arma:modeling:damage_model
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arma:modeling:damage_model [2009/01/19 17:17] – added bits for damage texture stuff, fixed typos. snakeman | arma:modeling:damage_model [2024/08/01 09:17] (current) – links added. snakeman | ||
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- | ====== Vehicle Damage Model ====== | + | ====== |
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+ | [[https:// | ||
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+ | **ArmA 1** aka Armed Assault (ArmA) | ||
**Törni**: With **damageHide** selection (not a LOD) you can hide parts of the model when the it is destroyed. Just what I did with the BMD-1 2.0 addon. The only addon in which the texture swapping is currently working is BTR80 and the model can be opened with O2. | **Törni**: With **damageHide** selection (not a LOD) you can hide parts of the model when the it is destroyed. Just what I did with the BMD-1 2.0 addon. The only addon in which the texture swapping is currently working is BTR80 and the model can be opened with O2. | ||
- | **Armored_Sheep** (BIS dev): New ArmA Damage visualization by animating materials on surface is defined in config.cpp (class damage). Model must contain at least selection " | + | **Armored_Sheep** (bis dev): New ArmA Damage visualization by animating materials on surface is defined in config.cpp (class damage). Model must contain at least selection " |
" | " | ||
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Then the Rvmat you define in the config must also point to this texture, otherwise the engine will not recognize the texture and will not replace it with the destruct one. | Then the Rvmat you define in the config must also point to this texture, otherwise the engine will not recognize the texture and will not replace it with the destruct one. | ||
+ | |||
+ | Also it appears that you cannot damageHide a already animated selection, good examples are helicopter rotors made the old OFP way (the new ArmA proxy way apparently works?). So be careful and test your damageHide selection by selection before overhauling your whole model. | ||
====== Selection names ====== | ====== Selection names ====== | ||
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Once the actual model has the named selection in all the Resolution LODs the damage texture animations will work. | Once the actual model has the named selection in all the Resolution LODs the damage texture animations will work. | ||
- | //Please note that for aircraft' | + | //Please note that for aircraft' |
- | ====== | + | ====== |
- | Here is example damage config from BIS A10 aircraft. | + | Here is example damage config from bis A10 aircraft. |
<code cpp> | <code cpp> | ||
dammageHalf[] = | dammageHalf[] = | ||
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The P3D file in O2 needs to have this bit added for each texture used. The Face Properties need the Materials definition to point to the rvmat file | The P3D file in O2 needs to have this bit added for each texture used. The Face Properties need the Materials definition to point to the rvmat file | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
And to clarify, all these files are needed (until experimentation proves otherwise) to enable damage textures. | And to clarify, all these files are needed (until experimentation proves otherwise) to enable damage textures. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Best of luck :) | Best of luck :) | ||
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+ | ====== damageHide Additions ====== | ||
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+ | This effect usually pops up, when a selection is only partial included in the " | ||
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+ | Also some issues may pop up, when other " | ||
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+ | There are few things you need to know. | ||
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+ | * The damageHide animation will move the selection to the center of the model. Make sure that they are not connected to other parts which will remain after destruction, | ||
+ | * If you want to make a selection animated and hidden after destruction, | ||
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+ | I suggest making 2 levels of landContact, | ||
+ |
arma/modeling/damage_model.1232385437.txt.gz · Last modified: 2009/01/19 17:17 (external edit)