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ofp:modeling [2007-07-12 23:46]
snakeman added vehicle_car and vehicle_aircraft links
ofp:modeling [2010-01-31 09:52] (current)
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 ====== Modeling ====== ====== Modeling ======
  
-Operation Flashpoint has a wide range of vehicles and other models available in-game. However, many fans wanted to expand the OFP experience with different aspects of war and other fun modifications. Bohemia Interactive responded and have created their own modelling ​tools called Oxygen Light (or O² for short), and a model previewer called Oxygen Viewer (also referred to as ''​Buldozer''​)+Operation Flashpoint has a wide range of vehicles and other models available in-game. However, many fans wanted to expand the OFP experience with different aspects of war and other fun modifications. Bohemia Interactive responded and have created their own modeling ​tools called ​[[ofp:​tools:​oxygen2|Oxygen Light]] (or O2 for short), and a model previewer called Oxygen Viewer (also referred to as ''​Buldozer''​).
- +
-If you are looking to learn modelling in OFP then you can view some tutorials and example models on the [[http://​www.flashpoint1985.com/​breathe/​|Breathe page]] or on the Modelling Tutorials page.+
  
 +If you are looking to learn modeling in OFP then you can view some tutorials and example models on the [[http://​www.flashpoint1985.com/​breathe/​|Breathe page]] or on the Modeling Tutorials page.
  
  
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 Model detail in Operation Flashpoint has practically no limits, but for the sake of keeping game-play fluid staying under 5000 polygons is advisable. Model detail in Operation Flashpoint has practically no limits, but for the sake of keeping game-play fluid staying under 5000 polygons is advisable.
  
-No model in OFP can have more then 32,767 faces or vertices. Vertices somewhat correspond to O² points, but there are usually more vertices than points, due to different UV mapping or Normals.+No model in OFP can have more then 32,767 faces or vertices. Vertices somewhat correspond to O2 points, but there are usually more vertices than points, due to different UV mapping or Normals.
  
 Flashpoint uses a "​LOD"​ (Level of Detail) system. The concept of LODs comes down to having different models for different view distances (the greater the distance, the less detailed the model). It is up to the addon designer to create and optimize these model variations. LODs are also used for other purposes, such as identifying solid mass, walkable areas, hitzones, shadows, etc. Flashpoint uses a "​LOD"​ (Level of Detail) system. The concept of LODs comes down to having different models for different view distances (the greater the distance, the less detailed the model). It is up to the addon designer to create and optimize these model variations. LODs are also used for other purposes, such as identifying solid mass, walkable areas, hitzones, shadows, etc.
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 Note: a texture of 512x1024 has a texture ratio of 2 ( 2x512=1024). If the texture ratio gets above 8, chances are that Operation Flashpoint will have trouble dealing with this texture. This is still under investigation after dedicated servers crashed when using an addon which contained such a texture. Note: a texture of 512x1024 has a texture ratio of 2 ( 2x512=1024). If the texture ratio gets above 8, chances are that Operation Flashpoint will have trouble dealing with this texture. This is still under investigation after dedicated servers crashed when using an addon which contained such a texture.
  
-**Animations**+ 
 +====== Geometry ====== 
 + 
 +Geometry LOD basic info can be found [[ofp:​modeling:​geometry_lod|here]] 
 + 
 + 
 +====== ​Animations ​======
  
 Animations information can be found [[ofp:​modeling:​animations|here]] Animations information can be found [[ofp:​modeling:​animations|here]]
  
-**Level of Detail**+ 
 +====== ​Level of Detail ​======
  
 Level of Detail (LOD) files are described [[ofp:​modeling:​lod|here]] Level of Detail (LOD) files are described [[ofp:​modeling:​lod|here]]
  
-**Modeling Tutorials**+ 
 +====== ​Modeling Tutorials ​======
  
 Many tutorials can be found under our [[ofp:​modeling:​tutorials|modeling tutorial list]] page. Many tutorials can be found under our [[ofp:​modeling:​tutorials|modeling tutorial list]] page.
  
-**Muzzle Flash Bug**+[[ofp:​modeling:​addon_optimization_guide|OFP Addon Optimization Guide]] by nephilim. 
 + 
 + 
 +====== ​Muzzle Flash Bug ======
  
 How to get rid of the muzzle flash bug, read [[ofp:​modeling:​muzzleflash|here]]. How to get rid of the muzzle flash bug, read [[ofp:​modeling:​muzzleflash|here]].
  
-**Named Properties**+ 
 +====== ​Named Properties ​======
  
 Named Properties information [[ofp:​modeling:​named_properties|here]] Named Properties information [[ofp:​modeling:​named_properties|here]]
  
-**Named Selection**+ 
 +====== ​Named Selection ​======
  
 Named Selection information [[ofp:​modeling:​named_selection|here]] Named Selection information [[ofp:​modeling:​named_selection|here]]
  
-**Validating Geometries**+ 
 +====== ​Validating Geometries ​======
  
 Validating geometries, check more information [[ofp:​modeling:​validating_geometries|here]] Validating geometries, check more information [[ofp:​modeling:​validating_geometries|here]]
  
-**Token Names**+ 
 +====== ​Token Names ======
  
 tokennames check info [[ofp:​modeling:​tokennames|here]] tokennames check info [[ofp:​modeling:​tokennames|here]]
  
-**Reference Sites** 
  
-Editing reference sites list [[ofp:​modeling:​referencesites|here]]+====== Reference Sites ======
  
-**Re Texture Objects**+Editing reference sites list [[:​reference_sites|here]] 
 + 
 + 
 +====== ​Re Texture Objects ​======
  
 To retexture objects, read this page [[ofp:​modeling:​retexture|here]] To retexture objects, read this page [[ofp:​modeling:​retexture|here]]
  
-**CfgVehicles Config Reference** 
  
-The main OFP config stuff, ​alot of information how to make OFP addon "​work"​. Check details [[ofp:​modeling:​cfgvehicles_configref|here]]+====== CfgVehicles Config Reference ====== 
 + 
 +The main OFP config stuff, ​a lot of information how to make OFP addon "​work"​. Check details [[ofp:​modeling:​cfgvehicles_configref|here]] 
  
-**Config.bin**+====== ​Config.bin ​======
  
 Config.bin is the binarized or optimized config.cpp file. Read more details [[ofp:​modeling:​config.bin|here]]. Config.bin is the binarized or optimized config.cpp file. Read more details [[ofp:​modeling:​config.bin|here]].
  
-**Config.cpp**+ 
 +====== ​Config.cpp ​======
  
 Config.cpp is the main OFP config, its pure text file. Read more details [[ofp:​modeling:​config.cpp|here]]. Config.cpp is the main OFP config, its pure text file. Read more details [[ofp:​modeling:​config.cpp|here]].
  
-**Weapon Proxy** 
  
-Weapon Proxy'​s for aircrafts, read [[ofp:​modeling:​weaponproxy|here]].+====== Weapon Proxy ====== 
 + 
 +Weapon Proxy'​s for aircraft'​s, read [[ofp:​modeling:​weaponproxy|here]]. 
  
-**Keep Height**+====== ​Keep Height ​======
  
 Feature that makes fences and roads stick to ground level, read [[ofp:​modeling:​keepheight|here]]. Feature that makes fences and roads stick to ground level, read [[ofp:​modeling:​keepheight|here]].
  
-**Binarize Errors**+ 
 +====== ​Binarize Errors ​======
  
 How to know all those errors and fix them, read [[ofp:​modeling:​binarize_errors|here]]. How to know all those errors and fix them, read [[ofp:​modeling:​binarize_errors|here]].
  
-**Helmet Visible in vehicles**+ 
 +====== ​Helmet Visible in vehicles ​======
  
 If your soldiers helmet is visible in pilot-view inside a vehicle, read [[ofp:​modeling:​helmet_visible|here]]. If your soldiers helmet is visible in pilot-view inside a vehicle, read [[ofp:​modeling:​helmet_visible|here]].
  
-**Weapon Models**+ 
 +====== ​Weapon Models ​======
  
 Weapon modeling details [[ofp:​modeling:​weapon_models|here]]. Weapon modeling details [[ofp:​modeling:​weapon_models|here]].
  
-**Vehicles Tank**+ 
 +====== ​Vehicles Tank ======
  
 Tank modeling details, [[ofp:​modeling:​vehicle_tank|here]]. Tank modeling details, [[ofp:​modeling:​vehicle_tank|here]].
  
-**Vehicles Car**+ 
 +====== ​Vehicles Car ======
  
 Car modeling details, [[ofp:​modeling:​vehicle_car|here]]. Car modeling details, [[ofp:​modeling:​vehicle_car|here]].
  
-**Vehicles Aircraft**+ 
 +====== ​Vehicles Aircraft ​======
  
 Aircraft modeling details, [[ofp:​modeling:​vehicle_aircraft|here]]. Aircraft modeling details, [[ofp:​modeling:​vehicle_aircraft|here]].
 +
 +
 +====== Convert P3DM to OFP MLOD ======
 +
 +If you need to convert ArmA MLOD (P3DM) format p3d into OFP readable MLOD format, do the following.
 +
 +  - Use ArmA O2PE the "​export"​ version to load up the p3dm p3d file.
 +  - Use Tools -> Mass Texture & Material renaming... feature to shorten paths/​filenames (if necessary).
 +  - Choose File -> Export -> P3D Old Version...
 +
 +Now your model is saved in the OFP MLOD p3d format.
 +
 +Now you can proceed to binarize it with OFP binarize etc.
ofp/modeling.1184283974.txt.gz · Last modified: 2007-07-12 23:46 by snakeman