Guest Posted November 12, 2003 I have O2 and Buldozer installed as Brsseb's tutorial points out. Textures are showing ok in Buldozer, but in-game it's a white object, a rifle in this case. It can be fired and edited via config.cpp all that's not ok is that textures added on O2 are not showing up. Share this post Link to post Share on other sites
hardrock 1 Posted November 13, 2003 please write exactly which paths you use for the textures in o2, they have to be the name of your pbo (without ".pbo") followed by "\mytexture.pac" Share this post Link to post Share on other sites
Guest Posted November 14, 2003 I'm not sure that I got exactly what you mean. Here are my paths and file names: O2->File->Options->DLL folder=c:\ofpedit\O2 c:\ofpedit\O2  <- O2 program files c:\ofpedit\nitro  <- all textures, config.cpp and 3D model c:\ofpedit\nitro\ne.p3d  <- model I applied textures in O2 by using 'A' and 'B' keys, there are several .gif and .pac pictures in c:\ofpedit\nitro and I can't remember which file was used on which parts of the weapon. Problem perhaps is that texture files have wrong names? I just named them something, I thought PBOTool would do the necessary operations when compressing the .pbo Share this post Link to post Share on other sites
Footmunch 0 Posted November 14, 2003 Eagle: If you've used GIF's to texture the model, then O2 will have converted them to PAC's automatically. You can delete all the GIF files from the nitro directory (or move them somewhere else to keep a back-up). You've done the 'subst' trick as well, yes? To see what textures are being used, hit Alt-T in O2. This brings up the tex window. All the textures used should be something like "\nitro\texname.paa" (without the quotes). If you hold down Ctrl, and double click on a texture in the list, you can select all the polygons that use that texture. You can then close the texture list (or right click on O2), hit E, and change the tex file used at the bottom of the dialog box to the 'correct' texture file. Share this post Link to post Share on other sites
Guest Posted November 14, 2003 I guess I haven't done that 'subst' trick, as I don't recall reading about it in the tutorials. So what's that trick anyway? I made the crate-tutorial from Brsseb's page and textures of that crate DO show in-game. So my O2 is working, it's just something I'm missing with my own addon. About the texture paths, I checked what you wrote about them, and yes, every textures has paths OK, ie. "nitro\texturename.pac". I use .pac for weapon textures and .paa files for muzzle flash. It feels pretty much stupid to be not able to see my own textures. I guess it's hard to explain everything by writing, I could of course send that .p3d&textures via e-mail if someone cares enough to have a quick look Share this post Link to post Share on other sites
BraTTy 0 Posted November 15, 2003 Are you sure all your visual LODs are textured? Can't just texture the first lod. And you can't just change the name of the addon directory without changing all the texture paths I'm not saying you did,just checking. And theres a chance that you made your view lod objects larger than your addon and blocking the viewing of your addon Share this post Link to post Share on other sites
Footmunch 0 Posted November 17, 2003 The 'subst' trick is to fool Buldozer into thinking it's off the root dir - I had to do this in order to get textures working, but I'm not sure if it's necessary anymore. Anyway, if you've got a directory called "c:\opfedit", with all the exe's and addons at and below that dir, then you need to create a batch file ("adddrive.bat") that says: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">subst c:/opfedit p:/ This creates a new 'drive' named P. Note that you should also update shortcuts to O2 that reflect this change. Also, you can make a shortcut to this batch file and put the shortcut into Startup, so that the p drive gets created on boot. As I said, if Buldozer is working, then you should be okay. What are you using to create the PBO? Share this post Link to post Share on other sites
Guest Posted November 17, 2003 Thanks to you about helping me. textures are working ok now, as O must have had wrong paths in O2. I can't remember exactly becoz I tried lot's of different fixes. But my first add-on is that much more close being ready Thanks again. Share this post Link to post Share on other sites
BraTTy 0 Posted November 17, 2003 Yes it was prolly what Footmunch said, I don't remember if it can have extra paths as mine is right off my d: drive. Share this post Link to post Share on other sites
Bigfoot209th 0 Posted January 26, 2005 doh...same trouble here, I wish the exact cause was found. How many LOD's MUST you have for an object, and which ones need texturing? I have the 0.00 LOD, geometry LOD with weight, and land contact LOD...only my 0.00 LOD is textured. Is there a view LOD that is mandatory for seeing it from the outside and does that one need texturing? thanks for the noob help. Brsseb is getting me this far... :-) Share this post Link to post Share on other sites
Bigfoot209th 0 Posted January 29, 2005 I really tweaked with my paths to try every possible combination and that doesn't seem to be it. I keep thinking it's a LOD I need to texture or maybe I need another LOD just for distances involved...it's a huge aircraft carrier, floating nicely in the bay with its gleaming white paintjob... :-) It also blinks out when I'm very close in a chopper, but it doesn't blink out when I'm parachuting out of the chopper over it. Share this post Link to post Share on other sites