arma2:modeling
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arma2:modeling [2011/06/30 18:13] – added user_animation link. snakeman | arma2:modeling [2024/08/01 22:11] (current) – links added. snakeman | ||
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====== 3D Modeling in ArmA 2 ====== | ====== 3D Modeling in ArmA 2 ====== | ||
- | ArmA 2 modeling | + | [[https:// |
- | Check [[arma2:modeling: | + | ArmA 2 modeling. 3D model file extension is P3D. |
- | ====== | + | ====== |
- | BIS has released sample model(s), it a soldier model + skeleton. Check out details [[arma2: | + | bis has released sample model(s), it a soldier model + skeleton. Check out details [[arma2: |
+ | |||
+ | If you want to make sample models from any of the bis models, or any other user created models, follow our [[arma2: | ||
+ | |||
+ | See also [[arma2: | ||
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====== Max poly count ====== | ====== Max poly count ====== | ||
- | **Earl BIS Dev**: "The important part is to create the different LODS, not so much the higher polycount of the most detailled lod." | + | [[arma2:modeling: |
- | 32768 vertices is a hard limit in ArmA -- as direct x counts them. O2's points count is not quite the same thing depending on the number of sharp edges you have. I guess it applies to ArmA2 as well. I think its the max size of the vertex buffer. You'll know when you get there since buldozer fails to draw the model. | ||
+ | ====== Max Model Geometry size ====== | ||
- | ====== ArmA soldier in-game ArmA 2 ====== | + | What is the maximum dimensions size of a model you can create before your geometry doesn' |
- | Copy Geometry, Memory, Hit-Points and Fire Geometry LODs from the example soldier.p3d BIS released. It's best to remove the old LODs completely from your model before applying the new ones. Then use the new model.cfg also given by BIS. | ||
- | For best results you should also copy the hands from soldier.p3d and use the new head as proxy (also found in soldier.p3d). Note that the new head model has only two LODs, 1.0 and 2.0. This means for bigger LODs you'll need to copy the head part from soldier.p3d directly. | + | ====== ArmA soldier |
- | You can use config to replace different head for your soldiers. | + | [[arma2: |
- | To swap hands and head: | + | |
- | * Delete | + | ====== Head Proxy ====== |
- | * For the head, just delete your current | + | |
+ | How to swap into new [[arma2:modeling: | ||
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====== 2nd UV set error ====== | ====== 2nd UV set error ====== | ||
- | If your RPT file shows error " | + | [[arma2:modeling: |
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+ | ====== Keyframe Error ====== | ||
+ | |||
+ | [[arma2: | ||
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+ | ====== Animation Tutorials ====== | ||
+ | |||
+ | How to make [[arma2: | ||
+ | |||
+ | How to animate character hands for individual weapons, [[arma2: | ||
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+ | ====== Shock Absorbers ====== | ||
+ | |||
+ | Vehicle [[arma2: | ||
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+ | ====== Weighting Tutorial ====== | ||
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+ | [[arma2: | ||
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+ | Youtube video tutorials: [[http:// | ||
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+ | |||
+ | ====== Lighting Shading ====== | ||
+ | |||
+ | [[arma2: | ||
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+ | ====== Backpack Tutorials ====== | ||
+ | |||
+ | Check [[arma2: | ||
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+ | Read [[arma2:modeling: | ||
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+ | |||
+ | ====== Aircraft Cockpits ====== | ||
+ | |||
+ | Aircraft [[arma2: | ||
- | Go to: Surfaces -> UV sets | ||
- | Normally there should only be 1 UV set in that list (above Add/Delete Active etc...). It should only contain "v Active 0". | + | ====== Aircraft Proxy Weapons ====== |
- | I guess in your case you will have a second one or even more. | + | Aircraft [[arma2: |
- | I had it also awhile back when copy pasting LODs and items... | ||
- | You just need to click on the UVset that you don't need (clicking on it will set it active) and then " | + | ====== Road MLOD Setup ====== |
- | I might be wrong here, but I even think " | + | How are ArmA 2 road models setup [[arma2:modeling:road-mlod-setup|Road MLOD setup]]. |
- | Tip by DaSquade in [[http:// | ||
+ | ====== ArmA 2 Missile Model ====== | ||
- | ====== User Animation Tutorial ====== | + | ArmA 2 Missile Model setup [[arma2: |
- | How to make [[arma2: |
arma2/modeling.1309457638.txt.gz · Last modified: 2011/06/30 18:13 by snakeman