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arma2:modeling [2011/06/30 18:13] – added user_animation link. snakemanarma2: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 page is very much PMCTODO. Sorry.+[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
  
-Check [[arma2:modeling:backpack|Backpack]] for how to make custom backpack.+ArmA 2 modeling. 3D model file extension is P3D.
  
  
-====== BIS Sample Models ======+====== bis Sample Models ======
  
-BIS has released sample model(s), it a soldier model + skeleton. Check out details [[arma2:modeling:bismodels|here]].+bis has released sample model(s), it a soldier model + skeleton. Check out details [[arma2:modeling:bismodels|here]]. 
 + 
 +If you want to make sample models from any of the bis models, or any other user created models, follow our [[arma2:modeling:create-sample-models|create ArmA 2 P3D sample models]] tutorial. 
 + 
 +See also [[arma2:modeling:howto-open-arma2-files|HOWTO Open ArmA 2 P3D Files]].
  
  
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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:max_poly_count|Max poly count]]
  
-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't work anymore? Check [[arma2:modeling:max_model_size|Max model size]].
  
-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 to ArmA ======
  
-You can use config to replace different head for your soldiers.+[[arma2:modeling:arma_soldier_to_arma2|ArmA soldier in-game for ArmA 2]]
  
-To swap hands and head: + 
-  * Delete your current hands off of your current model and replace them with the ones on the new Sample model *soldier*. Simple copy & paste. +====== Head Proxy ====== 
-  * For the head, just delete your current models head, then open up the example model "soldier" and copy and paste the proxy called "bysta".+ 
 +How to swap into new [[arma2:modeling:head_proxy|Head proxy]] for your character models.
  
  
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 ====== 2nd UV set error ====== ====== 2nd UV set error ======
  
-If your RPT file shows error "Warningspecial LOD contains 2nd UV set." then you can try to fix it by using O2 to do the following:+[[arma2:modeling:2nd_uvset_error|2nd UV set error]] explained. 
 + 
 + 
 +====== Keyframe Error ====== 
 + 
 +[[arma2:modeling:keyframe-error|Keyframe error]] and how to fix it
 + 
 + 
 +====== Animation Tutorials ====== 
 + 
 +How to make [[arma2:modeling:user_animation|User Animations]]. 
 + 
 +How to animate character hands for individual weapons, [[arma2:modeling:weapon-animation-tutorial|Weapon Animation Tutorial]]. 
 + 
 + 
 + 
 +====== Shock Absorbers ====== 
 + 
 +Vehicle [[arma2:modeling:shock_absorbers|Shock Absorbers]]. 
 + 
 + 
 +====== Weighting Tutorial ====== 
 + 
 +[[arma2:modeling:weighting_tutorial|Weighting tutorial]] by STALKERGB. 
 + 
 +Youtube video tutorials: [[http://www.youtube.com/watch?v=-T_uo4Xz-WI|Rigging + Weighting in O2 part 1]] and [[http://www.youtube.com/watch?v=b2tL1FlCe4Q|Rigging + Weighting in O2 part 2]] 
 + 
 + 
 +====== Lighting Shading ====== 
 + 
 +[[arma2:modeling:lighting_shading|Lighting shading]]. 
 + 
 + 
 +====== Backpack Tutorials ====== 
 + 
 +Check [[arma2:modeling:backpack|Backpack]] for how to make custom backpack by STALKERGB. 
 + 
 +Read [[arma2:modeling:backpack_bis|backpack bis originals]] and [[arma2:modeling:backpack_tutorial|backpack tutorial]] by PMC. 
 + 
 + 
 +====== Aircraft Cockpits ====== 
 + 
 +Aircraft [[arma2:modeling:cockpits|cockpits]] and how they are aligned to the rest of the model.
  
-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:modeling:proxy_weapons|Proxy weapons]] explained.
  
-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 "Delete active".+====== Road MLOD Setup ======
  
-I might be wrong here, but I even think "mar_squadleader_1.p3d:10000" stands for the first res LOD and mar_squadleader_1.p3d:11000 the second res lod. Again not sure, but might limit your search where the second UVset is located.+How are ArmA 2 road models setup [[arma2:modeling:road-mlod-setup|Road MLOD setup]].
  
-Tip by DaSquade in [[http://forums.bistudio.com/showpost.php?p=1715908&postcount=9|BIS topic]]. 
  
 +====== ArmA 2 Missile Model ======
  
-====== User Animation Tutorial ======+ArmA 2 Missile Model setup [[arma2:modeling:missile-model-setup|Missile model setup]].
  
-How to make [[arma2:modeling:user_animation|user animations]]. 
arma2/modeling.1309457638.txt.gz · Last modified: 2011/06/30 18:13 by snakeman

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