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ofp:modeling

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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 modeling tools called Oxygen Light (or O2 for short), and a model previewer called Oxygen Viewer (also referred to as Buldozer).

If you are looking to learn modeling in OFP then you can view some tutorials and example models on the Breathe page or on the Modeling Tutorials page.

Basic Information

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.

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 textures with dimensions that are sized 2^* (such as 32, 64, 128…, up to 4096). Commonly, texture sizes of 512 and 1024 are used. An addon-maker should attempt to use as few textures as possible.

Note: a texture of 512×1024 has a texture ratio of 2 ( 2×512=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.

Geometry

Geometry LOD basic info can be found here

Animations

Animations information can be found here

Level of Detail

Level of Detail (LOD) files are described here

Modeling Tutorials

Many tutorials can be found under our modeling tutorial list page.

Muzzle Flash Bug

How to get rid of the muzzle flash bug, read here.

Named Properties

Named Properties information here

Named Selection

Named Selection information here

Validating Geometries

Validating geometries, check more information here

Token Names

tokennames check info here

Reference Sites

Editing reference sites list here

Re Texture Objects

To retexture objects, read this page here

CfgVehicles Config Reference

The main OFP config stuff, a lot of information how to make OFP addon “work”. Check details here

Config.bin

Config.bin is the binarized or optimized config.cpp file. Read more details here.

Config.cpp

Config.cpp is the main OFP config, its pure text file. Read more details here.

Weapon Proxy

Weapon Proxy's for aircraft's, read here.

Keep Height

Feature that makes fences and roads stick to ground level, read here.

Binarize Errors

How to know all those errors and fix them, read here.

Helmet Visible in vehicles

If your soldiers helmet is visible in pilot-view inside a vehicle, read here.

Weapon Models

Weapon modeling details here.

Vehicles Tank

Tank modeling details, here.

Vehicles Car

Car modeling details, here.

Vehicles Aircraft

Aircraft modeling details, here.

Convert P3DM to OFP MLOD

If you need to convert ArmA MLOD (P3DM) format p3d into OFP readable MLOD format, do the following.

  1. Use ArmA O2PE the “export” version to load up the p3dm p3d file.
  2. Use Tools → Mass Texture & Material renaming… feature to shorten paths/filenames (if necessary).
  3. 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.1252783926.txt.gz · Last modified: 2009-09-12 19:32 by snakeman