks in odol v4 are quite similar to odol v7 but placed in back direction , (first is relolution table, LOD are placed from last to first ),there is same LZ compresion as ODOL v7

known data:

char signature[4] //&#39;ODOL&#39;
int format // 40
int lod_count
float resolutions[lod_count]
{
int u1;
float u2,u3,u4
} // unknow data, same data follows on end of ODOL v7

char u5[139] // unknow data , still same length
char *sceletonname // float zeroendded char array
if (char[0]&#33;=0)
{
bool8 u6 // 8bit boolean // value 1 or 0
int bone_count
struct bones[bone_count]
{
char * bone1,bone2 //strings
}
}
char u7[0x26] // unknow data
char *modelclass, *modelparent // I think of purpose this data found values &#39;house&#39;&#39;no&#39; or &#39;house&#39;&#39;building&#39;,....
char u8[5] // unknowd data
bool8 exist_anims
if (exist_anims)
{
int anims_count
struct anims[anims_count]
{
int type // 0,4,9 // rotation,move,.., i dont check it yet
char *name,*parent
float tr[6]// transformations values
if (type&#33;=9) int u9
}
}

unknowdata[unknowlength] // handle seek

lod
{
int vertices count
bool8 ub1
if (ub1) char uch[11] // unknow data
cha uch[0x29] // unknow data
int textures_count
char * texture[textures_count]
int materials_count
struct materials[materials_count]
{
char * name
char uch[0x85] // unknowdata // some float values
int textres_count
struct textures_in_material[textres_count]
{
int u10 // value 3 still
char* t_name
int u11 // self increment value // 0,1,2,3,4,...
}
char uch[0x34*textres_count] // some struct with same length as textures_in_material // I dont work with material now, I skip it.
}
if ( textures_count>0 ) char uch[7];
bool8 ub // unknown value
int faces_count
char u12[6]
struct faces[6]
{
char dot_count
unsigned short dot_vertice_index[dot_count]
}

unknowdata[ubknowlength]
int components_count
struct components[components_count]
{
char *name;
int selected_faces_count
unsign short selected_faces[selected_faces_count] // if selected_faces_count > 0x100 then compresed by LZ
int u14;
unsign short u15[u14]
bool8 ub
if (ub) int u16
char uch[3]
bool8 ub2
int selected_vertices_count
unsign short selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100 then compresed by LZ
int u17
char uch[u17];
}
int named_properties_count
struct named_properties[named_properties_count]
{
char * name,*value
}
unknowdata[mostly 0x15 , but not every time]
int vertices_count // again same value
bool8 ub
if (ub)
{
struct UV[vertices_count] {float u,v} if count > 127 then LZ
}
else char uch[8]
int u[18]
int vertices_count
struct vertices_pos[verices_count]{float x,y,z}

follows normals and the other data ,but this is in progress
I cannot find face.texture_index informations, in M16A4 are only 2 textures and I texture it handly by original UVsets.
}

I you make some progress in ODOL decoding please inform my back.

mr.Flea
Jun 15 2007, 12:08
bxbx  http://forums.bistudio.com/oldsmileys/thumbs-up.gif  http://forums.bistudio.com/oldsmileys/notworthy.gif


my tool for manual decode some ftp://www.armedassault.info/_hosted/rau/flea/deparse.rar

for example

start programm
open file `sara.wrp`

write to

Bytes read - 4194304 (2048*2048)
offset bytes - 1163387
Out data size - 4194304 (2048*2048)
out file - c:&#92;dump.raw

press `Dump It...`

And Open c:&#92;dump.raw in photoshop as Width 2048 Height 2048, 1 chanel 1 byte and you will see Sahrani AS IS http://forums.bistudio.com/oldsmileys/xmas_o.gif

Skaven
Jun 15 2007, 23:54
Any progress? http://forums.bistudio.com/oldsmileys/huh.gif

Synide
Jun 16 2007, 07:58
removed...

bxbx
Jun 28 2007, 07:13
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.

Sickboy
Jun 28 2007, 07:16
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
Nice job mate&#33;&#33; Have fun at ur new job&#33;

RavenDK
Jun 28 2007, 07:28
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
Aint that typical http://forums.bistudio.com/oldsmileys/mad_o.gif


Anyway, congrats bxbx&#33;

DarkGiver
Jun 28 2007, 13:21
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
Good luck to you http://forums.bistudio.com/oldsmileys/smile_o.gif And congratulations

But that&#39;s not a good new for the community...

MehMan
Jun 29 2007, 11:46
Good for you and hopefully for us too&#33;

Panda[PL]
Jun 29 2007, 12:03
You blackmailed them thretening to relese the MLOD code? http://forums.bistudio.com/oldsmileys/wink_o.gif
I hope the modding tools release is really soon and that this is the reason you were told not to waste your time for Gate Builder.

Really nice work. Adn congratulations. I hope you&#39;ll be working on Ozone, that would be great news.

[APS]Gnat
Jun 29 2007, 13:44
Good luck to you http://forums.bistudio.com/oldsmileys/smile_o.gif And congratulations

But that&#39;s not a good new for the community...
hmmmm ... yes, ditto

Synide
Jul 25 2007, 04:58
Still needs Memory, Geom etc. Lods but... and models that inherit pieces from other models are just scary. uv&#39;s present, but no face to textures, so requires manual mapping presently.


http://i198.photobucket.com/albums/aa15/sbeetham/lods.jpg

Panda[PL]
Jul 25 2007, 08:53
Hahaha. Another man the BIS will have to hire?

Anyways would be great news, The default soldier&#39;s reskins are starting to become a pain.

IcebirdMK
Jul 25 2007, 11:38
arma T72http://forums.bistudio.com/oldsmileys/smile_o.gif (7 lods + texture)
http://arma.hu/ARMA/cikk/t72.png

Panda[PL]
Jul 25 2007, 12:22
arma T72http://forums.bistudio.com/oldsmileys/smile_o.gif (7 lods + texture)
Nice. But meshes and textures we can make on our own. I&#39;m most happy about the selections.

Synide
Jul 25 2007, 12:49
selections are defined (just not in the picture i posted). mlod is not the currently outputed format, but .obj - as one can specify materials as well in .obj format but you cannot specify materials in mlod - only textures.
defining selections &#39;properly&#39; in obj format requires reindexing and is &#39;comming along&#39;...

IcebirdMK forgot to say his picture&#39;s source is from 3dRipper whereas the one i posted is sourced from p3d v40.

RN Malboeuf
Jul 25 2007, 15:21
Quote[/b] ]selections are defined (just not in the picture i posted). mlod is not the currently outputed format, but .obj - as one can specify materials as well in .obj format but you cannot specify materials in mlod - only textures.
defining selections &#39;properly&#39; in obj format requires reindexing and is &#39;comming along&#39;...
So can you upload man model with selections defined and correct memory LOD ? It will be a breal out for Arma addons http://forums.bistudio.com/oldsmileys/wink_o.gif
Correctly mapped model available with 3DReaper, we know selections/config from SLX example but it&#39;s too hard/long to define them in the model http://forums.bistudio.com/oldsmileys/sad_o.gif

NZXSHADOWS
Jul 27 2007, 01:17
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
Ha this is funny. If he would have completed his Modeling software. He could probly sell it to people on a commerical level an then people could make commerical addons. lol But congrats man.

Synide
Aug 7 2007, 13:50
m16a4 (link removed)

us_soldier_sniper (link removed)

links not available 24/7...

RN Malboeuf
Aug 7 2007, 15:16
nice &#33; but can you please upload soldier with open hands ?

shinRaiden
Aug 7 2007, 16:23
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
Ha this is funny. If he would have completed his Modeling software. He could probly sell it to people on a commerical level an then people could make commerical addons. lol But congrats man.
QFT + RTM. You of all people should know the rules.

Synide
Aug 8 2007, 09:25
as i am genuinely intrigued by all forms of human communication (especially ones with a seriously good philosophical debate behind them)... what does &#39;QFT + RTM&#39; mean - if it&#39;s R18 you don&#39;t need to post it...

ofp2
Aug 8 2007, 10:31
qft = quote for truth
i imagine he is reffereing to the none disclosure bxbx will now have signed .

rtm = report to moderator.
I believe shinraiden is the configuration manager for B.I.A and would not want any talk of people making usermade addons that will sidestep the normal route ,thus negating some very nice eula`s that are allegedly written into official tools such as oxygen and texview2 etc.

eula = End user licence agreements.

RN Malboeuf
Aug 8 2007, 21:24
I took a closer look at the model. It&#39;s more 20000 poly (original ripped model about 7000 ) and there&#39; s no mapping http://forums.bistudio.com/oldsmileys/sad_o.gif Can you make smth about that ?
About "open hands" - i meant hands not covered by gloves and open up to elbows. Like on some west units with rolled up shirt-sleeves

JasonO
Aug 9 2007, 01:26
So, I&#39;ve gone through the post but a bit stumped.

I want to open the BIS Sedan in O2, but can&#39;t and I worked out its something to do with MLOD and ODOL.

What&#39; the steps that I need to take to let O2 open it?

Synide
Aug 9 2007, 02:15
re:- poly count....

LOD 1.0

- 7873 poly&#39;s (7493 tri&#39;s, 380 quads)

out of the 7873 poly&#39;s, 7841 of them are in more than one component selection.

the way the obj file is written out is...

- write out all the components.
- then write out any poly&#39;s that are not in components.

you&#39;ll note in that particular model there are 626 &#39;faces&#39; that belong to a component selection called &#39;body_injury&#39; - those faces would not be rendered until (obviously) a body injury occurred - at that point i&#39;d imagine (like most game engines) they&#39;d be swapped for others...

so, if the engine displayed all the faces of all the components for a given LOD at a given point in time that would be what it looked like. (sorta...)

anyhoo... it&#39;s easier to write out in .obj format all the verts & faces by component than go through and write out all faces (in this case 7873) and then list out what components that face might or might not belong too...

if you have a look at the m16a4 you&#39;ll note that the 1.0 and viw pilot lods are of a similar face count to bxbx&#39;s this is because in this particular model a given face pretty much is only in 1 component selection, and so only 1 face is getting obj&#39;d.


re:- mappings...

there&#39;s uv&#39;s... do the texture mapping yourself if that&#39;s what your referring to (as they are not available atm)... but why would you need too?

the objective here is to see how the &#39;proper&#39; model construction should be done for this particular engine so as to produce an optimal addon of one&#39;s own - principally that &#39;fat desk sergant addon&#39; who&#39;s eaten too many pies with the &#39;custom&#39; animation of him giving you the &#39;bird&#39; after calling him &#39;petal&#39;, the pet nickname you overheard his wife calling him?  http://forums.bistudio.com/oldsmileys/wink_o.gif

i digress... for instance, seeing that a &#39;stencil shadow&#39; LOD for (this one anyway) a character unit has 10,000 poly&#39;s and the 1.0 LOD has 7,500 is most interesting.

where as many vehicles and weapons the ratio is the other way around.

has this particular character model been &#39;developed&#39; incorrectly or does having a more detailed &#39;shadow&#39; on a character provide for a better render in game for priamry models?

@<hidden> O2 does not open ArmA models.

RN Malboeuf
Aug 11 2007, 07:41
Quote[/b] ]LOD 1.0

- 7873 poly&#39;s (7493 tri&#39;s, 380 quads)
? I got 21172 after importing into 3dmax... though it may be because the model gets triangulated...

Quote[/b] ]you&#39;ll note in that particular model there are 626 &#39;faces&#39; that belong to a component selection called &#39;body_injury&#39; - those faces would not be rendered until (obviously) a body injury occurred - at that point i&#39;d imagine (like most game engines) they&#39;d be swapped for others...
In ofp/arma there&#39;re no new faces for injury - it&#39;s just defined in the config texture swapped on selected faces. If you got "body" and  body_injury as different faces - it&#39;s a mistake.

Thanks for the civil models (don&#39;t know why not not post it here) - they are lighter and easier to understand.

Quote[/b] ]re:- mappings...

there&#39;s uv&#39;s... do the texture mapping yourself if that&#39;s what your referring to (as they are not available atm)... but why would you need too?
i&#39;d likre to have ready to use hands,head that can be just merged with another model

Synide
Aug 11 2007, 10:19
anyhoo... it&#39;s easier to write out in .obj format all the verts & faces by component than go through and write out all faces (in this case 7873) and then list out what components that face might or might not belong too...

do you not understand this? if you want me to explain it better please say so...


Quote[/b] ]In ofp/arma there&#39;re no new faces for injury - it&#39;s just defined in the config texture swapped on selected faces. If you got "body" and  body_injury as different faces - it&#39;s a mistake.

yes, i know that bdfy - that&#39;s noob stuff... brush up on your graphics programming and you&#39;ll get what i mean.

in this .obj file a face defined in the &#39;body&#39; and a face defined in the &#39;body_injury&#39; selection are the exact same face there is just 2 of them - because it&#39;s easier to write it out that way... it is not wrong.

basically, it is very difficult to write out in .obj format just the 7k of faces and then group them by which &#39;component selections&#39; they belong too... give it a try...

maybe &#39;mlod&#39; format as the output format will be looked at instead of .obj... i&#39;m sure this would probably make it easier for you... the only trouble with &#39;mlod&#39; it is a poor cousin to the supeior odol format, and hopefully will shortly be depricated entirely&#33; - the only good thing about it is it&#39;s uncompressed.

can&#39;t you write a maxscript or mel script to merge the faces that occupy the all the same vertices? - that should be quite easy i&#39;m sure...

just to clarify...

LOD 1.0 has 7873 poly&#39;s, 380 quads, 7493 tri&#39;s, 90 components - in these .obj files the same face is being written out more than once for different component selections that&#39;s why the poly, vertex counts are high...

RavenDK
Aug 11 2007, 11:46
is there a p3d of this sniper model?
pls PM me if you know or got it

Linker Split
Aug 11 2007, 12:39
I got a problem with my own weapons:
I don&#39;t know how to make the muzzle disappear ingame, the appear when you fire the weapon... help&#33;
I called it zasleh like in the ArmA p3d, but I don&#39;t know what to do now&#33; http://forums.bistudio.com/oldsmileys/huh.gif

ba2
Aug 11 2007, 14:38
Quote[/b] ]pls PM me if you know or got it

Me too , please

Regards

Jewish-Freak
Aug 11 2007, 15:48
Quote[/b] ]pls PM me if you know or got it

Me too , please

Regards
Same as above , please.

Thanks in advance

RN Malboeuf
Aug 12 2007, 15:03
ok. now  i see what you mean. But we have to find the way to merge the faces. "maxscript script to merge the faces that occupy the all the same vertices"  can be a good solution, but i&#39;m not advanced max user http://forums.bistudio.com/oldsmileys/sad_o.gif i&#39;ll google - maybe there&#39;s a solution

Quote[/b] ]maybe &#39;mlod&#39; format as the output format will be looked at instead of .obj... i&#39;m sure this would probably make it easier for you... the only trouble with &#39;mlod&#39; it is a poor cousin to the supeior odol format, and hopefully will shortly be depricated entirely&#33; - the only good thing about it is it&#39;s uncompressed.
there&#39;s just another mlod Arma format that you have never seen http://forums.bistudio.com/oldsmileys/smile_o.gif Just like therewas mlod/odol for ofp - there&#39;s mlod/odol for Arma. Anyway if you don&#39;t like p3d - can you use 3ds ? it&#39;s far more widespread and easy to import in game

And what about mapping ?  I can&#39;t apply textures properlyto the models you provided http://forums.bistudio.com/oldsmileys/sad_o.gif

Synide
Aug 13 2007, 03:28
as said previously, texture-2-face (or vertices) information is not available at this time.
The&#39;s uv&#39;s are present in those .obj files you have to map them yourself manually atm.

yes, i&#39;m sure there probably is an updated MLOD version for ArmA models, but none has been released, soooo....

Somerville
Aug 13 2007, 09:50
So can I just ask a fairly straight-forward question?

I&#39;d like to know what programmes you recommend for opening/editing P3D models for ArmA. I&#39;d like to open the sedan.p3d to make a new version with a rear wing etc ^^

Abs
Aug 14 2007, 13:50
? I got 21172 after importing into 3dmax... though it may be because the model gets triangulated...
Select all vertices, weld with a threshold of 0.001.

For some reason, it splits it all apart. Also, the o2 proxies are imported and they&#39;re hundreds of verts too.

Abs

Synide
Aug 14 2007, 14:05
So can I just ask a fairly straight-forward question?

I&#39;d like to know what programmes you recommend for opening/editing P3D models for ArmA. I&#39;d like to open the sedan.p3d to make a new version with a rear wing etc ^^
short answer - you can&#39;t really... you&#39;ll have to wait for the tools... unless, you&#39;re into a bit of programming...

RavenDK
Aug 15 2007, 17:50
armedassault.info link (http://www.armedassault.info/index.php?option=com_content&task=view&id=647&Itemid=2)

What did we miss?


Quote[/b] ]TeRp from the Bundeswehr Mod informed us, that they have published a few screenshots on their homepage. These screenshots made by Mr.Burns show an early version of their soldiers based on the US Models which have lately been released.

http://forums.bistudio.com/oldsmileys/help.gif

RavenDK
Aug 15 2007, 21:02
well from what i heard the soldier was bugged. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

Synide
Aug 17 2007, 05:18
updated to mlod format... no texture mappings, not available 24/7...

link removed...

ba2
Aug 17 2007, 08:21
Thanks a lot http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif

Regards

tpM
Aug 17 2007, 09:04
Great job&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif
thanks

ba2
Aug 17 2007, 16:45
Anyone has a good config for the soldier MLOD&#39;s ? I&#39;ve testing SLX one and the result is too sad , instead a soldier it looks a monster http://forums.bistudio.com/oldsmileys/confused_o.gif http://forums.bistudio.com/oldsmileys/confused_o.gif .

Regards

[APS]Gnat
Aug 19 2007, 03:38
VERY educational these models thanks Synide http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Curious on the texture references (specifically been looking at Air), seems to be only 1 texture reference.
Any chance of getting the mh6 for example with true texture references?

I want to copy the cockpit dash instruments (into another ArmA model obviously), but its pointless without knowing the textures.

Cheers.

Synide
Aug 19 2007, 11:30
texture mappings are not not available... in these OFP type mlods there is a &#39;placeholder&#39; texture used for the faces.
this is a dummy texture name - non existent.

the UV cordinate mappings are present and in the accompanying .rpt file you&#39;ll note the various texture .paa&#39;s that a given resolution utilizes.
You need to manually remap the faces of a given resolution to it&#39;s &#39;logical&#39; texture file - if you plan on re-introducing these models back into ArmA...

also, fyi, some models have more than one UV set in them... this is not being saved into these OFP type mlods as this file format (and O2) does not currently support multiple UV sets.
I suppose if a 2nd UV set was present a 2nd mlod could be produced with those UV&#39;s specified... but it seems a bit pointless to me.
these mlods are more for educational purposes than aimed at reintroducing &#39;modified&#39; OFP type mlods back into the ArmA game with a mustache or oakley sunny&#39;s.

once (when/if?&#33http://forums.bistudio.com/oldsmileys/wink_o.gif BIS release the newer version of O2 and an updated ArmA mlod format... well you know...

[APS]Gnat
Aug 19 2007, 16:35
Thanks Synide .... half of that meant nothing to me I&#39;m sorry .... but I guess the bottom line is ... it aint so simple anymore http://forums.bistudio.com/oldsmileys/confused_o.gif

JB™
Aug 19 2007, 17:56
updated to mlod format... no texture mappings, not available 24/7...

mlods... (ftp://mlod@<hidden>/)
This might be me looking at a bad time.. but i dont find any weapons or soldiers in that link... http://forums.bistudio.com/oldsmileys/confused_o.gif
They are there mate.

@<hidden>, thanks - its very educational to be able to see poly/face count etc.

Synide
Aug 19 2007, 19:10
appreciated...

yes, it is interesting seeing 10.5k of faces for a 10,000 lod in a character model.

things like 0-65535 faces in a resolution. (could be got around by having proxies)

20Meg (ofp type) mlod for the Hotel.p3d, how pathing has been done - i have a large list of un-answered questions though - time will tell.

RavenDK
Aug 21 2007, 05:37
ah got it now&#33; Thanks&#33;


I tested the sniper model ingame using SLX&#39;s config, but the model got all f*ed up. Is this the model or a config thing? (I havent had time to test other models yet so it could be just that model thats bugged)

MehMan
Aug 21 2007, 08:59
Hopefully somebody can answer this:

What are the LODs after 10000?

Skaven
Aug 21 2007, 10:09
My guess is that it has something to do with the way the model casts shadows on a certain type of situation... inside vehicles? On in the air?? http://forums.bistudio.com/oldsmileys/confused_o.gif

RKSL-Rock
Aug 21 2007, 10:26
Hopefully somebody can answer this:

What are the LODs after 10000?
Shadow lods. best I can work out is that the shadow system also has lods to match the res lods.

MehMan
Aug 21 2007, 11:13
Yeah, but which does what? So far I&#39;ve been using the 10k LOD for shadows, but whats 10010, 11000 and 11010?

Bleh, lets PM BI and hope for the best.

Skaven
Aug 21 2007, 11:18
Has RockofSL said it&#39;s probably Shadow Lods, it makes sense, it&#39;s a question of trying a different shadow on the same model in one of the other lods and than se if it changes at distance.

If it doesn&#39;t than maybe checking the shadow inside a vehicle or at high altitude...


Just some ideas, sooner or later we&#39;ll find out.

MehMan
Aug 21 2007, 11:30
Hmm, it seems that the 10000 and 11000 LODs are identical, at least to me. THe only thing that changes is the ammount of faces, but switching through the LODs doesn&#39;t show any changes in detail. Same for the 10010 and 11010 LODs. Can anybody confirm this? Is it just me?

Synide
Aug 21 2007, 12:05
10000 resolution LOD is the &#39;hybrid&#39; shadow LOD i think, i&#39;ve referred to it before as a &#39;stencil&#39; shadow - rightly or wrongly.

11000 resolution LOD is the &#39;shadow&#39; volume LOD i think...

what 10010, 110010 do is beyond me, i&#39;ve been asking all over the place for the last couple of months without success... i haven&#39;t asked BIS dev&#39;s directly though as they should be working there little arses off...

have a look at the HMMWV shadow lods... interesting huh?&#33; - but why are they like that ? - who knows - i don&#39;t.

i think RockoSL is right... in different rendering circumstances i think the various shadow shadows (and their subordinates) are used...

@<hidden> duh&#33; - you use a config made for something else in the hope it would just work?&#33;&#33; i dunno mate...

anyway, I&#39;ll have a skeleton for you shortly with a config etc... - do you need breakfast as well?  http://forums.bistudio.com/oldsmileys/wink_o.gif  - (sorry today is smart-arse day...)

i have just this minute  successfully applied a standard ArmA rtm to the &#39;skeleton&#39; i&#39;ve made based off of these mlods and using OFPAnim... up to now i haven&#39;t bothered trying, but it honestly didn&#39;t take much...

@<hidden> some models shadow lods do have substantial differences in poly count...

RavenDK
Aug 21 2007, 16:05
smartass http://forums.bistudio.com/oldsmileys/biggrin_o.gif
check your pm http://forums.bistudio.com/oldsmileys/smile_o.gif

Good work anywho.


Ive been trying some of SLX&#39;s configs, no dice and i was messing with a other one.. but none worked out propper.

MehMan
Aug 21 2007, 16:13
Oh yeah forgot to say this:

Thank you Synide&#33;

Ebud
Aug 23 2007, 04:04
Ive been trying some of SLX&#39;s configs, no dice and i was messing with a other one.. but none worked out propper.
Those models are waaaaay off center and none of the named selections are weighted http://forums.bistudio.com/oldsmileys/sad_o.gif Argh&#33; haha. I was so excited about them until I saw that. Thats why your getting errors with them as well as all the main selections being unattached. But at least the attachments and gear can be used with the example model and easily re-weighted.

Thanks for exporting these Synide. Maybe a few more unit models to get all the nice gear? Can&#39;t hurt to ask http://forums.bistudio.com/oldsmileys/smile_o.gif

Synide
Aug 23 2007, 05:33
there&#39;s always PM or msn...

edit: oh yeah, btw... inadvertently, in these mlods, the properties &#39;autocenter&#39; and &#39;lodnoshadow&#39; should be reversed...

if you have a look at any of these &#39;body&#39; type mlods, find the &#39;launcher&#39; position and find the mid point of it&#39;s top edge... or find the vert position for &#39;land contact&#39;... when viewing in OFPAnim if you alter the model offset to the opposite of this vert position xyz it&#39;ll be correctly centered and you can apply the anims ok...

edit2: also, some (if not all) of what you refer too maybe be forthcomming in time... ofp was a long road... with many peoples input

Ebud
Aug 23 2007, 14:27
Yeah I already moved a couple to their rightful spot so I could try them out. Not sure if the new O2 release has this working or not, but I tried to copy and past the arma soldier model into one of these mlods into a new lod. I then used the "copy weights" function and it worked, but not the best, but after playing with it I know what to do to fix it.

Thanks again http://forums.bistudio.com/oldsmileys/smile_o.gif

durg78
Aug 27 2007, 11:48
10000 resolution LOD is the &#39;hybrid&#39; shadow LOD i think, i&#39;ve referred to it before as a &#39;stencil&#39; shadow - rightly or wrongly.

11000 resolution LOD is the &#39;shadow&#39; volume LOD i think...

what 10010, 110010 do is beyond me, i&#39;ve been asking all over the place for the last couple of months without success... i haven&#39;t asked BIS dev&#39;s directly though as they should be working there little arses off...........
According to the biki, 11000 - 11999 is shadowbuffer LODs.


Quote[/b] ]
prefershadowvolume=
Choose which shadow casting technique will be used. 0 = Shadow Buffer; 1 = Shadow Volume


10000 = Shadow Volume ?
11000 = Shadow Buffer ?

I hope this helps.

http://community.bistudio.com/wiki....roperty (http://community.bistudio.com/wiki/Oxygen_2_-_Manual#Geometry_.28model.29_named_property)

Synide
Aug 27 2007, 12:14
yes, since there inclusion on the biki the manual pages for O2 and Vistor3 have been bookmarked and are continuosly &#39;referred&#39; too... http://forums.bistudio.com/oldsmileys/smile_o.gif

RN Malboeuf
Aug 30 2007, 15:00
No we have some example models. but...
there&#39;re little model.cfg files provided - can you get them from ODOL models ?
There&#39;re no helicopter model example. It would be nice to see BIS Geo LOD&#39;s... Can you provide it ?

Synide
Aug 31 2007, 07:25
There&#39;re no helicopter model example. It would be nice to see BIS Geo LOD&#39;s... Can you provide  it ?

hmmm...

Geo lods are present in these example mlods... but the &#39;total mass&#39; and &#39;mass of components&#39;  - and therefore the &#39;center of gravity&#39; is not currently available.
(Or for that matter anything like vertices properties and any &#39;face&#39; info) - this &#39;extra&#39; info is being looked at, but not as much anymore &#39;cause it&#39;s better to play with the &#39;tools&#39; and create stuff...


No we have some example models. but...
there&#39;re little model.cfg files provided - can you get them from ODOL models ?

for models that have a skeleton defined and don&#39;t inherit one from the hierarchy i guess that a model.cfg could be written out... there is quite a bit of extra information regarding the model that is not currently being written out to the &#39;old&#39; OFP style mlods... but it would be quite a task... maybe in the future...

as an example... if you have a look at BIS&#39;s .cfg for the HMMWVSkeleton you&#39;ll note that it inherits from &#39;Car&#39; and adds two (2) additional bones &#39;ammo_belt&#39; and &#39;OtocHlaven&#39;.

in the HMMWV50.p3d there is no mention of &#39;Car&#39; (but there probably is - it&#39;s just not deducable) but the entire set of bones is there including the two additional ones. - this is readable and available.

also, there are 27 Animations defined in the model - the information available is - as an example...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Anim Zero - AnimSelection = &#34;damageHide&#34;
                AnimSource = &#34;damage&#34;
                AnimTransformType = 9
                Transforms &#91;0&#93; = 0.0
                                &#91;1&#93; = 1.0
                                &#91;2&#93; = 0.0
                                &#91;3&#93; = 1.0
                                &#91;4&#93; = 0.0
                                &#91;5&#93; = 1.0

Anim Eight - AnimSelection = &#34;FrontWheelDamperR&#34;
                AnimSource = &#34;damper&#34;
                AnimTransformType = 6
                Transforms &#91;0&#93; = -1000.0
                                &#91;1&#93; = 1000.0
                                &#91;2&#93; = -1000.0
                                &#91;3&#93; = 1000.0
                                &#91;4&#93; = 0.0
                                &#91;5&#93; = 0.0
                                &#91;6&#93; = 0.0

[/QUOTE]

Also available is... for the list of 36 bones there is a list of AnimSelections that the bone is connected too... this list is available for each LOD. eg...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

bone 35 &#40;actually the 36th bone&#41; being &#34;ammo_belt&#34; is connected to 2 Animation Selections 22 and 26...

Anim TwentyTwo - AnimSelection = &#34;ammo_belt_rotation&#34;
                         AnimSource = &#34;belt_rotation&#34;
                         AnimTransformType = 3
                         Transforms &#91;0&#93; = 0.0
                                         &#91;1&#93; = 0.01
                                         &#91;2&#93; = 0.0
                                         &#91;3&#93; = 0.01
                                         &#91;4&#93; = 1.401298E-45
                                         &#91;5&#93; = 0.0
                                         &#91;6&#93; = -0.20944

Anim TwentySix  - AnimSelection = &#34;damageAmmobelt&#34;
                         AnimSource = &#34;damage&#34;
                         AnimTransformType = 9
                         Transforms &#91;0&#93; = 0.0
                                         &#91;1&#93; = 1.0
                                         &#91;2&#93; = 0.0
                                         &#91;3&#93; = 1.0
                                         &#91;4&#93; = 0.0
                                         &#91;5&#93; = 1.0

[/QUOTE]

Also available is... for the list of Anims if the Anim has 7 Transform values then there is a structure of what is believed to be the &#39;start&#39; and &#39;end&#39; points...

getting all this and more into a useable format is not an easy task... it is difficult and very, very time consuming - it is very useful as &#39;reference&#39; material for doing one&#39;s own anims etc.

not much research is being done around this stuff at this end &#39;cause it&#39;s a lot of work... and it&#39;s hoped that BIS will provide How to&#39;s on animating the BIS ArmA mlods and more reference material through the biki regarding why things should be done in certain ways... that&#39;s all that is really required - then having to try and look at BIS content is not required to work out what to do and deduce why to do it...


edit:- the mlods previously linked to are now removed... thanks for your indulgence.

IcebirdMK
Sep 4 2007, 23:26
np_soldier_b_mlod (Synide)
Rewriting texture path&#33;
np_soldier_b (http://arma.hu/ARMA/addons/rus_sample/NPSoldier_1.01.rar) sample model with All texture & material specularity&#33;
http://arma.hu/ARMA/cikk/np_soldier_b_tex_1.jpg

Synide
Sep 5 2007, 09:00
@<hidden> very nice... materials are a &#39;whole new world&#39; eh?&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

have you tried it in game yet?

hoz
Sep 6 2007, 02:05
IcebirdMK Keep your images to less then 100kb as per the forum rules.

CameronMcDonald
Sep 6 2007, 11:56
Can someone please ODOL the US Special Forces model(s) with two kneepads and pants legs tucked in? I need them for my infantry&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Shadow NX
Sep 6 2007, 12:56
And please with sugar and a cherrie on top also a model with sleeves rolled up http://forums.bistudio.com/oldsmileys/smile_o.gif

RobertHammer
Sep 6 2007, 12:59
Can you ODOL the US Special Forces model and BH models too plz  http://forums.bistudio.com/oldsmileys/wink_o.gif

Synide
Sep 6 2007, 14:06
there might be some more us soldier models there now...

CameronMcDonald
Sep 6 2007, 14:09
Where? http://forums.bistudio.com/oldsmileys/huh.gif

Synide
Sep 6 2007, 14:10
Where?  http://forums.bistudio.com/oldsmileys/huh.gif
removed...

CameronMcDonald
Sep 6 2007, 14:12
YOU LITTLE BEAUTY&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

<claps Synide on the back + passes him a cold one>

PicVert
Sep 7 2007, 12:14
broken link

.kju [PvPscene]
Sep 7 2007, 13:16
both work fine here http://forums.bistudio.com/oldsmileys/smile_o.gif

by Synide

Quote[/b] ]links not available 24/7...

Jackal326
Sep 7 2007, 17:03
Nice work Synide, thanks for the public release of the core models, though the teture and material paths on the majority of them are borked and simple point to "edinys.paa" which I just realised is your name backwards...[major_disappointment] http://forums.bistudio.com/oldsmileys/huh.gif

CRIONYK
Sep 7 2007, 17:25
it&#39;s hard to retexture mlod models http://forums.bistudio.com/oldsmileys/huh.gif but there is a way now to edit arma models.

big thanks synide http://forums.bistudio.com/oldsmileys/smile_o.gif

Johannes
Sep 7 2007, 18:10
you dont have to retexture anything. The uv´s are still there just put on the correct textures with the "Face Propertys" Menu.

Lockheed Martin$ch
Sep 7 2007, 23:53
Since there are some other models converted to MLOD than just the sample models:

Is there any chance to get the civil Ural as MLOD? Would like to edit it a little bit http://forums.bistudio.com/oldsmileys/wink_o.gif

grazyboy
Sep 9 2007, 09:19
hi guys can, is there MLOD of the M4 SD? if not can some one make it pls http://forums.bistudio.com/oldsmileys/whistle.gif

CRIONYK
Sep 9 2007, 15:19
hello all

is there&#39;s a way to have more weapons ? (like M4SPR, M24, M107, G36s...) http://forums.bistudio.com/oldsmileys/biggrin_o.gif

also i have reworked SF US mlod and i got it to work in my arma with all textures and materials http://forums.bistudio.com/oldsmileys/smile_o.gif you just need to redone texture path then redone selections in model. they misses capital letters http://forums.bistudio.com/oldsmileys/wink_o.gif

MehMan
Sep 13 2007, 14:06
Ey Synide, is the FTP still on now are have you put it off for good? I hope you still keep it on at those hours you have it on, heh, I&#39;ve just figured out I need a model.

Also, did you perhaps also change one of the civs in shorts into MLOD? If not, could that be my request pretty please?

Snake Man
Sep 13 2007, 16:09
I have made private request for few additional building model MLOD&#39;s for Synide, if he would be so awesome and create those, I could then re-pack all the released MLOD&#39;s and RPT files and upload them to some accessible/24hrs download link.

Even if Synide cant/wont do those requests, I could still upload all the stuff at the moment in my posession. What I mean is; dont worry I have all the models and can happily share them.

MehMan
Sep 13 2007, 18:16
EDIT: Got it&#33;

Thanks Synide&#33;

RN Malboeuf
Sep 16 2007, 08:28
Any success with mass LOD&#39;s ?

Synide
Sep 16 2007, 11:12
Any success with mass LOD&#39;s  ?
...only the &#39;total mass&#39;... the mass per vertex is not available. And, therefore the distribution of mass around the model and where BIS modelers have tweaked the Center Of Gravity too is not available.

Baz
Sep 16 2007, 14:41
I have a small request, i&#39;m working on an ambulance hmmwv and I wouldl ike the MLOD version of the M113 ambulance from the game so I can use it for my interior.

Pathetic_Berserker
Sep 20 2007, 11:32
CHEERS to you, Synide

Just 10 mins looking through this stuff has answered soooo many questions&#33;

ryankaplan
Sep 25 2007, 17:33
hello there. I was hoping to make a Stryker with a Mobile Gun System on it (search google Stryker MGS), so i would really appreciate it if you could make an mlod version of any one of the strykers. If i succeed, we might even try and make a whole fleet of strykers, ranging from the Medical Stryker to Strykers with 120mm mortars (COC style) etc.

Iron+Cross
Sep 29 2007, 21:48
Quote[/b] ]hope this doesnt end like p3dedit..


I agree although they dont seem to be bothering if some one is doing it manuly?

which puts alot of strain on one guy, speeking of which.

great work&#33; but err could some one decode the opfor grenader? please. http://forums.bistudio.com/oldsmileys/smile_o.gif id like to add some custom Face Armor i found for the Soviet SSh-60 type helmate.

kinda like the u.s face armour used in Iraq, but its one part & has better protection of the neck.

Any of the OPFOR models would do realy, as longs they have helmet.

CRIONYK
Sep 30 2007, 20:24
hello

if you have queen&#39;s gambit, can you convert blufor mercenaries and opfor mercenaries ? please http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/inlove.gif

very big thanks for this useful work http://forums.bistudio.com/oldsmileys/notworthy.gif

hotshotmike1001
Oct 1 2007, 19:03
MLODs_by_Synide how do i get them to show the textures and make them work with the stock textures???

say for the Blackhawk and Littlebird MH6 i need to make them read the textures that are ment for the models any way to make that work??? in the 02 modeller it shows no textures in the textures part for the models http://forums.bistudio.com/oldsmileys/wow_o.gif

Jackal326
Oct 1 2007, 20:13
Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding.

Snake Man
Oct 1 2007, 20:17
Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding.
Right, but as for example the UH60MG is using two or more (cant remeber) textures... how do we differentiate which texture goes to which parts of the model?

If it would be to replace synide.paa with bis&#92;something.paa it would be easy.

Jackal326
Oct 1 2007, 22:09
Simply re-path the textures to the original textures. The UV Coordinates are intact, the faces just need the texture paths adding.
Right, but as for example the UH60MG is using two or more (cant remeber) textures... how do we differentiate which texture goes to which parts of the model?

If it would be to replace synide.paa with bis&#92;something.paa it would be easy.
Best bet is select the whole model and apply the general model texture (e.g. the main UH60 texture) then find the faces that look weird (i.e. the faces that don&#39;t use that texture) then find the texture that matches those faces, select them and apply the correct texture. Its pain-staking work, especially with the number of LODS involved in some of the models, but at the moment its necessary.

Synide
Oct 3 2007, 11:04
texture and material mappings per face are now available...
mass per vert. in Geo LOD is not available...
manual intervention is still required in most cases...

Ebud
Oct 4 2007, 20:35
if you can ever get the named selection weights for the unit models figured out... oh man... http://forums.bistudio.com/oldsmileys/smile_o.gif

Synide
Oct 5 2007, 04:47
if you can ever get the named selection weights for the unit models figured out... oh man... http://forums.bistudio.com/oldsmileys/smile_o.gif
hey Ebud,

could you clarify for me please... are you referring to the mass/weight per vertex in the Geometry LOD which therefore creates the models Center of Gravity?

Or, are you referring to some other sort of &#39;weight map&#39;?

If you are referring to the first then atm the moment this is not available.

However, as a stop gap measure the models Total Mass is placed in the Geometry LOD and it is split evenly between all vertices in the LOD.
This is of course not correct.

What is also available is the point that should be the models CofG (Center of Gravity).
So, atm an additional point is being created in the GeometryLOD and it is being given a Named Selection of "CenterOfMass".
This point is of course not part of the original model.
You would then have to tweak the mass values for each vert. in the Geometry LOD until you get the BLUE-X to match up with the "CenterOfMass" point.
Then you could remove this extra point or leave it there - &#39;sup to you really.

CameronMcDonald
Oct 5 2007, 04:53
How does this affect the models ingame, exactly? Is it a major issue?

Synide
Oct 5 2007, 05:08
"Center of Mass" or "Center of Gravity" if not done properly mostly affects vehicles and aircraft handling characteristics in-game. (just ask RockofSL..)

Most evident in Aircraft - if you don&#39;t at least attempt to modify the apportioned values in the the GeomteryLOD to get the BLUE-X to match up with this &#39;CenterOfMass&#39; selection point then you&#39;re wizzy planes handling will be very strange i&#39;d say...

Not so evident if left in the modified state as in these mlods, in character models... but quite easy for someone to copy over from BISoldier.p3d the &#39;Mass per Vertex&#39; values... so, characters shouldn&#39;t be a problem.

Essentially, you have to play with these values if you want to produce a quality Addon, imo - irrespective of whether you are creating a model from scratch or using the above...

Ebud
Oct 5 2007, 12:49
Well since I only work on unit models I was refering to how each named selection has different weights for each other named selection it&#39;s connected to. Not the Geometry weights, but the named selection weighting for animations.

Without that, the editable unit models we have, thanks to you, really need a lot of editing to be usable in-game rather than just examples to look at. There is a reason why these haven&#39;t been used except for only the gear, which is easier to edit and reweight. Just to get a full set of short sleeved arm lods repostioned, reweighted and reattached to the BIS demo soldier took a major effort http://forums.bistudio.com/oldsmileys/smile_o.gif

I&#39;m just grateful you were able to convert them and share as they are, anything else is just "icing on the cake".

Synide
Oct 5 2007, 15:07
Oh dear, it&#39;s been there available the whole time... just didn&#39;t know exactly what it was used for... an update will be forth coming...

RN Malboeuf
Oct 5 2007, 15:25
nice update http://forums.bistudio.com/oldsmileys/wink_o.gif
can you upload arma mlod drop particle ?
ca&#92;data&#92;particleeffects&#92;Fireandsmokeanim&#92;Fireanim.p3d

Ebud
Oct 5 2007, 15:28
I hope we&#39;re both thinking of the same thing.

Synide
Oct 5 2007, 23:35
@<hidden>   I think so...

Texture Weighting - denotes a Percentage used in calculating how much to deform various Textures connected to a given selection during animation? Is that correct?

Eg.

http://i198.photobucket.com/albums/aa15/sbeetham/Ebud.jpg

These are available... wip on another update...

Ebud
Oct 6 2007, 04:17
This will change everything http://forums.bistudio.com/oldsmileys/smile_o.gif I&#39;m really really excited now. If this really does work it really will usher in a new era of unit editing.

Synide
Oct 6 2007, 04:28
all the character models have been updated...

others when time allows...


nice update http://forums.bistudio.com/oldsmileys/wink_o.gif
can you upload arma mlod drop particle ?
ca&#92;data&#92;particleeffects&#92;Fireandsmokeanim&#92;Fireanim.p3d

http://forums.bistudio.com/oldsmileys/huh.gif&#33;&#33;&#33; - ok... 1 face, 4 verts converted...
removed

RN Malboeuf
Oct 6 2007, 06:48
??&#33;&#33;&#33; - ok... 1 face, 4 verts converted...
i know strange request - but i just couldn&#39;t get my own drop particle working http://forums.bistudio.com/oldsmileys/smile_o.gif

CameronMcDonald
Oct 6 2007, 09:16
OK, so, now that we have units with weights, I need a little hand here.

I&#39;ve got a unit with a custom vest model that needs weight values to be transferred from the original BIS ones. Assuming I&#39;ve got all the correct selections made up for the vest, how exactly do I do this?

Synide
Oct 6 2007, 09:49
have you tried having 2 instances of O2 open at the same time...

In the instance with your custom vest ctrl-c all the stuff you want... then alt-tab over to the other instance and ctrl-v...

seem to remeber it working... could be wrong though.

CameronMcDonald
Oct 6 2007, 09:57
Yeah mate, I regularly work with multiple copies of O2... but from which window to which window would I copy/paste? Just not exactly sure, is all.

Synide
Oct 6 2007, 15:02
i can only sugest that you&#39;d probably need to copy all weight mappings from the BISoldier for every LOD in that model that has textures... as they and the mesh are the things that the weight map influences when animating... and they&#39;d have to be copied to the same LOD&#39;s in your modified model... at a guess... not a modeller primarily.

Johannes
Oct 6 2007, 15:36
This will change everything http://forums.bistudio.com/oldsmileys/smile_o.gif I&#39;m really really excited now. If this really does work it really will usher in a new era of unit editing.
It works completly. Just got my new marine model, based on Synide&#39;s pilot rip, ingame http://forums.bistudio.com/oldsmileys/biggrin_o.gif

RavenDK
Oct 8 2007, 15:19
cool, and there is no deformation on the models arms?

Johannes
Oct 10 2007, 21:44
cool, and there is no deformation on the models arms?
Nope. Not at all works just fine

hotshotmike1001
Oct 14 2007, 06:08
report can you edit the texture paths for the weapons mlods and upload them to download so they use the stock textures?

Synide
Oct 14 2007, 07:39
thanks to recent efforts by durg78 model offset is now corrected and face orientation has had an alteration.

characters & weapons have been updated, but others have not...

@<hidden> they already do... read thread further back...

CRIONYK
Oct 14 2007, 09:24
please, where is link to updated weapons and models, i cannot find it :&#39;(

Synide
Oct 14 2007, 11:56
removed...
link not available 24/7

only characters & weapons were updated with corrected offset and face orientation...

CRIONYK
Oct 14 2007, 13:01
there is only @<hidden> (12 Ko) and vRespawn_v1c.Sara.pbo
(17 Ko) there is no other file http://forums.bistudio.com/oldsmileys/sad_o.gif perhaps it&#39;s a CHMod problem on your FTP...

Jackal326
Oct 14 2007, 15:19
there is only @<hidden> (12 Ko) and vRespawn_v1c.Sara.pbo
(17 Ko) there is no other file http://forums.bistudio.com/oldsmileys/sad_o.gif perhaps it&#39;s a CHMod problem on your FTP...
Works fine for me.

MehMan
Oct 14 2007, 15:40
Same here.

hotshotmike1001
Oct 14 2007, 18:15
Good work thank you Again

http://i26.photobucket.com/albums/c134/BigMike_2006/M136LL.jpg


this will replace the stock m136 model and it uses the aim point style optics

CRIONYK
Oct 14 2007, 18:32
@<hidden> : how do you access to mlods ? i really need them :&#39;(

Jackal326
Oct 14 2007, 20:09
@<hidden> : how do you access to mlods ? i really need them :&#39;(
I just clicked the link I quoted a couple of posts back that Synide posted. It might be an issue of your ISP. It works fine for me, I don&#39;t see any reason why it shouldn&#39;t work for anyone else other than ISP issues. Try refreshing the page once you&#39;ve clicked it, and keep refreshing to see if anything new shows up.

MehMan
Oct 14 2007, 21:04
Or you can try a different browser.

CameronMcDonald
Oct 15 2007, 01:23
Perhaps just my overwhelming modelling ignorance, but tell me, when a point (vertex) is blue in Oxygen, rather than red, what does this mean? And secondly, how do I make points that I select turn blue?

Just curious because I&#39;m naming selections on a new vest model, and I don&#39;t want it all to FUBAR when I get it ingame.

Synide
Oct 15 2007, 01:46
the &#39;blueness&#39; is to highlight the fact that the &#39;selection&#39; that the vert(s)/face(s) belong to has &#39;weighting&#39;...

eg. select a &#39;selection&#39;... all the vert(s)/face(s) pertaining to that &#39;selection&#39; are selected in the viewport.

now right-click the &#39;selection&#39; in the list of selections.

a little context menu appears... near the bottom is a menu item called &#39;Weights&#39; - click it.

a little modal dialog box appears...

http://i198.photobucket.com/albums/aa15/sbeetham/Ebud.jpg

it will show you how many &#39;selections&#39; the vert(s)/face(s) that make up this &#39;selection&#39; also make reference to 1 or more vert(s)/face(s) in this selection.

it allows you to alter the weighting given to each of these &#39;selections&#39;, which is used by the engine when it is animating the mesh of the model so that it deforms the mesh properly... and by proxy the texture/material that is applied to the mesh...

as clear as mud? do some googling for &#39;weight maps&#39;, &#39;amination&#39;, etc. etc.

note:- this has been an excercise in how many times i can mention &#39;selection&#39; in a post... &#39;cause i&#39;m at home today, bored.

CameronMcDonald
Oct 15 2007, 01:58
Thanks for the little explanation, mate - very useful. However, I think you missed what I was getting at.

Why are these points blue instead of red? I need to find a way to make my own points blue as well, so as to perfectly emulate the BIS selections.

Here&#39;s a pic:

http://i41.photobucket.com/albums/e265/CameronMcDonald/Points.jpg

The points only turn blue when a certain selection they are a part of is selected from the menu.

Synide
Oct 15 2007, 02:26
no, i didn&#39;t miss your point... they are blue because of the weightings... try it... all those verts you have selected in your picture, they belong to various &#39;selections&#39;...

find just one of the &#39;selections&#39; that those verts belong to in the list and left-click it... then right-click the selection name and select &#39;weights&#39; from the context menu...

you&#39;ll notice in the &#39;weights&#39; dialog that various &#39;selections&#39; listed have differing percentages... you can go through and alter the the percentages as you desire... they directly affect the models mesh deformation in game when animating.

this is what affects the &#39;blueness&#39; of the verts you are looking at... get it?


there&#39;s probably guides around that talk about weight mapping for models, but you&#39;ll probably have to trial and error it by loading an rtm and viewing in Buldozer while it animates...

of course to get that to work you have to go through the p3dm with a hex editor and rename ALL the selections to match the case of the selections in the rtm file...

schroeder
Oct 15 2007, 08:36
Synide, thanks for this wonderfull job. How did you manage to convert these models to mlod format, this is just incredible (and most appreciated)  http://forums.bistudio.com/oldsmileys/notworthy.gif

rstratton
Oct 15 2007, 20:05
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
traitor

TabloMaxos
Oct 15 2007, 20:20
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
traitor
Very smart from you&#33; You quote something that has been sayed three months ago. This is at least spam. Perhaps you could add him on payroll so he can work for the community and not for BIS.

On topic now:
Synide can you upload it somewhere else? The FTP does not work.

oyman
Oct 15 2007, 20:42
I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

good luck in your research.
traitor
Very smart from you&#33; You quote something that has been sayed three months ago. This is at least spam. Perhaps you could add him on payroll so he can work for the community and not for BIS.

On topic now:
Synide can you upload it somewhere else? The FTP does not work.
This is atleast spam.



Fix all those unwanted faces from that model in your sig http://forums.bistudio.com/oldsmileys/smile_o.gif.

NonWonderDog
Oct 16 2007, 00:15
What&#39;s left to do before these are fully functional? I tried to open up the Abrams model to fix the gunnerview position and the ~1/2 mil misalignment of the gun, but the model doesn&#39;t rotate its turrets in game. In addition, the tank bounces crazily when driving offroad and recoils violently when the main gun is fired, as if it had too little mass.

Or is there something I&#39;m missing?

Jackal326
Oct 16 2007, 07:36
Vert weight defines (which are screwed up as has been discussed these past 5 pages or so), and a correct cfgmodels (and/or model.cfg) file for the model. Without the model.cfg the model has no chance of working correctly (same as OFP&#39;s cfgmodel section of a config.cpp).

CameronMcDonald
Oct 16 2007, 13:26
OK, exactly what causes this The Thing-like deformation here? Is it incorrect weighting, incorrect selections, or both?

http://i41.photobucket.com/albums/e265/CameronMcDonald/Deform.jpg

Damn this is frustrating... I could have sworn I had the selections down pat. It seems even Synide&#39;s MLODs do the same thing when placed ingame... does this mean, like vehicles, that the character P3Ds are incomplete at this time? I could have sworn I saw some custom unit models back somewhere...

Shadow NX
Oct 16 2007, 14:45
When we tried to use the ripped models of the soldiers we didnt get them to work right ingame, they were just stuck in the ground... there were thousands of texture paths and stuff.

Or is there a solution we just dont know of?

CameronMcDonald
Oct 16 2007, 14:57
- I&#39;ve found one thing that may help. http://forums.bistudio.com/oldsmileys/smile_o.gif

Synide&#39;s MLOD models have selections, most of which are incorrect. They are named correctly, but the problem is that since the selection names are case sensitive. All of Synide&#39;s MLODs have selections in lower case, whereas the correct BIS ones seem to require capitals in certain places... eg. LeftArmRoll instead of simply leftarmroll or Leftarmroll.

Hope this helps some people. I&#39;ve got my DAPs working correctly now, and am working on other parts.

EDIT - Beware, there are some exceptions, namely _injury and facial selections.

Synide
Oct 16 2007, 23:59
i&#39;m sure this stuff has been mentioned in this thread b4... ages back...

here is the skinny... once and for all...

the selection names in these p3dm mlods are as per the selection names in the odol model file... the BIS binarize tool makes them lowercase when it odol&#39;s the model file.
binarize does a lot of stuff to the model to get it in an optimal state for use with the engine & directx.
--------------------------


Textures - textures and materials are correctly mapped to faces.

face orientation - has just recently been corrected - in the last 3-4-5 days (can&#39;t remember...) - thanks to durg78.

UV&#39;s - present and working. (2nd set if it exists is currently not being dealt with - most models don&#39;t have more than 1 anyway)

Selection Weight Mapping - present and working. - very important for animating character models...

Face Properties - still a few things to tidy up, like UserValue etc.

Sharp Edges - haven&#39;t got round to them...

Selection Names - present, but not correct case, so they don&#39;t match the rtm files - a work around (till these are sorted out) is for you to manually edit the p3dm in a hex editor and match the selection cases in trigger.rtm (for instance) - very important for animating character models... this was mentioned way back...

Model Offset - working/done. - very important for animating character models...

Animations - in the case of non-character models, which have anims - the accompanying .rpt file is presently being modified to list out the anims as you&#39;d create them in a model.cfg file. - this won&#39;t be perfect but it will be sufficient for you to copy & paste over into a model.cfg that you make.
- very important for animating non-character models...

Skeleton - the skeleton name & bones is listed in the accompanying .rpt file... again the bone names have been made lowercase by Binarize and this will be addressed shortly.
-very important for animating anything...

Vert Properties - some present, but a few more to deal with - not significant.

Centre Of Gravity or Centre Of Mass - not currently available. the Total Model mass is present in the Geometry LOD, but instead of the mass being distributed around the model as it should be, all the verts. have been apportioned the same &#39;weight&#39; as a percentage of the total. this of course means that the CoG of these models is not what the BIS odol version is. However, as a stop gap measure an extra Point has been added to the Geometry LOD that has been given a selection name called &#39;CentreOfMass&#39; - this point is where the BIS odol version&#39;s true Centre of Gravity should be... so you have to manually adjust the vert. weight distrubution in the Geom LOD till the BLUE-X matches up with this point. - very important for animating and general handling of the model in-game... especially non-character units, like aircraft for instance.

a major bit of work for you to do is create a working model.cfg file for a model - you&#39;d have to do this no matter what model you were using anyway.

there&#39;s probably other stuff that&#39;s been forgotten too mention just now... not perfect. this is of course if you are trying to re-use these in-game - if you&#39;re just looking at them as an educational excerise to see how a working good quality model should be produced for the ArmA game - then they are a good start in the right direction for you.

That is, one should be creating several resolution LOD&#39;s and several special-type LOD&#39;s for each of you&#39;re models. If you want to produce good, robust addons that work well in an MP environment.

As well as using specific materials in certain situations for producing maximum performance & effect.
Another example is when and where to use 2-pass materials.
Selections naming conventions, when/how to use certain anims... many more useful and insightful questions and answers can be gleaned.

the file format being written out is mlod - principally p3dm - other formats will not be produced &#39;cause this then means you have to open the output in O2PE and the reason&#39;s why should be transparent.

the tool is WIP, and it would have been provided to the community long ago except for 1 thing... there is an &#39;unknown blob&#39; that requires manual intervention to bypass when processing.


sidenotes...

the count of hours spent on this stuff has been lost sight of - too long - as, there is a huge desire to stop mucking around with this and start getting back into content creation.

it&#39;s always been an opinion that for community content to be good requires in-depth knowledge - was never about to sit around waiting for that knowledge to trickle down... hence.

been wondering lately whether arma modding is worth the amount of time spent to create... a bit of digressing... lol, of course it is &#33;
although, when that german company releases there effort... some time will be spent evaluating it&#39;s modding potential...

oh, and one last thing... regarding availability of links... not 24/7...

edit: PS... not all examples at the link have had the latest "face orientation&#39; & &#39;offset&#39; modifications applied to them... principally  only the characters, air & weapons (i think...)

MehMan
Oct 17 2007, 08:05
Thanks Synide&#33; We all really do owe you a lot.

CameronMcDonald
Oct 17 2007, 10:21
Agreed. I salute you, Synide - you make this all possible.

On an aside - one very simple and very quick question. I want to join two parts of a model together. For example, let&#39;s say I&#39;m joining an arm to a shoulder. How sexactly do I do this in O2? What&#39;s the magic button/method?

EDIT - Cancel that, answered my own question. Four vertices and F6 is your man.

schroeder
Oct 17 2007, 12:03
Many many thanks, Synide, for your work and explanations  http://forums.bistudio.com/oldsmileys/notworthy.gif

@<hidden>: I don&#39;t understand your answer to your own question. Can U please explain it a bit, I have the same problem (joining an arm to a shoulder for instance).

Thank you all  http://forums.bistudio.com/oldsmileys/smile_o.gif

CameronMcDonald
Oct 17 2007, 12:05
All you need to do is to select 4 vertices (points) and then push F6. O2 will then make a face between the 4 corners (thus joining the points). It&#39;s important, of course, to not forget to texture the new faces, of course.

Maddmatt
Oct 18 2007, 18:11
Hey Synide,
Could you please decrypt "nabojnice.p3d" and "nabojnice_small.p3d" in weapons.pbo? Kinda unusual request and I know it seems like a simple model, but it will be useful to me.

MechaStalin
Oct 19 2007, 05:35
Can anybody here or has anybody here extracted the unused SPG-9 recoiless rifle model from ArmA? If you haven&#39;t could someone? I&#39;d greatly appreciate it as me and a few other people are starting up a small deployable recoiless rifle project.

Files should be in weapons.pbo.

CRIONYK
Oct 20 2007, 07:50
sorry to spam again, but i tried each day of this week to access mlods on synide ftp but i never see anything. (i used IE 7.0 and firefox 2.0) i have 550 permission denied each time http://forums.bistudio.com/oldsmileys/mad_o.gif

can anyone help me ? or can anyone send me a compressed file with all latest versions of mlods ? ou direct link to mlod :&#39;(

very big thanks  http://forums.bistudio.com/oldsmileys/smile_o.gif

roguewar85
Oct 20 2007, 11:36
sorry to spam again, but i tried each day of this week to access mlods on synide ftp (203.97.251.53) but i never see anything. (i used IE 7.0 and firefox 2.0) i have 550 permission denied each time http://forums.bistudio.com/oldsmileys/mad_o.gif

can anyone help me ? or can anyone send me a compressed file with all latest versions of mlods ? ou direct link to mlod :&#39;(

very big thanks  http://forums.bistudio.com/oldsmileys/smile_o.gif
Check your pm&#39;s box http://forums.bistudio.com/oldsmileys/wink_o.gif

Jackal326
Oct 20 2007, 17:20
Its not just the day you try, its also the time as well. I doubt Synide is online for 24hrs on a monday, then not online until thursday for example. Its just a case of catching him at the right time.

MechaStalin
Oct 21 2007, 00:10
Thanks a ton for the SPG-9 model.

Synide
Oct 21 2007, 11:58
@<hidden> remove the ip address from you&#39;re post... as the german password bots have increased dramatically in the last 2 days...

@<hidden> thanks.

CameronMcDonald
Oct 22 2007, 11:40
Urm... can I please get access too? I need to borrow an M249 MLOD, if that&#39;s OK. Thanks in advance, guys.

Maddmatt
Oct 22 2007, 14:51
FTP is passworded? I wonder if the models I asked for are there, and could someone please PM me the password?
Sorry if I&#39;m being a pain, I just would like to have those 2 models.


Quote[/b] ]"nabojnice.p3d" and "nabojnice_small.p3d" in weapons.pbo
Please? http://forums.bistudio.com/oldsmileys/smile_o.gif

MehMan
Oct 23 2007, 06:35
FTP is passworded?
No.

NonWonderDog
Oct 23 2007, 07:12
It was asking for a password yesterday.

Anyway, thanks, Synide&#33;

I&#39;ve noticed, though, that some of the vehicle models seem to have some bugs that weren&#39;t in the first release. Some of them have misnamed LODs (LandContact instead of Memory, HitPoints instead of LandContact, etc.), and the models seem to be offset this time. The coordinates of the M1 Abrams matched up with modelToWorld before, they&#39;re wrong now.

The vehicles are also missing their hitpoint materials. These are the "user value" numbers in O2, being between 50 and 60 for everything. I have absolutely no idea how these are used by the game.

Anyway, all of that is easy enough for me to fix. Now I just need to figure out how to make it work in game so I can fix the sight location...


Oh, and can we get the "&#92;weapons&#92;granat" model? It&#39;s simple enough to make a new one, but I think there&#39;s a good chance that the current one has about 1000x too much mass. At least, I hope it does, since that would probably make the "Mk19 on full auto flips HMMWVs over" bug real easy to fix.

Synide
Oct 23 2007, 07:22
@<hidden> ... vehicles... hmmm... oh dear & bugger... will have a look.

removed
can you gimme an example of one of the "LODs misnamed" models?

the abrams LODs seem to be correctly allocated to the appropriate LODs...

been to busy, as mentioned above &#39;User Values&#39; have not been done (as yet)... please read.

as far as &#39;incorrectly offset&#39;... the general offset revision didn&#39;t appear to be model specific... as a litmus test, the BIHummer was odol&#39;d and then mlod&#39;d... it came back to the same as it started.

Maddmatt
Oct 23 2007, 16:45
Just downloaded those models. Thanks Synide http://forums.bistudio.com/oldsmileys/smile_o.gif

Synide
Oct 24 2007, 05:54
indeed... in DirectX a vert cannot belong to more than 1 face... binarize breaks apart the mlod... must have neglected to mention that publicly, apologies.
although, now i think about it, i&#39;m sure i (or someone else) mentioned that these mlod&#39;s need &#39;merge near - 0.001&#39; done on them...

.kju [PvPscene]
Oct 24 2007, 06:35
This Select all > Points> Merge near> set 0.0001 > Ok (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=76;t=68145) ?

roguewar85
Oct 24 2007, 08:57
Is that the same for the bodies ?

Synide
Oct 25 2007, 07:11
Is that the same for the bodies ?
yes, you should ctrl-a, F5 every lod and merge near 0.001...

AimPoint
Oct 26 2007, 01:40
Is that the same for the bodies ?
yes, you should ctrl-a, F5 every lod and merge near 0.001...

Sorry the stupid question,but do we have to do the same thing for the weapons too?

just to be sure.

Synide
Oct 26 2007, 03:50
don&#39;t quote me, but i&#39;m pretty sure that to make life easier (and faster) for the vertex shaders the BIS binarize tool breaks you&#39;re lovely connected mlod p3dm model in O2 into seperate faces so that it&#39;s easy to load the index buffer with all the vertices.

so, where you had say 2 faces...

face 1 = ABCD
face 2 = ABEF

where AB vertices belong to 2 different faces so the two are &#39;connected&#39;...

Binarize then does...

face 1 = ABCD
face 2 = GHEF

where AB and GH occupy the exact same positions in 3d space but are actually distinct vertices...

so, the upshot is with these decoded models is that one should probably &#39;merge near 0.001&#39; or &#39;merge near 0.0005&#39; on all models on all lods. (make yourself a script to do it... it&#39;s easy) - may not be necessary of course but seems entirely logical to do so...

wipman
Oct 29 2007, 19:47
Hi, sadly the M16A4 iron sighted MLOD has dissapeared, and the
Synide FTP server now have a unknown (for me) password for get
the BIS weapons MLODs that could do the real addon/mod makers
life, much more easy and will also save time speaking about work
and release dates. Let&#39;s C ya

Synide
Oct 30 2007, 02:22
it&#39;s offline till at least 10th november (have gone over 40gig traffic limit)... and, it&#39;s a bit of a pain to host them tbh...

.kju [PvPscene]
Oct 30 2007, 05:47
The guys from armaholic would gladly kick in I believe. http://forums.bistudio.com/oldsmileys/smile_o.gif
Armaholic.com provides free webspace for anyone in the arma community. (http://www.armaholic.com/page.php?id=893)
(At least as a permanent mirror).

JB™
Oct 30 2007, 18:48
The guys from armaholic would gladly kick in I believe. http://forums.bistudio.com/oldsmileys/smile_o.gif
Armaholic.com provides free webspace for anyone in the arma community. (http://www.armaholic.com/page.php?id=893)
(At least as a permanent mirror).
That sounds like a good option, keeps everyone happy http://forums.bistudio.com/oldsmileys/smile_o.gif

Major Blood
Nov 2 2007, 19:40
Hello all

First I need to thank Synide for all the work he has done on the mlods, so thank you very much.

Ok, I am obviously out of the loop and a little bit late on top of that. I wonder if anyone would be willing to pm the latest collection of mlods to me. I am searching for the sf model (helmet, pads, leg holster, ect), and various weapons (I think I saw a screen of the M136 a few posts back). I would be very greatful to anyone who could provide these. I only have the BIS models that were released around the time that the tools came out, and selection is pretty limited.

Thanks again

Later

Charlis
Dec 3 2007, 10:30
Hi all, congratulations and thank you very much Synide&#33;
That´s for sure was a really big help to crap modders like me http://forums.bistudio.com/oldsmileys/wink_o.gif hehe&#33;
QG has several new objecs and, among them there is a small cenografic wood boat, I saw it at the beach in Porto island.
Could you make this model available? I missed a non-military boat for Arma.
If not possible, no problem at all and I still thnak you very much for all you alredy done&#33;

Best regards;

Charlis

Lester
Dec 7 2007, 16:27
Is it possible to get a satchel as MLOD ?

[APS]Gnat
Dec 16 2007, 00:42
Hate doing requests Synide, but I&#39;m interested in what BIS uses for LODs, memory points and model named selections on water craft .... particularly the armed units.
.... as BIS didn&#39;t provide a sample model of those ......

If you can, cool, if not, np.
Cheers,
Gnat

Lennard
Dec 19 2007, 15:48
@<hidden> Synide

A little request could you make the AH-1Z in MLOD? Would be cool
thanks.

Lennard. http://forums.bistudio.com/oldsmileys/wink_o.gif

Abs
Dec 23 2007, 08:13
If you&#39;re taking requests, mate, can you do the M16 that the RACS use? I&#39;d really like to make a C7 pack. Thanks in advance http://forums.bistudio.com/oldsmileys/smile_o.gif

Abs

USSRsniper
Jan 4 2008, 14:38
just a small question, when will be FTP online? It was down for a while.

RN Malboeuf
Jan 7 2008, 11:59
Quote[/b] ]just a small question, when will be FTP online? It was down for a while.
really bad there&#39;s no mirror http://forums.bistudio.com/oldsmileys/sad_o.gif

RN Malboeuf
Jan 7 2008, 12:30
Q
thanks. but it&#39;s far not as comfortable to use. for ex. I don&#39;t have traffic for everything - thus Synide&#39;s ftp with different models was better solution

.kju [PvPscene]
Jan 7 2008, 14:38
true. a ftp sync (or like its called) would be neat http://forums.bistudio.com/oldsmileys/wink_o.gif

Martin_BM
Jan 8 2008, 18:41
Anyone have hummer with TOW ?
Please Please Please http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif

BilOlson
Jan 9 2008, 11:18
First off thanks to Sy for the MLOD&#39;s, very much appreciated.

Is the FTP down now? Any chance to get PW pm&#39;d to me so when it is up?

Synide
Jan 9 2008, 11:30
The HDD and the associated hardware that housed it along with all stuff ArmA related died an unnatural death over the new year. So, they&#39;ve all been redone.. well mostly.

There is a mirror already setup with weaps, air, bodies and vehicles all redone into large rar files.
thought it prudent before posting the link details to check with someone from BIS... awaiting some response. If there&#39;s no response tomorrow then the links will be posted... maybe even here... it&#39;s holidays and lazy summer days abound...

RN Malboeuf
Jan 9 2008, 11:33
Synide
BTW... i was wondering from what version of the game those mlods were ?

Synide
Jan 9 2008, 11:35
hmmm... 1.08/1.09

RN Malboeuf
Jan 9 2008, 18:41
Quote[/b] ]If there&#39;s no response tomorrow then the links will be posted... maybe even here...
ftp was working for some months... did you get any troubles with bis for that resource ? just wondering what responce you are waiting for. looking forward to see your ftp back soon

Jackal326
Jan 9 2008, 20:46
Quote[/b] ]If there&#39;s no response tomorrow then the links will be posted... maybe even here...
ftp was working for some months... did you get any troubles with bis for that resource ? just wondering what responce you are waiting for. looking forward to see your ftp back soon
I think the main problem was sheer bandwidth (over)usage.

Synide
Jan 10 2008, 01:59
edit: links removed as per request from Placebo.

RKSL-Rock
Jan 10 2008, 02:57
say thanks to Rock.
You&#39;re welcome mate. But you&#39;ve fluffed the links...

...

BilOlson
Jan 10 2008, 12:23
Thnx Rock&#33; Very much appreciated..

[APS]Gnat
Jan 10 2008, 12:31
Thx &#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Atsche
Jan 10 2008, 19:28
Ahh beautifull ...thx for the bind pos syn http://forums.bistudio.com/oldsmileys/wink_o.gif

MehMan
Jan 10 2008, 21:16
say thanks to Rock.
Thank you Rock&#33;

RKSL-Rock
Jan 10 2008, 21:32
say thanks to Rock.
Thank you Rock&#33;
LOL its Synide you need to thank. Ive just given him some web space because he helped me out.

-=ENGENER=-
Jan 14 2008, 14:40
Where it is possible to get MLOD versions of models of furniture and all other interior

Miles Teg
Jan 14 2008, 20:21
Has anyone gotten the MLOD&#39;s of any shoulder launched anti-tank weapons?http://forums.bistudio.com/oldsmileys/huh.gif  (M184 and Javelin).    

I urgently need to figure out what in the hell I&#39;m doing wrong as I ALMOST have my Shipon tandem-warhead AT rocket working for my mod&#39;s IDF soldiers, but it does some wierd stuff like turning into an AT-4 when it loaded despite having the modelspecial link to the loaded model.  Its very wierd.

Edit- Just fixed the positioning problem, but still have the loaded AT-4 model problem where my loaded Shipon model is NOT appearing. arrrrrrrrrrrrrrrg....so close to getting this rocket to work&#33;&#33;&#33;&#33; So close yet so far....

   I also have a Spike SR shoulder launched ATGM (similar to the Javelin) that I need to convert later as well.

Can anyone offer any advice or models for getting the Shipon to work?


Chris G.
aka-Miles Teg<GD>

Jackal326
Jan 14 2008, 21:41
APPARENTLY (read: just basing this on what I&#39;ve read on these forums, i haven&#39;t got around to testing it myself yet), but modelspecial is based in the MAGAZINE class, rather than the WEAPON define, so make sure if the AT round you&#39;re using is inheriting from a current AT round class, that the modelspecial define is located in the ROUND class rather than the weapon define.

Miles Teg
Jan 14 2008, 23:41
Bingo&#33; Thank you Jackal. You and SFC.ITZHAK told me basically the same thing and it worked... still was a pain in the ass minding the stupid "};" signs and all that...one more or one less anywhere and it screws up everything.....drove me nearly insane tracking figuring out how many there were supposed to be in one section of the cfgmagazines as different configs I was looking at had different configurations. Thankfully at least ArmA gives you some clues about the error (sometimes) when it gives you the error.

Anyways...the problem is now solved. Thank you folks... now I face the daunting task of converting the Spike SR ATGM.
Wish me luck. Hopefully I&#39;ve got all the brunt of the work behind me now that I somewhat know what I&#39;m doing although I&#39;m still using a bit of a "trial and error" methodology.
Tedious tedious tedious....
But worth it when ya see the rocket go "SWOOOOSH" and the tanks go BOOOOOM&#33;&#33;&#33;&#33;
http://forums.bistudio.com/oldsmileys/smile_o.gif


Chris G.
aka-Miles Teg<GD>

-=ENGENER=-
Jan 15 2008, 20:58
need vlajkastozar end flag MLOD

madmedic
Jan 16 2008, 19:12
Has anyone got a cfgmodels, and cfgskeletons that will work with the uh60, and other helicopters?

I can not get the darned thing ingame properly.

.kju [PvPscene]
Jan 16 2008, 23:05
very nice cervomix http://forums.bistudio.com/oldsmileys/smile_o.gif

cervomix
Jan 29 2008, 15:40
We removed our MLOD section on BIS request. http://forums.bistudio.com/oldsmileys/sad_o.gif

.kju [PvPscene]
Jan 29 2008, 16:58
interesting ... http://forums.bistudio.com/oldsmileys/banghead.gif


Quote[/b] ]MLOD Models have been removed on BIS&#39; request, since ARMA EULA clearly prohibits reverse engineering.

cervomix can you still keep the section online, just without the
files?
That way people could get an overview and look for the files
else where ..

Placebo
Jan 30 2008, 04:16
Reverse engineering of ArmA is both illegal and contrary to the EULA, there will be no such discussion on these forums, there will be no links to tools for doing such things nor links to the fruits of those tools&#39; labour, any breaking of these rules will be perm banned immediately.

Any sites which host tools for reverse engineering our software, or host the fruits of such reverse engineering will become "persona non grata" from these forums. If the webmaster of such sites refuse to remove such files from their servers then they will be perm banned from these forums and anyone directly involved with the site will be perm banned from these forums.

Placebo
Jan 31 2008, 13:45
Clarification on the MLOD release issue. (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=71500;r=1;&#top)

Hopefully the above link will help resolve any lingering concerns.