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arma:modeling:damage_model [2009/01/19 17:17] – added bits for damage texture stuff, fixed typos. snakemanarma:modeling:damage_model [2024/08/01 09:17] (current) – links added. snakeman
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-====== Vehicle Damage Model ======+====== ArmA 1 Vehicle Damage Model ====== 
 + 
 +[[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]] 
 + 
 +**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 "zbytek" that will contain all faces that are animated. You can also use other selections bind in config.cpp in class Hit* as visual=. On top of that the selection must be defined as "section" in model.cfg.+**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 "zbytek" that will contain all faces that are animated. You can also use other selections bind in config.cpp in class Hit* as visual=. On top of that the selection must be defined as "section" in model.cfg.
  
 "Zbytek" is Czech word for "the rest" meaning remaining parts. In case HIThull - "karoserie" in Czech - is used, you might not find "zbytek" it the model. All selection names are anyway defined in config. "Zbytek" is Czech word for "the rest" meaning remaining parts. In case HIThull - "karoserie" in Czech - is used, you might not find "zbytek" it the model. All selection names are anyway defined in config.
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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's selection name like "body" will work just fine, but for tank vehicles, it won't work anymore. Why? we have no idea. If you configure tank with "body" selection name it won't work but as soon as you change it to "zbytek" it will work fine. Go figure.//+//Please note that for aircraft's selection name like "body" will work just fine, but for tank vehicles, it won't work anymore. Why? we have no idea. If you configure tank with "body" selection name it won't work but as soon as you change it to "zbytek" it will work fine. Go figure. Also do not try to add damageHide into tank's turrets, it wont work as then the objects won't animate normally, you need to use the damageVez maybe?//
  
-====== BIS Example ======+====== bis Example ======
  
-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/Gnat_damage_rvmat_1.jpg }}+{{ https://pmc.editing.wiki/images/Gnat_damage_rvmat_1.jpg }}
  
 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/Gnat_damage_rvmat_2.jpg }}+{{ https://pmc.editing.wiki/images/Gnat_damage_rvmat_2.jpg }}
  
 Best of luck :) Best of luck :)
 +
 +
 +====== damageHide Additions ======
 +
 +This effect usually pops up, when a selection is only partial included in the "damageHide" section. For me, it seems that all "damageHide" sections get moved below ground level at destruction, causing such effects.
 +
 +Also some issues may pop up, when other "active" sections are included in the damageHide section. You may check the T-72 model included in the bis samples and check the tracks. Each damper section has its own damageHide section, else the same effect would pop up on the tracks.
 +
 +There are few things you need to know.
 +
 +  * 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, like you can see it on your screenshot.
 +  * If you want to make a selection animated and hidden after destruction, make a separate damageHide animation for it, otherwise the animation will be influence each other and your translation or rotation will be effected.
 +
 +I suggest making 2 levels of landContact, the bottom layer is named like the suspensions and will be removed after destruction. The other layer is at the height of the chassis. That way your truck will look like it rests on the visible elements which are left after destruction.
 +
arma/modeling/damage_model.1232385437.txt.gz · Last modified: 2009/01/19 17:17 (external edit)

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