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Thread: Am i made or am i doing texturing wrong?

  1. #11
    Also, if you can do some rudimentary manipulation of the uv space, try a program called roadkill. That is hands down the best uv unwrapper I have ever seen. I still tweak the map in maya, but the maps generated by roadkill are as far from no stretching as is possible based on where you make your cuts. It's simple and unwraps on the fly. Roadkill uses obj format. It's only flaw is that it doesn't layout the uvs very efficiently, and there are occasions where you may wish to enduce some stretching in order to keep the maps easy to paint.





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  2. #12
    Question on the texture loading.

    Where does my trexture file need to be located prior to going through the loading steps?

    I have a texture folder in my Models folder, but the Texture panel is only showing the Bis example textures
    I was dragged through hell by certail Mod teams accusing me of theft. I was banned without question.

    Recient information shows that Models were being placed in the public domain by trusted members of said mod teams. I was victomised because I had apparently downloaded one such model from the google website and was landed with the full blaim for the theft, uploading and creating some fantastical ruse to " cover up the theft".
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  3. #13
    Staff Sergeant Von Rundstedt's Avatar
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    Few possibilities why its appearing blank instead of wanted picture.

    Size is incorrect, bitmap is 24 instead of 32 (or even more way off), Alpha channel incorrect (only transparent or semi-transparent textures) or something went wrong on saving.
    Or DLLs are missing, like Jackal said.


    Quote Originally Posted by [b
    Quote[/b] ]I have a texture folder in my Models folder, but the Texture panel is only showing the Bis example textures
    Now if I understood you correctly you mean texture library in O2 and you're using some MLOD release of BIS, right?

    If so, it will only show you those textures that are applied to model, so if you bring new texture in, you wont be seeing it anywhere before you map it on model. How thats done was discussed earlier on this topic, I believe. If you're not sure what I just said or meant here you can PM me

  4. #14
    Quote Originally Posted by (Von Rundstedt @ Jan. 23 2008,22:13)
    Or DLLs are missing, like Jackal said.
    @Von Rundstedt... there are no missing dll's with O2PE... it is what it is...

    @Rambo-16AAB... from the way you phrased your question i'd say you have yet to map 'faces' in your O2PE mlod model to your 'new' textures... they can reside anywhere on your 'virtual P:\ drive'. Most commonly addon makers place them in a subfolder of the folder the model is sitting in.
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  5. #15
    Warrant Officer Jackal326's Avatar
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    Quote Originally Posted by (Synide @ Jan. 23 2008,11:34)
    Quote Originally Posted by (Von Rundstedt @ Jan. 23 2008,22:13)
    Or DLLs are missing, like Jackal said.
    @Von Rundstedt... there are no missing dll's with O2PE... it is what it is...
    That would certainly be contradicted by the huge number of users, including myself, who had to copy over DLL files from the OFP version of O2 into the ArmA O2 directory in order to be able to load textures to apply them to faces. Though this is a much lamented subject that has been covered in numerous threads, so I wont detract from this topic further.

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  6. #16
    Hello,

    I had made some addons for OFP some years ago, and now I want to try modelling for ARMA. I donwloaded the tools, and installed they in the default directories. I don't have problems with Buldozer, and i can apply .tga textures in the models, but i can't do the same with the .paa ones. I have downloaded the .dlls from the old O2, but i continue getting the "null" error when applying .paa textures. I can apply them by pressing E, and typing the directory of the .paa texture there, but this doesn't offers much control of how to apply the texture. I have tryied to apply the .paa archive that have converted buldozer from the .tga, but i get the "null" error too.
    You have some ideas of how to solve this?

    If I use .tga textures in my models, i must leave the .tga files in the .pbos, or I can delete they?

    Thanks in advance.
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  7. #17
    Pretext: my knowledge is very limited here.

    As far as I know o2 converts tga to paa automatically at some point. Or was it binarize?




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  8. #18
    well the "old dll's" thing didn't work for me,but the way i get over this small inconvenience is to have a .tga version of the .paa file ready in the folder,then rename the texture i wish to use utilizing the mass texture renamer,and it's business as usual for the old method.
    just remember to rename it back when youre done

  9. #19
    Thanks for reply.

    Q, when i apply a .tga texture, buldozer convert it to .paa, but the name of the texture is still .tga. Perhaps when binarizing the .pbo, the .tgas are deleted?

    jojimbo, my english is not very good, so i don't understand totally what you mean. You mean i must apply the .tga version, and then when buldozer converts it to .paa (or your own .paa version), change the name of the texture to .paa in the texture renamer in O2? Then it will use the .paa texture instead the .tga, but applyed in the same way I applyed the .tga before (direction, size...)?

  10. #20
    Quote Originally Posted by (Samu_ofp @ Feb. 05 2008,18:25)
    Thanks for reply.

    Q, when i apply a .tga texture, buldozer convert it to .paa, but the name of the texture is still .tga. Perhaps when binarizing the .pbo, the .tgas are deleted?

    jojimbo, my english is not very good, so i don't understand totally what you mean. You mean i must apply the .tga version, and then when buldozer converts it to .paa (or your own .paa version), change the name of the texture to .paa in the texture renamer in O2? Then it will use the .paa texture instead the .tga, but applyed in the same way I applyed the .tga before (direction, size...)?
    yes thats what i mean samu.

    o2 will convert to .paa,and binarize will remove the .tga
    but sometimes there will still be a .tga reference in the model which needs renaming or ArmA game will try to load a .tga when starting and you will get an error message.

    best check to make sure,

    also when using uvedit you will need to load the .tga again.
    o2 might not convert again,but you must check name is .paa again.

    best always check in model.p3d no .tga

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