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arma:modeling:glass_damage [2008/02/14 05:56] – created glass_damage initial page snakemanarma:modeling:glass_damage [2024/08/01 09:23] (current) – links added. snakeman
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-====== Glass Damage Tutorial ======+====== ArmA 1 Glass Damage Tutorial ====== 
 + 
 +[[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)
  
 **Glass Damage Tutorial** by Obmar **Glass Damage Tutorial** by Obmar
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 ====== Introduction ====== ====== Introduction ======
  
-The ArmA glass damage animation seems to be one of the biggest enigmas due to the limited amount of info on the subject. All of the modellers that have tried know what I am talking about. As modellers we all know that Objects used in the Geometry or Fire Geometry LOD must be closed and convex in order to work. So once we do this and then put the model in-game, we shoot at the vehicle, the glass gets damaged but does not penetrate and kill the occupants. In other words the glass seems to be bullet proof.+The ArmA glass damage animation seems to be one of the biggest enigmas due to the limited amount of info on the subject. All of the modelers that have tried know what I am talking about. As modelers we all know that Objects used in the Geometry or Fire Geometry LOD must be closed and convex in order to work. So once we do this and then put the model in-game, we shoot at the vehicle, the glass gets damaged but does not penetrate and kill the occupants. In other words the glass seems to be bullet proof.
  
 The correct process lies in the way the model is convexed in the Fire Geometry LOD and the correct modeling of vertices in the Hit-points LOD. The rest is just fine tuning in the config. The correct process lies in the way the model is convexed in the Fire Geometry LOD and the correct modeling of vertices in the Hit-points LOD. The rest is just fine tuning in the config.
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 In this tutorial I will explain the modeling process step by step as well as the Config entries and their meaning. I am using a helicopter I modeled as a sample but the process in this tutorial is valid for all types of vehicles. In this tutorial I will explain the modeling process step by step as well as the Config entries and their meaning. I am using a helicopter I modeled as a sample but the process in this tutorial is valid for all types of vehicles.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-01.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-01.jpg }}
  
  
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 I am only using this as a sample (texture) name, you can give your textures any name you wish. I am only using this as a sample (texture) name, you can give your textures any name you wish.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-02.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-02.jpg }}
  
  
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 sklo predni P (windscreen Right {abbr}) sklo predni P (windscreen Right {abbr})
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-03.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-03.jpg }}
  
  
 ====== Step 3 ====== ====== Step 3 ======
  
-**Modelling the Fire Geometry LOD**+**Modeling the Fire Geometry LOD**
  
-Create a Fire Geometry LOD in the Named Selections (A) and make the model with all the components (B) . The model should be simple, defining the basic model shape with important components named. Surfaces modeled in this LOD do STOP any bullet (any caliber). +Create a Fire Geometry LOD in the Named Selections (A) and make the model with all the components (B) . The model should be simple, defining the basic model shape with important components named. Surfaces modeled in this LOD do STOP any bullet (any caliber).
  
 Note: Do not model the glass component yet. Note: Do not model the glass component yet.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-04.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-04.jpg }}
  
  
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 Select all the components in the Fire Geometry LOD (ctrl+a) then go to (A) Structure | Convexity | Component Convex Hull and apply. Select all the components in the Fire Geometry LOD (ctrl+a) then go to (A) Structure | Convexity | Component Convex Hull and apply.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-05.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-05.jpg }}
  
  
 ====== Step 5 ====== ====== Step 5 ======
  
-**Modelling the Fire Geometry Glass Component**+**Modeling the Fire Geometry Glass Component**
  
-The following steps are important and must me modelled in this order.+The following steps are important and must me modeled in this order.
  
-Hint: Glass Component must be modelled in a separate O2 LOD and not in the Fire Geometry LOD. What I normally do is place the model in LOD 0.000 and in the next LOD 1.000 I make my glass as I have a background LOD (Yellow line image) to work off.+Hint: Glass Component must be modeled in a separate O2 LOD and not in the Fire Geometry LOD. What I normally do is place the model in LOD 0.000 and in the next LOD 1.000 I make my glass as I have a background LOD (Yellow line image) to work off.
  
 Make the different Glass Components (A) then selecting one part of the component at a time go to (B) Structure | Convexity | Make Convex and apply. Make the different Glass Components (A) then selecting one part of the component at a time go to (B) Structure | Convexity | Make Convex and apply.
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 The reason for doing one part of the glass component at a time is if you select them all and apply Make Convex it convexes the entire selection into one Convex component. The reason for doing one part of the glass component at a time is if you select them all and apply Make Convex it convexes the entire selection into one Convex component.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-06.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-06.jpg }}
  
  
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 sklo predni P (windscreen Right {abbr}) sklo predni P (windscreen Right {abbr})
  
-Now we select the entire Glass Component (ctrl+a) and open the Face Properties (B1) and in the texture dialogue (B1) enter this texture ca\data\data\black.pac and apply.+Now we select the entire Glass Component (CTRL-A) and open the Face Properties (B1) and in the texture dialogue (B1) enter this texture ca\data\data\black.pac and apply.
  
 Note: It is important to enter and apply this specific texture because without it the animation will not work. I have tried using other textures and the animation does not work. Note: It is important to enter and apply this specific texture because without it the animation will not work. I have tried using other textures and the animation does not work.
  
-Now select and copy the entire Glass Component (ctrl+a) and (ctrl+c) and go to the Fire Geometry LOD+Now select and copy the entire Glass Component (CTRL-A) and (CTRL-C) and go to the Fire Geometry LOD
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-07.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-07.jpg }}
  
  
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 Now in the Fire Geometry LOD (A) we paste the Glass component (B) by pressing (ctrl+v). Now in the Fire Geometry LOD (A) we paste the Glass component (B) by pressing (ctrl+v).
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-08.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-08.jpg }}
  
  
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 **Adding Glass Selection to Components** **Adding Glass Selection to Components**
  
-Select the entire model in the Fire Geometry (ctrl+a) and go to (A) Structure | Topology | Find Components and apply.+Select the entire model in the Fire Geometry (CTRL-A) and go to (A) Structure | Topology | Find Components and apply.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-09.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-09.jpg }}
  
  
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 You can now copy the pilot and cargo proxys from your Resolution LOD and paste them into the Fire Geometry LOD (A) You can now copy the pilot and cargo proxys from your Resolution LOD and paste them into the Fire Geometry LOD (A)
  
-Very Important: Do not convex or add the proxys to the components, All proxys must just be pasted (ctrl+v) into the Fire Geometry LOD.+Very Important: Do not convex or add the proxys to the components, All proxys must just be pasted (CTRL-V) into the Fire Geometry LOD.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-10.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-10.jpg }}
  
  
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 Hint: Try and keep the vertices as close to the Glass surface on the Resolution LOD using the BackGround LOD (Yellow Lines) as a guide and cover all openings where there is a glass texture with 1 vertice in each. Larger openings with 2 or 3 vertices. Hint: Try and keep the vertices as close to the Glass surface on the Resolution LOD using the BackGround LOD (Yellow Lines) as a guide and cover all openings where there is a glass texture with 1 vertice in each. Larger openings with 2 or 3 vertices.
  
-That's it for the Modelling part of the Glass Damage Animation. Save your work and open your config.cpp file.+That's it for the Modeling part of the Glass Damage Animation. Save your work and open your config.cpp file.
  
  
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 You must add the following code to the different config classes. I am using config samples add the highlighted (in RED) sections to your config.cpp You must add the following code to the different config classes. I am using config samples add the highlighted (in RED) sections to your config.cpp
  
-<code>+<code cpp>
 class CfgModels class CfgModels
 { {
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  {  {
  sectionsInherit = "";  sectionsInherit = "";
- sections[] = { "num1", "num2", "roundel", "velka vrtule", + sections[] = { "num1", "num2", "roundel", "velka vrtule",
  "velka vrtule staticka", "velka vrtule Blur",  "velka vrtule staticka", "velka vrtule Blur",
  "malavrtule","mala vrtule staticka",  "malavrtule","mala vrtule staticka",
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 That's it for this tutorial, save your config and your model, binarize and go to game and test your animation. That's it for this tutorial, save your config and your model, binarize and go to game and test your animation.
  
-{{ http://tactical.nekromantix.com/images/wiki/Glass_damage_tutorial-11.jpg }}+{{ https://pmc.editing.wiki/images/Glass_damage_tutorial-11.jpg }}
  
  
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 ====== Notes ====== ====== Notes ======
  
-Tutorial by Obmar 12 February 2008. Original posted in [[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=71750|this]] BIS forum topic. And [[http://tactical.nekromantix.com/arma/downloads/Glass_damage_tutorial.rar|here]] is the original tutorial PDF file for download.+Tutorial by Obmar 12 February 2008. And Glass_damage_tutorial.rar is the original tutorial PDF file for download from OFP-ArmA.Tutorial.Include.Files.2024-03-19/ Torrent Magnet: 
 +<code> 
 +magnet:?xt=urn:btih:3f74bfb31d795d124ff0a3b2d5c98c7b7c7da3c6&xt=urn:btmh:1220322d34f3fe96c02e4baa798c17198f84aa1bd98e544214e18ce4ab9d4f39457c&dn=OFP-ArmA.Tutorial.Include.Files.2024-03-19&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce 
 +</code>
  
arma/modeling/glass_damage.1202968573.txt.gz · Last modified: 2008/02/14 05:56 (external edit)

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