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Author Topic: editing standard opflash models/textures  (Read 1167 times)

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richie-t

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editing standard opflash models/textures
« on: 22 Oct 2004, 18:18:53 »
ok ive looked everywhere and i seriously cant find anything on this,

basically i want to to re-texture the existing m1 abrams tank. Ive tried extracting the data3d.pbo, then opening the abrams.p3d file within oxygen, but everytime it gives me an error message. I cant find any info on this type of editing, as everyone else is starting from scratch!

If im just blind then i apologise in advance.

Offline Planck

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Re:editing standard opflash models/textures
« Reply #1 on: 22 Oct 2004, 20:14:34 »
Oxygen will not open ODOL format model files, it can only open MLOD format.

The models in-game are mostly all ODOL format.

You can get some sample MLOD models from this site:

http://www.flashpoint1985.com/breathe/index.html

Included in the sample models is an MLOD version of the M1A1 .

Courtesy of BIS.


Planck
« Last Edit: 22 Oct 2004, 20:18:08 by Planck »
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Offline General Barron

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Re:editing standard opflash models/textures
« Reply #2 on: 23 Oct 2004, 01:04:53 »
Actually, if you only want to re-texture something, you don't need oxygen at all. Re-texturing BIS addons used to be the only way to make "new" addons, I believe, which was before O2. If you search the ed depot, you can find a *few* tuts on re-texturing models, including a program to do it for you. I'm afraid I can't help you much on it though, because I've successfully retextured *some* models, while being unsuccessful at retexturing others (mainly because my textures come out wrong when I convert them).

To get you started, I'd look at these links:
http://www.ofpec.com/editors/resource_view.php?id=9
http://www.ofpec.com/editors/resource_view.php?id=56
http://www.ofpec.com/editors/resource_view.php?id=348

However, when it comes right down to it, things are *usually* pretty simple (like I said though, sometimes I've been unsuccessful doing this). Basically, how I do it is as follows:

1) I use a word processor called "Text Pad" (free to download I'm sure), which allows me to open up a p3d file and view it as "text" (just a bunch of random symbols).

2) In the open file, everything will be nonsense.... EXCEPT for the paths to the textures. The textures are almost always located in the same pbo file as the p3d model, so you just do a search for the name of the pbo.

3) The path to the texture should be in the form "\pbo name\subfolder\texture.p3d"
There could be any number of subfolders in the pbo, or none at all. I'm assuming you have a basic knowledge of how to make pbo's for you to understand this, BTW.

4) I then do a find/replace operation to change the path of all the textures, so that it is now "\my pbo name\my texture.p3d".

It's as simple as that... sometimes. Anyway, either check out the above tutorials/tools, or try my method. Hopefully it will eventually make sense to you. Keep in mind, I can't always get this stuff to work though, so I may not be the best person to ask. :)
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