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Thread: ArmA Modelling Basics

  1. #81
    agamoth

    i think this is the thread talks about the text prob in o2


    o2 dll prob

    bk1276
    What Is A Veteran?
    A 'Veteran' -- whether active duty, discharged, retired, or reserve --
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  2. #82
    I got it now, not sure what I did but the textures are working, only bug now is the random face thing, they all have the same face, has there been a solution yet? I can't remember wich thread there was a discussion about it...

  3. #83
    Master Sergeant
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    Anybody got a link for the dlls? ***the link in that topic no worky.....

    And just in reflection, it really makes you wonder if people actually beta test this game and all of it's components.....



    JFO, 3-1 Infanty Division, Korengal/Pech River Valley, Afghanistan | DCS: Black Shark Texture Artist | http://562.50megs.com/LOMAC | http://www.virtualnavairops.com/

  4. #84
    ive posted a copy of the file on

    rapidshare

    Quote Originally Posted by [b
    Quote[/b] ]Stick your .dll`s into a folder of their own inside the Program Files\Bohemia Interactive\Tools\Oxygen 2 Personal Edition folder and point your dDLL path in O2 options to that folder (i.e C:\Program Files\Bohemia Interactive\Tools\Oxygen 2 Personal Edition\dll or just C:\Program Files\Bohemia Interactive\Tools\Oxygen 2 Personal Edition\ works for me too)
    hope it helps


    bk1276

  5. #85
    Master Sergeant
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    Yes it did help man, much appreciated!

  6. #86
    Just wondering, but how many points should a car have? So far I'm about 1/3 done with one side of the car, (no interior yet) and it has about 600. Is that too many or am I fine?

  7. #87
    Sounds fine as a start, maybe even low, but depends whats not included, ie wheels for example.

    As a guide:
    BIs Hummer 1st Res Lod is 8300 points / 8600 faces
    BIs Civ Hatchback is 6800 points / 4100 faces

    When you are closer to a full shape, post even a Wireframe in the WIP thread and some professions will provide some feedback.

  8. #88
    First Lieutenant CameronMcDonald's Avatar
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    Oct 10 2005
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    I'm totally confused. I'm working on some troop models, most of which are lower poly (some ~1000 faces) than the BIS standard troops, with basically very similar LODs, and they use less textures (most use 1 2048x2048 colour and similar _AS and _NOHQs).

    Yet, ingame they are way way way way less efficient FPS-wise than the standard BIS models, despite all the above characteristics, especially when in ODOL format.

    Why? What am I doing wrong?

    EDIT - Plus they use the standard BIS model as a base. Damnation!




    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  9. #89
    Sergeant Major Norsu's Avatar
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    I have very similar problems like CameronMcDonald. Has someone succeeded making well optimized units that have edited BISoldier.p3d as a base?
    It's just unfortunate that after all that work, there is no real reward other than the accomplishment itself.

    FDFmod - 3d modeler & texture artist

  10. #90
    Hi I'm completely new to this. How do I get the BIsample models into Maya.

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