arma:modeling:bisoldieringame
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| arma:modeling:bisoldieringame [2007/11/20 02:55] – created initial page snakeman | arma:modeling:bisoldieringame [2024/08/01 09:15] (current) – links added. snakeman | ||
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| - | ====== BIsoldier | + | ====== |
| - | There still seems to be some fuss about how to bring the BIsoldier (BIS released | + | [[https:// |
| - | ====== cfgSkeletons ====== | + | **ArmA 1** aka Armed Assault (ArmA) |
| - | First in cfgskeletons we did this: | + | There still seems to be some fuss about how to bring the BIsoldier (bis released [[arma: |
| - | < | + | |
| + | ====== CfgSkeletons ====== | ||
| + | |||
| + | First in CfgSkeletons in model.cfg file we did like this: | ||
| + | |||
| + | < | ||
| class CfgSkeletons | class CfgSkeletons | ||
| // soldier models | // soldier models | ||
| Line 15: | Line 20: | ||
| skeletonInherit = ""; | skeletonInherit = ""; | ||
| skeletonBones[] = | skeletonBones[] = | ||
| - | { | + | { |
| " | " | ||
| " | " | ||
| Line 110: | Line 115: | ||
| Sorry its bit difficult to format those long list of bone names. Then we did this: | Sorry its bit difficult to format those long list of bone names. Then we did this: | ||
| - | < | + | < |
| class VTE_PeopleMoves : CfgMovesMaleSdr | class VTE_PeopleMoves : CfgMovesMaleSdr | ||
| { | { | ||
| Line 144: | Line 149: | ||
| }; | }; | ||
| </ | </ | ||
| + | |||
| ====== cfgModels ====== | ====== cfgModels ====== | ||
| Line 149: | Line 155: | ||
| And then in cfgModels we did this: | And then in cfgModels we did this: | ||
| - | < | + | < |
| class cfgModels | class cfgModels | ||
| { | { | ||
| Line 243: | Line 249: | ||
| </ | </ | ||
| As you can see now you must inherit all your soldier P3D model names here ie **VTE_usmc**.p3d and **VTE_sf**.p3d normally as any other cfgModels before. | As you can see now you must inherit all your soldier P3D model names here ie **VTE_usmc**.p3d and **VTE_sf**.p3d normally as any other cfgModels before. | ||
| + | |||
| ====== cfgVehicles ====== | ====== cfgVehicles ====== | ||
| Line 248: | Line 255: | ||
| Then we move into cfgVehicles and the only different thing you do there is this: | Then we move into cfgVehicles and the only different thing you do there is this: | ||
| - | < | + | < |
| class VTE_ac: VTE_Army | class VTE_ac: VTE_Army | ||
| { | { | ||
| Line 257: | Line 264: | ||
| moves=" | moves=" | ||
| </ | </ | ||
| - | The " | + | The " |
| - | ====== Wound Textures ====== | ||
| - | I have no idea if wound textures work with this setup, I dont have blood enabled in my ArmA :) | + | ====== |
| - | + | ||
| - | ====== | + | |
| - | If you use the Synide MLOD models, you should make sure you have the latest versions, do not use the " | + | Read about [[arma: |
arma/modeling/bisoldieringame.1195527308.txt.gz · Last modified: 2007/11/20 02:55 by snakeman
