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Thread: 1st  MLOD from ARMA ODOL v40 - M16A4.P3D

  1. #51
    Quote Originally Posted by (bdfy @ Aug. 11 2007,21:41)
    anyhoo... it'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 Originally Posted by [b
    Quote[/b] ]In ofp/arma there're no new faces for injury - it's just defined in the config texture swapped on selected faces. If you got "body" and ***body_injury as different faces - it's a mistake.
    yes, i know that bdfy - that's noob stuff... brush up on your graphics programming and you'll get what i mean.

    in this .obj file a face defined in the 'body' and a face defined in the 'body_injury' selection are the exact same face there is just 2 of them - because it'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 'component selections' they belong too... give it a try...

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

    can'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'm sure...

    just to clarify...

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



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  2. #52
    First Sergeant
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    is there a p3d of this sniper model?
    pls PM me if you know or got it



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  3. #53
    I got a problem with my own weapons:
    I don't know how to make the muzzle disappear ingame, the appear when you fire the weapon... help!
    I called it zasleh like in the ArmA p3d, but I don't know what to do now!

  4. #54
    Quote Originally Posted by [b
    Quote[/b] ]pls PM me if you know or got it
    Me too , please

    Regards

  5. #55
    Quote Originally Posted by (ba2 @ Aug. 11 2007,16:38)
    Quote Originally Posted by [b
    Quote[/b] ]pls PM me if you know or got it
    Me too , please

    Regards
    Same as above , please.

    Thanks in advance

  6. #56
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    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'm not advanced max user i'll google - maybe there's a solution
    Quote Originally Posted by [b
    Quote[/b] ]maybe 'mlod' format as the output format will be looked at instead of .obj... i'm sure this would probably make it easier for you... the only trouble with 'mlod' it is a poor cousin to the supeior odol format, and hopefully will shortly be depricated entirely! - the only good thing about it is it's uncompressed.
    there's just another mlod Arma format that you have never seen Just like therewas mlod/odol for ofp - there's mlod/odol for Arma. Anyway if you don't like p3d - can you use 3ds ? it's far more widespread and easy to import in game

    And what about mapping ? ***I can't apply textures properlyto the models you provided



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  7. #57
    as said previously, texture-2-face (or vertices) information is not available at this time.
    The's uv's are present in those .obj files you have to map them yourself manually atm.

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

  8. #58
    So can I just ask a fairly straight-forward question?

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

  9. #59
    Warrant Officer Abs's Avatar
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    Quote Originally Posted by (bdfy @ Aug. 11 2007,03:41)
    ? 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're hundreds of verts too.

    Abs
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  10. #60
    Quote Originally Posted by (Somerville @ Aug. 13 2007,23:50)
    So can I just ask a fairly straight-forward question?

    I'd like to know what programmes you recommend for opening/editing P3D models for ArmA. I'd like to open the sedan.p3d to make a new version with a rear wing etc ^^
    short answer - you can't really... you'll have to wait for the tools... unless, you're into a bit of programming...

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