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arma:modeling:bisoldieringame [2007/11/20 02:55] – created initial page snakemanarma:modeling:bisoldieringame [2024/08/01 09:15] (current) – links added. snakeman
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-====== BIsoldier Ingame ======+====== ArmA 1 BIsoldier In-game ======
  
-There still seems to be some fuss about how to bring the BIsoldier (BIS released [[arma:modeling:bismodels|BImodels MLODs]] of its soldier) model ingame. Here is what PMC did to create working config for them.+[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]]
  
-====== 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:modeling:bismodels|BImodels MLODs]] of its soldier) model in-game. Here is what PMC did to create working config for them.
  
-<code>+ 
 +====== CfgSkeletons ====== 
 + 
 +First in CfgSkeletons in model.cfg file we did like this: 
 + 
 +<code cpp>
 class CfgSkeletons class CfgSkeletons
  // soldier models  // soldier models
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  skeletonInherit = "";  skeletonInherit = "";
  skeletonBones[] =  skeletonBones[] =
- { + {
  "neck","",  "neck","",
  "neck1","neck",  "neck1","neck",
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 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:
-<code>+<code cpp>
 class VTE_PeopleMoves : CfgMovesMaleSdr class VTE_PeopleMoves : CfgMovesMaleSdr
 { {
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 }; };
 </code> </code>
 +
  
 ====== cfgModels ====== ====== cfgModels ======
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 And then in cfgModels we did this: And then in cfgModels we did this:
  
-<code>+<code cpp>
 class cfgModels class cfgModels
 { {
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 </code> </code>
 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 ======
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 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:
  
-<code>+<code cpp>
  class VTE_ac: VTE_Army  class VTE_ac: VTE_Army
  {  {
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  moves="VTE_PeopleMoves";  moves="VTE_PeopleMoves";
 </code> </code>
-The "moves" part, thats the only new thing you need to add in cfgVehicles the unit configuration. Then you can inherit the units by doing class MyNewUnit: VTE_ac{blabla}; as usual.+The "moves" part, that'the only new thing you need to add in cfgVehicles the unit configuration. Then you can inherit the units by doing class MyNewUnit: VTE_ac{blabla}; as usual.
  
-====== Wound Textures ====== 
  
-I have no idea if wound textures work with this setup, I dont have blood enabled in my ArmA :) +====== Wound Textures ======
- +
-====== Notes ======+
  
-If you use the Synide MLOD models, you should make sure you have the latest versions, do not use the "edinsys.paa" texture version, they are outdated and broken models.+Read about [[arma:wound_textures|wound textures]] in more detail.
  
arma/modeling/bisoldieringame.1195527308.txt.gz · Last modified: 2007/11/20 02:55 by snakeman