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Thread: O2 interface tutorial

  1. #1
    Sergeant Major
    Join Date
    Apr 6 2002
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    I have took the time to make a basic O2 Interface tutorial, that would give users a basic understanding on how O2 works, and its features. I will not go into Gizmo mapping, ect. or any advanced tools, though.
    You can download it Here




  2. #2
    Guest
    Excellent, Scorpio

    Here is the word list that you had a link to. It might be a useful part of the faq:
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// czech words in &#39;Operation*Flashpoint&#39; resources
    // in alphabetical order, best viewed with fixed width fonts &#40;Courier&#41; in any plain text editor/viewer &#40;search function would be useful&#41;
    // special abbreviations used&#58; abbreviation {abbr}, slang {sl}, adjective {adj}, diminutive {dim};
    // version 0.04 &#91;2002-06-20&#93; by &#39;a-lone-wolf&#39; &#58; sorry, for any mistakes included ...
    alt altimeter {abbr}
    apac apache
    asfalt asphalt
    asfaltka asphalt, blacktop_road
    auto car
    barabizna hovel, shack
    beden boxes
    bedna box
    beton concrete
    bily pozicni blik white positional blinker
    bok side
    brejle glasses {sl}
    bricho stomach, abdomen
    bryle glasses
    brzdove svetlo brake light
    budova building
    cerveny pozicni red positional
    cerveny pozicni blik red positional blinker
    cislo number
    cisterna cistern, tank
    civilista civilian
    clun boat
    ctverec square
    dalekohled binoculars
    delo gun
    dlouha long
    dlouhe long
    dlouhy long
    domek small house, cottage
    doplnovani filling up, replenishing, completion
    drevtank wooden_tank {abbr}
    dum house
    elektronika electronics
    granat grenade
    granatomet grenade_launcher
    grupa group {sl}
    helma helmet
    hlaska watchtower
    hlava head
    hlina soil
    hodinova hourly
    horizont horizon
    horni upper
    hospoda pub
    hrobecek grave {dim}
    hromada stack, pile, heap
    hromada_beden heap_&#40;of&#41;_boxes
    hrudnik chest
    humr hummer, humvee, hmmwv {sl}
    kameny stones, rocks
    kanon cannon, gun
    karoserie car_body, coachwork
    kasna fountain
    klapka flap, aileron
    koberec carpet
    kola wheels
    kolL wheel_Left {abbr}
    kolo wheel
    koloL wheel_Left {abbr}
    koloP wheel_Right {abbr}
    kolP wheel_Right {abbr}
    kompas compass
    konec granatometu end &#40;of&#41; grenade_launcher
    konec hlavne end &#40;of&#41; barrel
    konec L svetla end &#40;of&#41; Left light {abbr}
    konec P svetla end &#40;of&#41; Right light {abbr}
    konec svetla L end &#40;of&#41; light Left {abbr}
    konec svetla P end &#40;of&#41; light Right {abbr}
    konec svetla PL end &#40;of&#41; light Front_Left {abbr}
    konec svetla PP end &#40;of&#41; light Front_Right {abbr}
    korba hull
    kostel church
    kostelik chapel
    koule sphere
    koulesvetlo sphere_&#40;of&#41;_light {abbr}
    kov metal
    kozlice superposed_shotgun
    kridlo wing
    krizek small_cross
    krk neck
    krouzek small_circle
    krychlicka small_cube
    kulas machine_gun {sl}
    kulomet machine_gun
    kurzor cursor
    kus piece
    kusplechu piece_&#40;of&#41;_plate
    l raketa left rocket {abbr}
    l strela left missile {abbr}
    L svetlo Left light {abbr}
    lafeta gun-carriage
    latka fabric, material
    lauf barrel {sl}
    lbiceps left_biceps {abbr}
    lchodidlo left_sole_of_the_foot {abbr}
    les forest
    leva smerovka left rudder
    leva vejskovka left elevator {sl}
    levy left
    levy kolo left wheel
    levy prach left dust
    levy predni left front
    levy predni tlumic left front shock_absorber
    levy prostredni left middle
    levy prostredni tlumic left middle shock_absorber
    levy zadni left rear
    levy zadni tlumic left rear shock_absorber
    lholen left_shin {abbr}
    lloket left_elbow {abbr}
    lod ship, vessel
    lrameno left_shoulder {abbr}
    lsroub left_propeller {abbr}
    lstehno left_thig {abbr}
    lzadek left_butt {abbr}
    majak lighthouse
    mala small, little
    mala osa small axis
    mala vrtule small rotor
    mala vrtule blur small rotor blur
    mala vrtule staticka small rotor static
    mapa map
    mensi smaller
    mesto town
    minutova minute {adj}
    mireni aiming
    miridla sights
    motor engine
    mrizka small_grill, lattice
    mrtvola dead_body, corpse
    munice ammunition
    nabojnice cartridge_case
    nabojniceend cartridge_case_end
    nabojnicestart cartridge_case_start
    nejty rivets {sl}
    nemocnej sick {slang}
    noha leg
    nohy legs
    nohybok legs_side
    nozka small_foot
    oblicej face
    ocas tail
    ohniste fireplace
    ohorela charred
    ohorelavec charred_thing
    okno window
    optika optics
    optika_strela optics_missile
    osa axis
    osa leve smerovky axis &#40;of&#41; left rudder
    osa leve vejskovky axis &#40;of&#41; left elevator {sl}
    osa leveho kola axis &#40;of&#41; left wheel
    osa prave smerovky axis &#40;of&#41; right rudder
    osa prave vejskovky axis &#40;of&#41; right elevator {sl}
    osa praveho kola axis &#40;of&#41; right wheel
    osa predniho kola axis &#40;of&#41; nose wheel
    osa vejskovky axis &#40;of&#41; elevator {sl}
    OsaHlavne Axis_&#40;of&#41;_Barrel
    OsaHlavneVelitele Axis_&#40;of&#41;_Barrel_&#40;of&#41;_Commander
    osasterL axis_&#40;of&#41;_windscreen_wiper_Left {abbr}
    osasterP axis_&#40;of&#41;_windscreen_wiper_Right {abbr}
    OsaVelitele Axis_&#40;of&#41;_Commander
    OsaVeze Axis_&#40;of&#41;_Turret
    osavolantkon axis_&#40;of&#41;_steering_whel_end {abbr}
    osavolantzac axis_&#40;of&#41;_steering_whel_start {abbr}
    osa_alt axis_&#40;of&#41;_altimeter {abbr}
    osa_buben axis_&#40;of&#41;_drum
    osa_horizont axis_&#40;of&#41;_horizon
    osa_kompas axis_&#40;of&#41;_compass
    osa_mph axis_&#40;of&#41;_speed_indicator
    osa_nm_alt axis_&#40;of&#41;_altimeter &#40;elevation above sea level&#41; {abbr}
    osa_poklop axis_&#40;of&#41;_hatch
    osa_radar axis_&#40;of&#41;_radar
    osa_rpm axis_&#40;of&#41;_rpm &#40;revolution counter&#41;
    osa_rychlo axis_&#40;of&#41;_speed_indicator {abbr}
    osa_rychlo axis_&#40;of&#41;_speed_indicator {abbr}
    osa_time axis_&#40;of&#41;_time
    osa_ukazsmer axis_&#40;of&#41;_point_direction
    osa_vert_speed axis_&#40;of&#41;_vertical_speed {abbr}
    osobnost personality
    OtocHlaven Turn_Barrel
    OtocHlavenVelitele Turn_Barrel_&#40;of&#41;_Commander
    OtocVelitele Turn_Commander
    OtocVez Turn_Turret
    p raketa right rocket {abbr}
    p strela right missile {abbr}
    P svetlo Right light {abbr}
    padak parachute
    palivo fuel
    paluba deck
    papir paper
    pasanimL track_animation_Left {abbr}
    pasanimP track_animation_Right {abbr}
    pasL track_Left {abbr}
    pasoffsetL track_offset_Left {abbr}
    pasoffsetR track_offset_Right {abbr}
    pasP track_Right {abbr}
    pasy tracks
    pbiceps right_biceps {abbr}
    pchodidlo right_sole_of_the_foot {abbr}
    pholen right_shin {abbr}
    pisek sand
    plast plastic
    plech sheet, plate
    ploket right_shin {abbr}
    plot fence
    pneu type {abbr}
    podkoloL under_wheel_Left {abbr}
    podkoloP under_wheel_Right {abbr}
    podlaha floor
    podsvit pristroju backlight &#40;for&#41; devices
    podvozek chassis
    poklop hatch
    poskozeni damage
    prameno right_shoulder {abbr}
    prava smerovka right rudder
    prava vejskovka right elevator {sl}
    pravy right
    pravy kolo right wheel
    pravy prach right dust
    pravy predni right front
    pravy predni tlumic right front shock_absorber
    pravy prostredni right middle
    pravy prostredni tlumic right middle shock_absorber
    pravy zadni right rear
    pravy zadni tlumic right rear shock_absorber
    predni front
    predni kolo nose wheel
    pristresek shed
    prkna boards, planks
    prolis extrude
    provizorni provisional, temporary
    pruchozi through
    psroub right_propeller {abbr}
    pstehno right_thig {abbr}
    pytel bag
    pytle bags
    radar radar
    radarKons radar_Mounting {abbr}
    raketa rocket, missile
    rampa ramp
    rapid Skoda_sport_car
    ret lip
    ridic driver
    roura pipe
    ruce hands
    ruka hand
    rus russian
    rychlo speed {abbr}
    rychlost speed
    rzadek right_butt {abbr}
    schema diagram, scheme
    sedacka seat
    sektor sector
    silnice road
    sipka arrow
    sklo glass
    sklo L glass Left {abbr}
    sklo P glass Right {abbr}
    sklo predni L windscreen Left {abbr}
    sklo predni P windscreen Right {abbr}
    sklo zadni glass rear
    skodovka Skoda_car {sl}
    sluchatko earpiece
    smer direction
    snura cord
    snurky strings, twines
    spaleniste site_of_a_fire
    Spice rakety spike &#40;of&#41; rocket
    spodni lower, bottom
    spodni ret lower lip
    stabilizator stabilizer
    stan tent
    staticka static
    stena wall
    steracL windscreen_wiper_Left {abbr}
    steracP windscreen_wiper_Right {abbr}
    sterk gravel
    stit shield
    stopa mark, print
    stopa PLL mark_Front_Left_Left {abbr}
    stopa PLP mark_Front_Left_Right {abbr}
    stopa PPL mark_Front_Right_Left {abbr}
    stopa PPP mark_Front_Right_Right {abbr}
    stopa ZLL mark_Rear_Left_Left {abbr}
    stopa ZLP mark_Rear_Left_Right {abbr}
    stopa ZPL mark_Rear_Right_Left {abbr}
    stopa ZPP mark_Rear_Right_Right {abbr}
    stozar pole, flagpole
    stul table, desk
    stulsuplik table_drawer
    suplik drawer {dim}
    sutr stone {sl}
    svetla light {adj}
    svetle light {adj}
    svetlo light
    svetloPL light_Front_Left {abbr}
    svetloPP light_Front_Right {abbr}
    svetly light {adj}
    tankista member_of_tank_crew
    telefon telephone
    televize TV_set
    televizesvideem TV_set_with_video
    telo body, figure
    terc target
    traktor tractor
    trojuhelnik triangle
    trup body, hull, fuselage
    ukaz point, show
    ukazsmer point_direction
    ukaz_rpm indicator_rpm {abbr}
    ukaz_rychlo indicator_speed {abbr}
    usti muzzle
    usti granatometu muzzle &#40;of&#41; grenade_launcher
    usti hlavne muzzle &#40;of&#41; barrel
    vec thing
    vejskovka elevator {sl}
    velka big
    velka osa big axis
    velka vrtule big rotor
    velka vrtule blur big rotor blur
    velka vrtule staticka big rotor static
    velke big
    velky big
    vez tower, turret
    vicka eyelids
    videem video
    vlajka flag
    vojak soldier
    volant steering_wheel
    vrtule propeller, rotor
    vrtule blur propeller blur
    vrtule staticka propeller static
    vyfuk konec exhaust end
    vyfuk start exhaust start
    xicht face {sl}
    zada back
    zadek butt
    zadni back, rear {adj}
    zadni svetlo rear light
    zamerny aiming_point, line_of_sight
    zasleh flash
    zbran weapon
    zebra ribs
    zeleny pozicni green positional
    zeleny pozicni blik green positional blinker
    zidle chair&#40;s&#41;
    zidlicka small_chair
    znaceni marking
    znacka road_sign
    zranen wounded
    zrcadlit reflect, mirror
    zrcadlovky glasses &#40;reflex&#41;
    zvonice bell_tower
    [/QUOTE]<span id='postcolor'>

  3. #3
    Good tutorial.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">6. View LOD. ***Not named for a crew position, so I&#39;m not really sure what it does.[/QUOTE]<span id='postcolor'>

    There is no such LOD available in my copy of O2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">7. Hit Point LOD. ***Not used it yet, presumably for defining damage taken in various areas of the model. ***Confirm.
    [/QUOTE]<span id='postcolor'>

    Yes. You can define in the cpp how much dammage each part can take and if the bullet will pass through that part or not.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).[/QUOTE]<span id='postcolor'>

    Mhh... I don&#39;t think so. I&#39;m pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I&#39;m guessing here.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Components – These are parts of the model that define Geometry LOD’s[/QUOTE]<span id='postcolor'>

    Not neccesarily. Component## is the name O2 uses if you let it search for the parts of the model. A single vertex can be a component too. You can use them in any LOD, however naming of the modelparts like this is essential for the geomtry lod&#39;s AFAIK.
    My addons/tools
    ArmA 2 tool: Generate English language Patch for vanilla and/or beta patched German ArmA2 Installs

    ArmA 1 Addon: Fix for BIS M119 and D30 Models (still not fixed by BIS in Patch 1.18)
    Download it at armaholic.com or armedassault.info.

  4. #4
    Sergeant Major
    Join Date
    Apr 6 2002
    Location
    Manchester, UK.
    Posts
    1,685
    Author of the Thread
    Ok, I updated the tutorial. Thanks KKB.
    Anymore feedback would be appreciated.

    Download New Update




  5. #5

    Post

    I can update/extent the czech translation if necessary...
    Highlight your wishes...
    a-lone-wolf

  6. #6
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KKB @ Aug. 26 2002,17:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">View Geometry LOD. it is important for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible).[/QUOTE]<span id='postcolor'>

    Mhh... I don&#39;t think so. I&#39;m pretty sure that if there is no special geometry LOD defined then the definitions from the standard geometry LOD are used by the engine, except for the rendering objects behind part. At least it is the case for the fire geometry. But I&#39;m guessing here.[/QUOTE]<span id='postcolor'>
    I did some testing (model was basicaly only a big cube in the geometry lod).

    It is like I thought, if there is no view geometry LOD then the engine uses the normal geometry lod ( including not rendering objects behind it)

  7. #7
    If there isn&#39;t View GEometry LOD, engine uses Fire Geometry, and if it isn&#39;t there too, engine uses Geometry LOD.. :-)

  8. #8
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ Aug. 26 2002,14:33)</td></tr><tr><td id="QUOTE">I will not go into Gizmo mapping, ect. or any advanced tools, though.
    You can download it Here[/QUOTE]<span id='postcolor'>
    Nice.... BUT I think for many of the peeps already here, things such as this are what we really want. Anyone can play around and figure out some of the intuitive features. That&#39;s we we all did it. It&#39;s the functions that are very specific to 3d modeling and/or to O2 that are not self explanitory that will generate most of the serious questons.

    Maybe not... I just want to know

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