User Tools

Site Tools


arma:modeling

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
arma:modeling [2011/07/03 18:26] – added uv_unwrap_tutorial link. snakemanarma:modeling [2024/08/01 10:16] (current) – links added. snakeman
Line 1: Line 1:
-====== 3D Modeling in ArmA ======+====== 3D Modeling in ArmA ======
  
-The Armed Assault 3D modeling.+[[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) 
 + 
 +The ArmA 1 3D modeling.
  
  
Line 16: Line 20:
 One rules is that the amount of texture used per model, you can not have 70 or 80 textures for a tank model, ArmA has come a long way and mass importing of unoptimized addons would set us all back years. One rules is that the amount of texture used per model, you can not have 70 or 80 textures for a tank model, ArmA has come a long way and mass importing of unoptimized addons would set us all back years.
  
-**Ebud** said in BIS forum: The weapons are nice, but don't have proper LODs for ARMA. They're not actually modeled down and just go from a high poly model to a billboard rather than model down each lod by 50%, and billboards for far LODs shouldn't be used anymore.+**Ebud** said in bis forum: The weapons are nice, but don't have proper LODs for ARMA. They're not actually modeled down and just go from a high poly model to a billboard rather than model down each lod by 50%, and billboards for far LODs shouldn't be used anymore.
  
-**Skaven** said in BIS forum: All LODs modeled down, so it means the plain texture is over, I will wright a tutorial later explaining how I did it, basically I used p2m tool, [[http://www.sharecg.com/v/5169/software-and-tools/LithUnwrap---Free-UV-Mapper-for-Windows|LithUnwrap]], 3D Studio Max and [[http://www.mootools.com/plugins/us/polygoncruncher/index.asp|polygon cruncher]] in terms of polys/faces it's more or less as BIS's values in most I even used less, basically, I made a 50% decrease of poly/faces per LOD. All weapons now use one texture only, I used the [[arma:texturing:merging_textures|merge textures]] feature in O2, it's actually very simple I may also wright a tutorial about it, although Jackal already wrote once some time ago.+**Skaven** said in bis forum: All LODs modeled down, so it means the plain texture is over, I will wright a tutorial later explaining how I did it, basically I used p2m tool, [[http://www.sharecg.com/v/5169/software-and-tools/LithUnwrap---Free-UV-Mapper-for-Windows|LithUnwrap]], 3D Studio Max and [[http://www.mootools.com/plugins/us/polygoncruncher/index.asp|polygon cruncher]] in terms of polys/faces it's more or less as bis's values in most I even used less, basically, I made a 50% decrease of poly/faces per LOD. All weapons now use one texture only, I used the [[arma:texturing:merging_textures|merge textures]] feature in O2, it's actually very simple I may also wright a tutorial about it, although Jackal already wrote once some time ago.
  
 About texture merge: I've been checking your textures carefully and I think probably just one 2048x2048 file will do for all the tank however, if you decide to do merge them you should do it in steps and not all at the same time since you have two problems, 1 there are away too many texture files and 2 they have many different sizes. If you decide to merge them I think you should merge them by groups (sizes) first and than in the end join all of them. About texture merge: I've been checking your textures carefully and I think probably just one 2048x2048 file will do for all the tank however, if you decide to do merge them you should do it in steps and not all at the same time since you have two problems, 1 there are away too many texture files and 2 they have many different sizes. If you decide to merge them I think you should merge them by groups (sizes) first and than in the end join all of them.
Line 26: Line 30:
 Once you normal map 1 or 2 models the rest is all the same you may increase or decrease the filter effect darken or lighter some spots but in reality it's really really easy, merging textures is also a piece of cake some code and a larger photoshop texture file is all you need in here. Once you normal map 1 or 2 models the rest is all the same you may increase or decrease the filter effect darken or lighter some spots but in reality it's really really easy, merging textures is also a piece of cake some code and a larger photoshop texture file is all you need in here.
  
-**Solus** with XMS/Beretta [[http://forums.bistudio.com/showthread.php?t=57124|example weapons release]]: The XMS has a simulation of a red dot sight and both have animated triggers, magazines, and bolt/slide. Both weapons have normal maps, specular maps, and detail maps and have shadow volume LODs.+**Solus** with XMS/Beretta example weapons release: The XMS has a simulation of a red dot sight and both have animated triggers, magazines, and bolt/slide. Both weapons have normal maps, specular maps, and detail maps and have shadow volume LODs.
  
-**Armored_Sheep** (BIS dev) about pilot proxy: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in Oxygen using simple "puppet" rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair. With releasing Oxygene2 we plan to publish also example character and skeleton models.+**Armored_Sheep** (bis dev) about pilot proxy: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in Oxygen using simple "puppet" rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair. With releasing Oxygene2 we plan to publish also example character and skeleton models.
  
-**Armored_Sheep** (BIS dev) about suspension/animations: Suspension and also all other animations are defined in model.cfg. Because this file is processed with p3d during binarization, you cannot find it in PBO. Documentation about model.cfg is at [[arma:modeling:model_config|model config]].+**Armored_Sheep** (bis dev) about suspension/animations: Suspension and also all other animations are defined in model.cfg. Because this file is processed with p3d during binarization, you cannot find it in PBO. Documentation about model.cfg is at [[arma:modeling:model_config|model config]].
  
 //Error: Warning: <addon>\<model>.p3d:1 Error while trying to generate ST for points: 888, 887, 886//\\ //Error: Warning: <addon>\<model>.p3d:1 Error while trying to generate ST for points: 888, 887, 886//\\
-**Armored_Sheep** (BIS dev): Engine calculates Tangent space for each face. It is needed for Normal maps shading. This warning message is logged for each face that has mapping (UV coordinates) and orientation of normals that cannot be used for this calculation. If you don’t use normal map on reported faces you don’t have to bother with those warnings.+**Armored_Sheep** (bis dev): Engine calculates Tangent space for each face. It is needed for Normal maps shading. This warning message is logged for each face that has mapping (UV coordinates) and orientation of normals that cannot be used for this calculation. If you don’t use normal map on reported faces you don’t have to bother with those warnings.
  
 Characters that are scope private (are not present in editor) don’t have full functionality as regular models. Characters that are scope private (are not present in editor) don’t have full functionality as regular models.
  
-**[APS]Gnat** in BIS forums: Tip for bombs and missiles, when you make bomb and missile 3d models, give the GEO lod some weight (in KGs) but do not do Structure -> Topology -> Find Components. ie defining "Component01", "Component02" etc in O2.+**[APS]Gnat** in bis forums: Tip for bombs and missiles, when you make bomb and missile 3d models, give the GEO lod some weight (in KGs) but do not do Structure -> Topology -> Find Components. ie defining "Component01", "Component02" etc in O2.
  
 The "Find Components" option in O2 typically makes it so other objects are able to impact the geometry LOD, and vice versa. The problem is this means when a 100kg object doing 900km/h hits another static object, ArmA has a habit of making the static object fly off, especially ships. It also avoids problems like dropping bombs from a plane and having them "bump" into the plane itself. The "Find Components" option in O2 typically makes it so other objects are able to impact the geometry LOD, and vice versa. The problem is this means when a 100kg object doing 900km/h hits another static object, ArmA has a habit of making the static object fly off, especially ships. It also avoids problems like dropping bombs from a plane and having them "bump" into the plane itself.
  
-**Armored_Sheep** (BIS Dev): ArmA engine does autocentering. The center of object in game is than affected by all vertices and all lods the p3d has. For proxies, such as weapons we use property Autocenter to prevent this. But be aware that if you place your model (for example building or car) far away off the 0.0.0 point in O2 and disable autocentering, you can brake for example AI path finding.+**Armored_Sheep** (bis Dev): ArmA engine does autocentering. The center of object in game is than affected by all vertices and all lods the p3d has. For proxies, such as weapons we use property Autocenter to prevent this. But be aware that if you place your model (for example building or car) far away off the 0.0.0 point in O2 and disable autocentering, you can brake for example AI path finding.
  
 Binarisation does the autocentering automatically for all objects except the ones with autocenter=0 property in geometry. Don't use autocenter=0, except for proxies or when you really have no other choice. Binarisation does the autocentering automatically for all objects except the ones with autocenter=0 property in geometry. Don't use autocenter=0, except for proxies or when you really have no other choice.
  
-**Armored_Sheep (BIS Dev)**: Strange convex can be that it has no volume, probably it is double sided plane.+**Armored_Sheep (bis Dev)**: Strange convex can be that it has no volume, probably it is double sided plane.
  
  
Line 68: Line 72:
  
  
-====== BIS MLOD Models ======+====== bis MLOD Models ======
  
-BIS Example MLOD models was released with the official tools, read our analysis of them [[arma:modeling:bismodels|here]]+bis Example MLOD models was released with the official tools, read our analysis of them [[arma:modeling:bismodels|here]]
  
  
Line 141: Line 145:
 ====== Proxy ====== ====== Proxy ======
  
-Proxys on the BIS vehicles is listed [[arma:modeling:proxy|here]]+Proxys on the bis vehicles is listed [[arma:modeling:proxy|here]]
  
  
Line 224: Line 228:
 ST error on [[arma:arma.rpt|arma.rpt]] file. ST error on [[arma:arma.rpt|arma.rpt]] file.
  
-**Suma (BIS Dev)**: it is caused by p3d which was not binarized. ST coordinates are needed for normal maps. Normally it is Binarize which computes them. With non-binarized model they must be created by the game, which is slow.+**Suma (bis Dev)**: it is caused by p3d which was not binarized. ST coordinates are needed for normal maps. Normally it is Binarize which computes them. With non-binarized model they must be created by the game, which is slow.
  
  
Line 234: Line 238:
 ====== Low Resolution LOD ====== ====== Low Resolution LOD ======
  
-Description what is and why is low resolution LODs so important in a model. Read [[arma:modeling:low_res_lod|here]].+Description what is and why is low resolution LODs so important in a model. Read [[arma:modeling:low_res_lod|Modeling Low RES LOD]].
  
  
 ====== How to create low res LOD ====== ====== How to create low res LOD ======
  
-How to create low resolution LODs, read about it [[arma:modeling:howto_make_lowres_lods|here]].+How to create low resolution LODs, read about it [[arma:modeling:howto_make_lowres_lods|Howto Make Low RES LODs]].
  
  
 ====== UV unwrap tutorial ====== ====== UV unwrap tutorial ======
  
-Quick UV unwrap tutorial [[arma:modeling:uv_unwrap_tutorial|here]] and [[arma:modeling:uv_unwrap_tutorial2|UV unwrap tutorial 2]].+Quick UV unwrap tutorial [[arma:modeling:uv_unwrap_tutorial|UV unwrap Tutorial]] and [[arma:modeling:uv_unwrap_tutorial2|UV unwrap tutorial 2]]. 
 + 
 + 
 +====== O2 Propertys ====== 
 + 
 +List of few [[arma:modeling:oxygen-2-propertys|Oxygen 2 Propertys]] for models like fences, fortresses and tents. 
arma/modeling.1309717565.txt.gz · Last modified: 2011/07/03 18:26 (external edit)

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.