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Offline SelectThis

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O2 Resources
« on: 13 Sep 2002, 04:07:08 »
With O2 being released the Modmaker community have banded together to bring about some tutorials to help the new users.

This thread will list current resources as they become available to you all.

O2 downloads:
From BIS:
http://www.flashpoint1985.com/breathe/
From ofp.info:
http://ofp.gamezone.cz/

A FAQ is also available at ofp.info, written by zwadar.

Official Oxygen Light Forum:
http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3cab03c03fcaffff;act=SF;f=38

Search that forum before posting questions, alot of good information is hidden there.


OFPEC Custom Model guidelines:
The addon depot will only accept completed addons.
They must follow the author tagging standard and also the following guidelines.

There needs to be a minimum of 5 LOD (Level Of Detail) blocks per model. Those are the resolution LODs. The ones you see in the game. Then there are several hidden LODs which you will also need.

If you do not have the necessary LODs, your addon will not be approved. All of your LODs must be fully textured. Otherwise they will not be approved.


In general Polygon limits for the resolution LODs should be:

LOD 1 - 4500
LOD 2 - 3000
LOD 3 - 1000
LOD 4 - 300
LOD 5 - 100

SelectThis
« Last Edit: 13 Sep 2002, 04:08:44 by SelectThis »

Offline SelectThis

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Re:O2 Resources
« Reply #1 on: 13 Sep 2002, 10:15:17 »
Various tutorials and how-tos in the OFficial O2 FAQ forum which can be found here:

http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3d818ea70f89ffff;act=SF;f=46


Eviscerator

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Re:O2 Resources
« Reply #2 on: 13 Sep 2002, 21:40:22 »
i think theres a pretty big loophole in your guidelines, as it doesnt define limits for the resolutions, otherwise someone not wanting their model to get ugly quickly will set the 4500 poly model at 1.000 and the rest at 16.000 17.000 18.000 19.000, thus making the lods pretty much useless, you should set guidelines like a 4500 poly model must be betwen 1.000 and 3.000 and a 3000 poly model at 3.000-6.000 and so on (ignore the actual resolution numbers its just for an example)

Offline SelectThis

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Re:O2 Resources
« Reply #3 on: 20 Sep 2002, 21:56:51 »


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walker

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Re:O2 Resources
« Reply #4 on: 30 Sep 2002, 17:13:32 »
Hi All

Template files we need them. At CoC we have ORBAT templates. To make it easier for people to make their own missions.

The same thing would be useful for O2.

A simple set of templates would be
A thing
A tree
A building
A car
A tank
A plane
A helicopter
A ship
A person (can O2 model people??)

The templates would have all the basic requirements of each object type eg all Lods, config.cpp.

OK I know that people can use existing models but it would be better if we had an approved set It would mean people start out from proper startpoint and would be more likely to create addons that would be OFPEC aproved ;)

They would be simplified versions so itwould be easier for people understand what is required by a particular type of addon.

Kind Regards Walker

Offline Jonno

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Re:O2 Resources
« Reply #5 on: 26 Oct 2002, 14:07:05 »
already mentioned in brssebs sticky thread, he has some useful tutorials for starting out http://ofp.info/brsseb/

they are:
Making your first addon.
http://ofp.gamezone.cz/_hosted/brsseb/tutorials/lesson1/lesson1_a.htm

Making your first car
http://ofp.gamezone.cz/_hosted/brsseb/tutorials/lesson2/lesson2_a.htm

Making your first weapon
http://ofp.gamezone.cz/_hosted/brsseb/tutorials/lesson3/lesson3_a.htm

Nice Job brsseb!  :-*

Also KTottE has put up the full list of demo models in P3D form to d/l they are seperated into groups, most still need X-packing (a tool available in the editors depot)

http://www.geocities.com/kungtotte/

Now X pack them for all us lazy SOB's KTottE, cheers  ;)
7 P's, Proper Planning And Preparation Prevents Piss Poor Performance

mooncaine

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Re:O2 Resources
« Reply #6 on: 25 Feb 2003, 01:50:20 »
Yes, template files that exemplify [i.e., provide examples of] OFPEC standards are much needed.

Hi All

Template files we need them. At CoC we have ORBAT templates. To make it easier for people to make their own missions.

The same thing would be useful for O2.

A simple set of templates would be
A thing
A tree
A building
A car
A tank
A plane
A helicopter
A ship
A person (can O2 model people??)

The templates would have all the basic requirements of each object type eg all Lods, config.cpp.

OK I know that people can use existing models but it would be better if we had an approved set It would mean people start out from proper startpoint and would be more likely to create addons that would be OFPEC aproved ;)

They would be simplified versions so itwould be easier for people understand what is required by a particular type of addon.

Kind Regards Walker


sanam

  • Guest
Re:O2 Resources: On-line user's manual draft
« Reply #7 on: 11 Feb 2004, 06:03:04 »
There is a draft of my O2 User Manual on-line on my homepage.

http://www.freewebs.com/department_of_funky_proxies/support.htm

I'm a bit more than 60% complete, but the "config" sections and "selections" sections are complete.
There is a LOD REFERENCE BIBLE too. And some hidden shortcuts unveiled.

This is posted not only to help, but I'm open to readers comments as well.
Feel free to review, there are some functions unclear to me that are clearly stated in the text.
DO not download the TXT file, it's not up-to-date.
I'll edit this line when it is.

Peacepunk.

moondogy

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Re:O2 Resources
« Reply #8 on: 03 Aug 2004, 19:11:24 »
hmm, i dont find any working link for o2 fixed viewer (for all versions), only resistance version. Anybody knows where could i dl it?

Offline Planck

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Re:O2 Resources
« Reply #9 on: 03 Aug 2004, 22:02:40 »
I know a little about a lot, and a lot about a little.

moondogy

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Re:O2 Resources
« Reply #10 on: 04 Aug 2004, 16:02:36 »
 :o :o it working! yesterday it didnt! TY

Canis

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Re:O2 Resources
« Reply #11 on: 23 Nov 2004, 04:42:21 »
I downloaded O2light, as well as o2 viewer (bulldozer). Everytime I start O2, I get "Unable to open external viewer." Any suggestions on how to fix this problem? Also, when I try to upload a texture to put on a surface (I'm using the crate tutorial from Brsseb's site) it gives me the error, "No texture loaded..." What am I doing wrong ??? any help would be greatly appreciated.