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Author Topic:   How to add a prop in OPS
DanW
Pilot
posted 02-07- 08:11 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Ok, I got the prop and spinner for the P51 (thanx razer!) and i inserted it over the old prop...but it still uses the propfast.tif when the engine runs and it disappears. Where can i tell it in OPS to keep that prop? All i see in the properties is the propfast thing, but where do I tell it to use the prop I made?

Dan

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Bryan Russell
Pilot
posted 02-07- 09:16 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
If you are adding the spinner to the prop then you also need to do that for the other prop states, ie. fastProp bentProp softProp or whatever they're called. You should just replace these LOD with the new ones, and it should work.

BTW the models to use to represent the fastProp normal prop bent prop etc are listed in the main models (P51D in your case) property list.

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DanW
Pilot
posted 02-07- 09:38 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
How do i find these lods? that is my problem...i have the prop and spinner, but i cant figure out where to import them to other than where the normal prop is when you open up OPS. Where are the fastprop lods?


And how can i replace them with my prop? on the p51

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DanW
Pilot
posted 02-07- 09:43 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Bryan,

I see the fastprop stuff on the properties thing on the right. But Im unclear as to how i am supposed to insert an lod there or tell OPS to use my prop for the fast prop...please clarify.

Where is the fastprop model at?

[This message has been edited by DanW (edited 02-07-2000).]

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Bryan Russell
Pilot
posted 02-07- 11:08 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
In the left hand ModelView pane you will see all of the models in the SM file. By default OPS hides models in the 3D view that are not children of the main model, or have the obHidden or are SW only. You can change this by unselecting the 'Use BaseModel option'.

To Import a new fastProp for example, find the model in the left pane and select its name. In the left LOD panel right click on the LOD level you want to replace and select 'make LOD active'. The prop will probably be visible now. Now just import as normal. Repeat for the bent prop. Let me know if this doesn't work.

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DanW
Pilot
posted 02-08- 05:23 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
OK, i did the steps that you said...found the prop fast model, but now its totally invisible.......i guess something must have got wiped out on the import. I exported prop fast and it is there, its just invisible in the game. I havent texture mapped it yet, but it should still be a solid color right? or must it be texture mapped to be seen in the game?

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Bryan Russell
Pilot
posted 02-08- 05:48 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Did it show up when you originally did the 'make LOD active'? Does it show up in OPS after the import?

One thing that could be a problem with OPS is that the import mainly focuses on objects that have textures. Its possible that the import left a texture ID that just happens to have alot of transparency. You can try importing a textured version or if you can export the LOD using Hippies stuff and look at the texID, see if its 0 or another number. I'll add it to my ever increasing list of things to look at anyway.

As a side, using creator for a bit gave me some really good ideas on how to handle polys in OPS, so hopefully things like this may be easier in the future.

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DanW
Pilot
posted 02-08- 07:54 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Found out what the deal was:

I replaced the fastprop lod file...it was there in OPS, but not in the game.

Then I textured my prop and put it back into OPS...it was in the game, but rotated very slow...almost like it was idling. So I figured that the propfast was an object with some texturing of its own...something that makes it transparent ( that file for the p51 is the prop .tif file ). That meant that it had an alpha channel and all that hoopla..no biggie.

So I went back to ops on a fresh p51 and exported the propfast lod. Its basically a round disc that is mapped on one side with the transparent prop tif. So i took the nose can and attached it to the disc, textured it and sent it back to ops...it worked.

So for anyone that is interestd in the props. export the propfast lod file and then do your work to it, but make sure you retexture it before you bring it into the game, or it wont show up.

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Bryan Russell
Pilot
posted 02-08- 10:59 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Dan, so now you're an expert are you going to 'fix' the mossie ?

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DanW
Pilot
posted 02-09- 04:48 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Daaah!! I'll put it on the list

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