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Thread: using object proxies

  1. #1
    If u happened to be searching for an answer to proxies, hope this may help.

    When creating non-vehicular addons, u may wanna make use of ofp or your own addons as proxies the way we use proxy missiles onto our aircraft. It is possible. This is just an example of how i use the proxy trees to complement my PCfoxhill addon.

    1. After i have completed my addon, in resolution LOD, i just click on create and added the tree proxy from the data 3d file.

    2. Saved the addon and loaded into ofp. NO TREES!!!!

    3. Went back to O2, copy and paste the proxy tree from resolution LOD into View Geometry LOD. Saved and loaded into ofp. YES!!!!!!!!! Trees at last...BUT SOLDIERS CAN WALK THRU - NO GEOMETRY LOD!!!!

    4. Went back again into 02, copy and paste tree proxy from resolution LOD into Geometry LOD. Saved and loaded into ofp. VOILA!!!! working proxy tree.

    5. Basically to cut a long story short, just load the addon proxy thru the create command into resolution, geometry and view geometry and u should be about to have a working proxy object. NO ADDITIONAL CONFIG WRITTEN NEEDED.

    6. Should u wanna view the proxy in bulldozer, u will need to:-
    a. add in the path of your addon, eg.- proxy:\xaddon\x.p3d Remember to erase off the paths once u wanna makepbo, eg - \xaddon\x.p3d becomes proxy:x otherwise ofp engine wont recognise the proxy.

    7. Col Klink is pioneering the DIB concept but i am not sure how it is implemented, however based on my own experiments, it seems the proxies will work for objects smaller than 50m or up to its geo limits. Anything bigger than 50m, u would have the proxy appear ingame base on the method used above but will not have any LOD, but i could be wrong.

    All the best!

  2. #2
    Master Gunnery Sergeant
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    Well done Philcommando. This is the first step in the DIB process.
    If the user wants to include his own objects the path of the object proxy must reflect the addon path; e.g. proxy:\cwk_dyntutorial\door1.01. If I strip off the path as in: proxy:door1.01 OFP cannot find it. However the data3d objects are stripped of the path.
    The DIB process uses the proxy as a place holder so that addons themselves can be placed. For example the door above is interactive, e.g. can open and close, be blown open etc, so it would be replaced by the addon itself. Likewise other interactive objects would be done in much the same manner.
    DIB also allows the placing of large building parts, but it involves a lot of prior planning to get it to work effectively.
    We are now fully operational - that is, we are in a constant flap instead of having isolated confused situations.

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  3. #3
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    Thanks Col, for the tip....will experiment on it further. May DIB lead to more interactive addons in the future.

  4. #4
    nice idea
    i tried that straight of but its weid

    when i rename the proxys
    from
    proxy:\myaddon\test.p3d.01 to
    proxy:test

    i get a weird message
    data3d\test.p3d not found (magic)

    how can i change this so i can use an obejct out of my directory ??

    btw

    couldnt that way turrets be applied to planes?
    well applied yes but would they work?
    or liek the movable engines on the osprey?

    like this

    u attach teh engines as proxys to the wings
    and assigen teh proppelers to be the engines (proxys)
    so that the whole proxy is moved

    id try that if i could but that stuid bug above keeps me from that

    cheers




  5. #5
    Master Gunnery Sergeant
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    Great to hear u experimenting too, nephilim.

    The correct codes for your own custom addons should be:-

    proxy:\myaddon\xxx.p3d for viewing in 02

    Then it should become:-
    proxy:\myaddon\xxx when u makepbo.


    PS: should u be using proxy addons from data3d ( ofp's set) then it should be:-

    proxy:\data3d\xxx.p3d for viewing in 02

    Then it should become:-
    proxy:xxx or proxy:xxx.01 if more than one of similar

    addon when u makepbo.


    This manner u will tell ofp engine where your proxy is ingame.

    as for turrets, its a good idea...but i havent experimented placing a proxy in the memory LOD and not to sure if including the turret's rotating config into the main config would work.

    Cheers!

    note:- i am not the first to discover the method to view & compile proxies in 02. Thanks to brsseb, i learnt it from his armed plane tutorial.

  6. #6
    hmm yeah i think its worth a try

    lol if it is possible
    we really were blind all these years

    GODDAMIT! ( no i wont regret that&#33

    ive tried all comibnations now, none worked!

    mypath fo the proxy
    proxy:\uscm_m577\cyltest.p3d
    (even with this no result)

    after changing to
    proxy:\uscm_m577\cyltest
    no result

    proxy:\uscm_m577\cyltest.01
    no result

    i basically want to put a test cylinder on top of my apc
    in oxygen it appears after every renameing!

    im getting real mad now!
    do i have to put sth in the cfg or so?
    i even tried recalculating normals which is kinda rediculous...

    i really dont know wot im doing wrong

    ingame the cylinder isnt there!
    nothing zero nada nic nichts!
    rahh

    phil would u take a look at it for me?




  7. #7
    Master Gunnery Sergeant
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    It seems strange that u cant get it to work.

    1. proxy:\uscm_m577\cyltest.p3d
    Using this line you should be able to see the model in 02. Did u see it?


    2. proxy:\uscm_m577\cyltest -in 02 u wont be able to see this, but ingame u should be able to see it without any lines written in the config.

    3. the proxy should at least be in the resolution, geometry and view geometry lod.

  8. #8
    Master Gunnery Sergeant
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    I can't get the MF to work.
    Never did have any luck with proxies.
    I am not stuck in the 60's and 70's. I choose to live there." Bring back the MICRO and the MINI

  9. #9
    Master Gunnery Sergeant
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    AFAIK some proxies dont work on certain vehicle classes. In the fishing boats I wanted different parts to be proxies to save ***polygons, while they appeared in O2 they never appeared in game, so in the end I included the proxy model as the part of the original addon..

    This was the reason I created the proxy missile tutorial that uses setobjecttexture to show or hide the missiles.

    *edit:
    Additionally the various model classes may only recognise certain proxy types. But this is surmising on my part.




  10. #10
    Master Gunnery Sergeant
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    Quote Originally Posted by [b
    Quote[/b] ]some proxies dont work on certain vehicle classes
    mmm.. let me guess, the ones that I work with. ***
    I have a reasonable understanding of 'setobjecttexture' but absolutely SFA about them proxy thingymajigs.
    Is there a basic english tut on them?

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