http://makearmanotwar.com/ btw this is a competition that might be fun for anyone out there. Lot of money to be had. I don't know much about the packing stuff and scripting and coding. I have a rough idea. We have designers that do that work. Animations depend on what you are doing. The memory point LOD define axis that…
@ stiris....I only use O2 to sort out alpha cards. The rest of the stuff I use 3d studio max. As for animation deals you use dummy nodes to do that. I am at Bohemia Interactive. I can help with your questions if need be. There are stories that go a long with the tools.
VBS2 was sold at my last job, so at one point I had to get familiar with creating assets for it as well. Honestly, I don't know anyone that used Oxygen for anything other than setting up LODs and nodes and such. The main hurdle are the config files, but really the way I learned was just taking existing config files and…
praetus hell yes! Thank you for the plugin. ScubaSteve this is good news. That competition looks like some fun, we'd enter but I think my coding incompetence is enough to suggest we wouldn't win. Well, not without a proper coder. The Mad Artist thanks for the links.
Indeed it is! I used to call Bohemia lazy for not really producing that many "new" models for A3, but now I realize that it's just because they have their entire team trying to navigate that dreadful UI and figure out how to do stuff! Fortunately, the actual code which is used for the materials and the weapon…
A whole lot of stuff. Mainly the config.cpp part of things. Never done coding before so it's a real hassle! I don't suppose you'd mind if I sent you a PM with some of my troubles, would you? Yeah, Visitor is one of the only things that I may be able to work well with! Looks neat.
Wow! Hey! My problems are mostly with the binPBO compiling side of things at this stage, and some of the weapons scripting/code. Is there some sort of legend/key to find out what a lot of the lines mean? Also, what's the workflow like for you guys over at BI? I'd love to give a hand at animating with Maya, but I have no…
When it comes to animating characters at work, we use the RTM kit for Maya. For major vehicle or prop animations we use a custom export plugin for Max that was written internally, so I can't share it unfortunately. Granted this is for VBS2 but I think O2 is the same either way. To test animations in O2 for characters load…
I had typed up something the other day but it had to get approved (wtf) and by now I think that polycount just ate it. Anyways, on exporting from the .p3d exporter I make sure to check the box to show the export dialogue window. I use these settings to make sure that the export retains my smoothing groups and have had no…
Yeah there's no modo-to-oxygen (objectbuilder) custom exporter, so I export things manually as separate fbx 2006.11 files (seems to be the most compatible with objectbuilder). So I keep the lods as separate meshes within my scene, and export these files into a 'source' folder. There's a picture of this setup in modo on…