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> Modeling/Texturing Problems Thread, ask here if you've got question concerning modeling/texturing
SaS TrooP
post Mar 25 2008, 00:40
Post #101


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OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?
 
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Linker Split
post Mar 25 2008, 00:51
Post #102


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QUOTE(SaS TrooP @ Mar 25 2008, 00:40) *
OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?


1) check if you have all the DLL's installed properly. For this I'll point you to all the DLLs needed for Oxygen 2

2)Check the options in Oxygen 2: set the Texture render memory to 1024, or 512

3) take a gun, and shot the PC tongue.gif


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D@V£
post Mar 25 2008, 01:13
Post #103


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QUOTE(SaS TrooP @ Mar 24 2008, 23:40) *
OMG again! I fought its fixed in Oxygen 2!

Normal: Textrue cant be applied on model...

I keep folder with textures in right formats in my main O2 directory. RMB, load texture and nothing happens when I choose it. You know what to do?


QUOTE(BRRSEB)
NB: Some people didnt get o2 to load any textues with these settings. Nothing seemed to happen when they loaded a texture (just said "Texture loaded: NULL" in the active viewport, no errormessage popupwindow). To counter this, try changing the DLL folder path from Z:\o2 to the actual path C:\ofpedit\o2.


In practical terms, try swapping the "P:\" term in some of the options to "C:\Users\myname\Documents\ArmAWork", that might solve the problem smile.gif


EDIT:hmm.. bugger, I've just noticed I have the same problem and that didn't fix it weirdsmiley.gif
I'm going to try a few things, I might have an idea on how to fix this smile.gif

EDIT2: Can you load up tga textures? Because it seems to work with tga, but not PAC/PAA. Just load them as TGA files then convert them to PAA and edit the paths smile.gif
Not a good solution, I admit, but it should work the the time being smile.gif


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Linker Split
post Mar 25 2008, 01:56
Post #104


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QUOTE(D@V£ @ Mar 25 2008, 01:13) *
In practical terms, try swapping the "P:\" term in some of the options to "C:\Users\myname\Documents\ArmAWork", that might solve the problem smile.gif
EDIT:hmm.. bugger, I've just noticed I have the same problem and that didn't fix it weirdsmiley.gif
I'm going to try a few things, I might have an idea on how to fix this smile.gif

EDIT2: Can you load up tga textures? Because it seems to work with tga, but not PAC/PAA. Just load them as TGA files then convert them to PAA and edit the paths smile.gif
Not a good solution, I admit, but it should work the the time being smile.gif



it is caused by a bug in DLLs... try to download the ones I posted, put them in your O2 folder and check if they ar eloaded, cause... I can load them! boppin2.gif


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
-->MATERIAL EDITOR TUTORIAL!<--
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SaS TrooP
post Mar 25 2008, 17:08
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Stupid question: How to cahnge DLL in the Oxygen.

I got for DLL path right now:
E:\ofpedit\Oxygen 2 Personal Edition\

And for textures:
E:\ofpedit\Oxygen 2 Personal Edition\ArmAWork

In ArmAWork folder i got folders with textures and models...

And I put those Dlls into main O2 directory...
 
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Retro19
post Mar 25 2008, 20:56
Post #106


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How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..
 
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SaS TrooP
post Mar 25 2008, 23:13
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OMG again! I have just opened o2 again and texture is opening and even saving on model.

Just one word:

LLLLLLLLLLLLLLLLLLLOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLL
 
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Skitz
post Mar 25 2008, 23:21
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QUOTE(JdB @ Mar 24 2008, 22:33) *
You've only changed the first resolution lod, but didn't do the rest of them.



Yeah that was my problem, thanks very much :]
 
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SaS TrooP
post Mar 26 2008, 16:31
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JESUS! It can sound stupid, but I OFP there was a qouple of textures for one model! In ArmA - there is one big textrue for model! Jezz, help me! Is there any possibility to textrue ArmA modles like this OFP one? I HATE one texture for a weapon e.g.!!! And will quality of those texture lower than one big texture?
 
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Blackbuck
post Mar 26 2008, 16:59
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Why hate something that was done to make things easier? I don't see why you can't map it like an 'OFP' model though it would just mean more work on your behalf generating more normal maps etc which will most likely make the filesize of the final addon larger I cant QFT though as I haven't done much with ArmA yet.


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SaS TrooP
post Mar 26 2008, 17:46
Post #111


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BUt how do I know where to place barrel, where a magazine, and where a stock on this texture?
 
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D@V£
post Mar 26 2008, 18:06
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QUOTE(SaS TrooP @ Mar 26 2008, 15:31) *
JESUS! It can sound stupid, but I OFP there was a qouple of textures for one model! In ArmA - there is one big textrue for model! Jezz, help me! Is there any possibility to textrue ArmA modles like this OFP one? I HATE one texture for a weapon e.g.!!! And will quality of those texture lower than one big texture?


Well, having a single texture decreases memory requirements significantly, and some people find it easier because you can unwrap the texture in the modelling stage and not have to worry about applying the texture in oxygen.

But, yeah, you can have as many textures are you like, and you can have them whatever quality level you like. In general, anything that works in OFP will work in ArmA. smile.gif


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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SaS TrooP
post Mar 26 2008, 18:26
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But how to make a one big texture?
 
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JdB
post Mar 26 2008, 18:50
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QUOTE(D@V£ @ Mar 26 2008, 18:06) *
Well, having a single texture decreases memory requirements significantly, and some people find it easier because you can unwrap the texture in the modelling stage and not have to worry about applying the texture in oxygen.

But, yeah, you can have as many textures are you like, and you can have them whatever quality level you like. In general, anything that works in OFP will work in ArmA. smile.gif


Not really, ArmA has models/maps divided into sections. There is one section for each texturefile. The more sections there are, the more it will affect performance. Having anything over 3 - 4 is generally not a good thing.


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Blackbuck
post Mar 26 2008, 19:15
Post #115


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QUOTE(SaS TrooP @ Mar 26 2008, 17:26) *
But how to make a one big texture?


Unwrap the model to get a mapping of it then you should know where everything is.

Try this.


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Eddie
post Apr 6 2008, 03:57
Post #116


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I am making a aircaft roundel in Photoshop...... How do i make the background dissapear when i compress it andconvert it to a PAA. i make the background transparent in photoshop but it makes it white in TexView


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d@nte
post Apr 6 2008, 06:07
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in fact you must create an alpha channel.

select the selection which must stay visible, go, to add a new channel, then select the white colour (the background must be black), and fill the selection with the white colour, go back in the layer window, (click on the layer where is your selection-optional, but i make that to be sure). alpha channel done
happy.gif

i learnt by myself so, this is no the better solution. stupid.gif


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Messiah
post Apr 7 2008, 21:07
Post #118


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QUOTE(Eddie @ Mar 24 2008, 02:21) *
I am using the below script to make ky missile textures dissapear on launch. How would i make them reappear when the launchers magazine is reloaded?
CODE
_M970 = _this select 0
_weapon = _this select 1

_weaponfired="checkM970"

?_weapon = _weaponfired :goto "check_weapon_status"
#check_Weapon_status
?_M970 ammo _weapon == 1 :goto "fireone"
?_M970 ammo _weapon == 0 :goto "firetwo"
exit
#fireone
_M970 setobjectTexture [1,""]
exit

#firetwo
_M970 setobjectTexture [0,""]
exit


Well, if you know the time it takes to reload the weapon, then just set a delay in the script for the same amount of time, then make the textures appear again.
 
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Retro19
post Apr 8 2008, 21:01
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How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..
 
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Rellikki
post Apr 9 2008, 12:19
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QUOTE(Retro19 @ Apr 8 2008, 23:01) *
How do i edit a binarized model because i deleated all my p3d's a week ago and now all i have is my pbo file and i wanna edit my units but i cant because i binarized them..


You can't.
 
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