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ofp:modeling:brsseb_lesson2 [2017/10/06 14:16] – http to https switch. snakemanofp:modeling:brsseb_lesson2 [2024/07/31 15:36] (current) – links added. snakeman
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 +====== OFP Brsseb 3D Modeling Tutorial ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]]
 +
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
 +
 +
 ====== Lesson 2: Creating your first car ====== ====== Lesson 2: Creating your first car ======
  
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 ====== Preparing for the lesson ====== ====== Preparing for the lesson ======
  
-So you`re ready to begin your second lesson, huh? Well, if you ever wanted to know how to make a car in OFP you`re in the right place. This lesson will teach you the basic on how to set up a car in OFP. It wont teach you how to model one (3d modeling lessons can be found all over net), but a step-by-step guide on how to get a car model in the game. +So you`re ready to begin your second lesson, huh? Well, if you ever wanted to know how to make a car in OFP you`re in the right place. This lesson will teach you the basic on how to set up a car in OFP. It wont teach you how to model one (3d modeling lessons can be found all over net), but a step-by-step guide on how to get a car model in the game.
  
-If you haven't already made a car model that you want to test in OFP, you can download a very simple model from this site (see next page). I`ll be using that one during my tutorial. Be aware, compared to Mechanics fine automobiles this one is so ugly your eyes will burn. +If you haven't already made a car model that you want to test in OFP, you can download a very simple model from this site (see next page). I`ll be using that one during my tutorial. Be aware, compared to Mechanics fine automobiles this one is so ugly your eyes will burn.
  
 But to make up for my lack of modeling skills, I`ll make sure that we get to test our model in OFP very early on! I have read many different tutorials for different stuff and many of them are very long and it takes ages before you get some results. No such things here. Here we get to make some small adjustments, compile and test our result right away! That means a little hard work made up by LOT of fun test driving in OFP during the tutorial. But to make up for my lack of modeling skills, I`ll make sure that we get to test our model in OFP very early on! I have read many different tutorials for different stuff and many of them are very long and it takes ages before you get some results. No such things here. Here we get to make some small adjustments, compile and test our result right away! That means a little hard work made up by LOT of fun test driving in OFP during the tutorial.
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 So, you can either make your own model and use that for this tutorial or you can just download the one I made and start using that one. Download mine and this lesson will take a shorter time. If you make your own model sometime and are unsure on how to get in ingame, just run trough it again with your new model. But for starters, download my model. So, you can either make your own model and use that for this tutorial or you can just download the one I made and start using that one. Download mine and this lesson will take a shorter time. If you make your own model sometime and are unsure on how to get in ingame, just run trough it again with your new model. But for starters, download my model.
  
-  * Download car model with textures and configfile [[https://pmc.editing.wiki/downloads/Brsseb_lesson2_start.rar|Brsseb_lesson2_start.rar]].+  * Download car model with textures and configfile Brsseb_lesson2_start.rar from bottom of this page.
   * Put the firstcar folder in the same place you installed Bulldozer   * Put the firstcar folder in the same place you installed Bulldozer
  
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   * //Side//: The "3" indicates that this is a civilian unit.   * //Side//: The "3" indicates that this is a civilian unit.
-  * //MaxSpeed//: The fastest speed the unit can reach. +  * //MaxSpeed//: The fastest speed the unit can reach.
   * //DisplayName//: Explained in lesson 1. The unit name in editor.   * //DisplayName//: Explained in lesson 1. The unit name in editor.
   * //model//: Explained in lesson 1. The path for the p3d file.   * //model//: Explained in lesson 1. The path for the p3d file.
-  * //transportSoldier//: 0 means "no", 1 means "yes". Our model is currently a one-seater, so we leave this to 0. +  * //transportSoldier//: 0 means "no", 1 means "yes". Our model is currently a one-seater, so we leave this to 0.
   * //crew:"Civilian2"//: Since this is a civilian model we want a civilian driver as a default.   * //crew:"Civilian2"//: Since this is a civilian model we want a civilian driver as a default.
  
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 //Both selected to show the better in pic. Green lines added to indicate axis.// //Both selected to show the better in pic. Green lines added to indicate axis.//
  
-  * Select the left-most vertex, create new selection and call it "osavolantzac" ( means "axis of steering wheel start"). +  * Select the left-most vertex, create new selection and call it "osavolantzac" ( means "axis of steering wheel start").
   * Select the other one, create new selection and name it "osavolantkon" ( means "axis of steering wheel end").   * Select the other one, create new selection and name it "osavolantkon" ( means "axis of steering wheel end").
  
 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_g_3.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_g_3.jpg }}
  
-OK, if you compile and test now, the steering wheel should work fine. One thing though, note that we used a structure with a texture on it as the steering wheel. Usually people use a texture with a transparent background color. That way you can have more realistic steering wheels. But that's a bit harder to do and not for this tutorial. We keep it simple, don't we? +OK, if you compile and test now, the steering wheel should work fine. One thing though, note that we used a structure with a texture on it as the steering wheel. Usually people use a texture with a transparent background color. That way you can have more realistic steering wheels. But that's a bit harder to do and not for this tutorial. We keep it simple, don't we?
  
 OK, next! OK, next!
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 ====== Making the driver show up! ====== ====== Making the driver show up! ======
  
-Even when there is someone in the car, no model of the driver sitting in the seat is shown. We will fix this now. +Even when there is someone in the car, no model of the driver sitting in the seat is shown. We will fix this now.
  
 But we need to have a serious chat first, and its about proxys. A proxy is a "model in the model". You simply put an driver 3pd model into our car p3d model to see how we should place the driver in its seat. Do this: But we need to have a serious chat first, and its about proxys. A proxy is a "model in the model". You simply put an driver 3pd model into our car p3d model to see how we should place the driver in its seat. Do this:
  
-  * First: Inside the ZIP you downloaded in the beginning is a JeePDriver.p3d model from the OFP demo of a man driving. Find it and put the p3d model in the data3d-folder in bulldozer.  +  * First: Inside the ZIP you downloaded in the beginning is a JeePDriver.p3d model from the OFP demo of a man driving. Find it and put the p3d model in the data3d-folder in bulldozer. 
-  * Start o2 and bulldozer, open your firscar model and make sure you are in the "0.000" LOD. +  * Start o2 and bulldozer, open your firscar model and make sure you are in the "0.000" LOD.
   * On the menu, find Create->Proxy.   * On the menu, find Create->Proxy.
   * In the dialog, just write "JeepDriver" and hit ok   * In the dialog, just write "JeepDriver" and hit ok
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 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_h_2.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_h_2.jpg }}
  
-But if you have a look at Bulldozer, the full driver model will be shown. The driver model wont be added to your car-model or the final PBO, its just there for reference. Ingame, OFP will find the driver model in its own data3d folder. But this will help your in placing your driver correctly. And no, the proxy model doesn't have textures. +But if you have a look at Bulldozer, the full driver model will be shown. The driver model wont be added to your car-model or the final PBO, its just there for reference. Ingame, OFP will find the driver model in its own data3d folder. But this will help your in placing your driver correctly. And no, the proxy model doesn't have textures.
  
 Select the driver proxy (triangle) using F2. We need to rotate and move it to make the driver sit in the seat. You should be able to do this by your self, rotating and moving was learned in lesson 1. When you have the driver roughly in the seat, use o2 to make small adjustments to the proxy position and use bulldozer to see how it looks. (You might have to tilt it a little to get more room for his feet!) Try to make the model sit nicely in the seat, like this: Select the driver proxy (triangle) using F2. We need to rotate and move it to make the driver sit in the seat. You should be able to do this by your self, rotating and moving was learned in lesson 1. When you have the driver roughly in the seat, use o2 to make small adjustments to the proxy position and use bulldozer to see how it looks. (You might have to tilt it a little to get more room for his feet!) Try to make the model sit nicely in the seat, like this:
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   * Start o2 and head for the "0.000" lod as usual.   * Start o2 and head for the "0.000" lod as usual.
-  * Go to front view and using F2 select mode, select the seat structure. +  * Go to front view and using F2 select mode, select the seat structure.
   * Use the scale-function on the menu, Points->Tranform 3d->Scale. Set the X-value to 2 and hit OK. Also, in the Geo LOD, resize the block meant for the seatblock. The seat will now be like this:   * Use the scale-function on the menu, Points->Tranform 3d->Scale. Set the X-value to 2 and hit OK. Also, in the Geo LOD, resize the block meant for the seatblock. The seat will now be like this:
  
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 //It should look like this in Bulldozer.// //It should look like this in Bulldozer.//
  
-Now we need a proxy model of the passenger. And there happens to be another p3d model of a passenger called JeepCoDriver.p3d inside that ZIP your got from the start of the tutorial. Find it and put it in the same folder as the last one (Data3d in Bulldozer). +Now we need a proxy model of the passenger. And there happens to be another p3d model of a passenger called JeepCoDriver.p3d inside that ZIP your got from the start of the tutorial. Find it and put it in the same folder as the last one (Data3d in Bulldozer).
  
 Now we do the same thing as for the driver proxy and your should be able to do that easy if you understood the last page. Remember to write "JeepCoDriver" instead of driver when you add the proxy. Then rotate and move it into position using Bulldozer to check how it will look ingame. Here is how it should look: Now we do the same thing as for the driver proxy and your should be able to do that easy if you understood the last page. Remember to write "JeepCoDriver" instead of driver when you add the proxy. Then rotate and move it into position using Bulldozer to check how it will look ingame. Here is how it should look:
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   * Find the "transportSoldier=0;" and change it to "transportSoldier=1;". Now you can carry one passenger.   * Find the "transportSoldier=0;" and change it to "transportSoldier=1;". Now you can carry one passenger.
  
-Compile the thing, check that getting in/out works for both driver and passenger etc. NOTE: If the get in/out doenst work properly, try moving the "pos driver" or "pos cargo" vertices up or down. I solved a problem like that by zooming in and moving them closer to the red line. Experiment with the height a little if you run into problems. +Compile the thing, check that getting in/out works for both driver and passenger etc. NOTE: If the get in/out doenst work properly, try moving the "pos driver" or "pos cargo" vertices up or down. I solved a problem like that by zooming in and moving them closer to the red line. Experiment with the height a little if you run into problems.
  
 Nice, huh? Next one, then. Nice, huh? Next one, then.
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 ====== Mission Complete, Soldier! ====== ====== Mission Complete, Soldier! ======
  
-Congratulations, if you made it this far, you now know the basics of making a car for OFP. And if the car hasnt made your OFP-version crash and burn, then be proud!. +Congratulations, if you made it this far, you now know the basics of making a car for OFP. And if the car hasnt made your OFP-version crash and burn, then be proud!.
  
-Some may be disappointed now, saying like "it that it"?, and experts just stopping by crying out "Where is the stuff about Fire Geometry or Hitpoints". Well, this is a basic tutorial and my goal was clear, to give you some basic skills in OFP car making. And now you`ve got it. Thus, Im tierd of writing. +Some may be disappointed now, saying like "it that it"?, and experts just stopping by crying out "Where is the stuff about Fire Geometry or Hitpoints". Well, this is a basic tutorial and my goal was clear, to give you some basic skills in OFP car making. And now you`ve got it. Thus, Im tierd of writing.
  
-There are many things yet to discover, like how to make glass for windows, proper hitpoints and fire gemoetry LOD, working instrument panels, front and brakelights, etc. Now the road ahead is open. You must head out to the forums, download LOADS of different car addons, break open their pbo file and analyze how the experts do it. I can personally recommend Mechanic's amazing vehicles. And you can download the finished tutorial model [[https://pmc.editing.wiki/downloads/Brsseb_lesson2_done.rar|Brsseb_lesson2_done.rar]].+There are many things yet to discover, like how to make glass for windows, proper hitpoints and fire gemoetry LOD, working instrument panels, front and brakelights, etc. Now the road ahead is open. You must head out to the forums, download LOADS of different car addons, break open their pbo file and analyze how the experts do it. I can personally recommend Mechanic's amazing vehicles. And you can download the finished tutorial model Brsseb_lesson2_done.rar OFP.Brsseb_LessonTorrent Magnet from below: 
 +<code> 
 +magnet:?xt=urn:btih:40aac3407210ddb8ffcee06cdb009c0b099ccdce&xt=urn:btmh:122046986f756bcebf9744dc9f81bc3fc736a54e164113ec62e18c827a4a06271364&dn=OFP.Brsseb_Lesson&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce 
 +</code>
  
 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_j_1.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson2_j_1.jpg }}
 //WHEEEEHEEE!!!// //WHEEEEHEEE!!!//
  
-Now just knock yourself out with your first car addon for OFP. Have some fun with it, drive it to it breaks down (head for the configfile and change the top speed to 600 or so, THAT is fun!). +Now just knock yourself out with your first car addon for OFP. Have some fun with it, drive it to it breaks down (head for the configfile and change the top speed to 600 or so, THAT is fun!).
  
 Thankz for following this tutorial. As always I'm happy for all the feedback I can get at brsseb@hotmail.com (I'm on MSN almost everyday). Cheerz! Thankz for following this tutorial. As always I'm happy for all the feedback I can get at brsseb@hotmail.com (I'm on MSN almost everyday). Cheerz!
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 This tutorial was written by Brsseb in [[http://ofp.gamepark.cz/_hosted/brsseb/|ofp.gamepark.cz/_hosted/brsseb/]], it was posted here with his permissions, thank you Brsseb! This tutorial was written by Brsseb in [[http://ofp.gamepark.cz/_hosted/brsseb/|ofp.gamepark.cz/_hosted/brsseb/]], it was posted here with his permissions, thank you Brsseb!
 +
ofp/modeling/brsseb_lesson2.1507299385.txt.gz · Last modified: 2017/10/06 14:16 by snakeman

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