ofp:modeling:brsseb_lesson2
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ofp:modeling:brsseb_lesson2 [2008/05/04 07:46] – created brsseb_lesson2 initial page snakeman | ofp:modeling:brsseb_lesson2 [2024/07/31 15:36] (current) – links added. snakeman | ||
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+ | ====== OFP Brsseb 3D Modeling Tutorial ====== | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
+ | |||
+ | |||
====== Lesson 2: Creating your first car ====== | ====== Lesson 2: Creating your first car ====== | ||
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====== Preparing for the lesson ====== | ====== Preparing for the lesson ====== | ||
- | So you`re ready to begin your second lesson, huh? Well, if you ever wanted to know how to make a car in OFP you`re in the right place. This lesson will teach you the basic on how to set up a car in OFP. It wont teach you how to model one (3d modelling | + | So you`re ready to begin your second lesson, huh? Well, if you ever wanted to know how to make a car in OFP you`re in the right place. This lesson will teach you the basic on how to set up a car in OFP. It wont teach you how to model one (3d modeling |
- | If you havent | + | If you haven' |
- | But to make up for my lack of modelling | + | But to make up for my lack of modeling |
So, what do we need then. Lets see: | So, what do we need then. Lets see: | ||
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* OFP (daahhh), O2 and Bulldozer | * OFP (daahhh), O2 and Bulldozer | ||
* Basic understanding of the O2 interface | * Basic understanding of the O2 interface | ||
- | * Having fully understud | + | * Having fully understood |
* PBOTool and TexView | * PBOTool and TexView | ||
- | Ok, thats the most important things. Lets have a look at our model next: | + | OK, that' |
====== The car model ====== | ====== The car model ====== | ||
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Lets have a look at the model that I will be using during this tutorial. Its ugly as hell but its all you need to get a good understanding on how to get a car model into OFP. Well, here it is: | Lets have a look at the model that I will be using during this tutorial. Its ugly as hell but its all you need to get a good understanding on how to get a car model into OFP. Well, here it is: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Simple car model with textures.// | //Simple car model with textures.// | ||
- | So, you can either make your own model and use that for this tutorial or you can just download the one I made and start using that one. Download mine and this lesson will take a shorter time. If you make your own model sometime and are unsure on how to get in ingame, just run trought | + | So, you can either make your own model and use that for this tutorial or you can just download the one I made and start using that one. Download mine and this lesson will take a shorter time. If you make your own model sometime and are unsure on how to get in ingame, just run trough |
- | * Download car model with textures and configfile | + | * Download car model with textures and configfile Brsseb_lesson2_start.rar |
* Put the firstcar folder in the same place you installed Bulldozer | * Put the firstcar folder in the same place you installed Bulldozer | ||
- | When you have done that, open the p3d-model and have a look at how the model is put together. Its simple stuff. Just some resized box- and cylinder-structures with textures on them. Currently there are only two LODs there, " | + | When you have done that, open the p3d-model and have a look at how the model is put together. Its simple stuff. Just some resized box- and cylinder-structures with textures on them. Currently there are only two LODs there, " |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Geometry LOD structures// | //Geometry LOD structures// | ||
- | The basic geometry is set up. I have selected some key structures, created selections them and applied some wheight. Note that the geometry | + | The basic geometry is set up. I have selected some key structures, created selections them and applied some weight. Note that the geometry |
====== Getting the model in-game ====== | ====== Getting the model in-game ====== | ||
- | Yes, thats right. Its already time to test our model in-game! And for those of you who have downloaded my model didnt have to do any real work at all! To test the model do this: | + | Yes, that' |
* Start PBOTool | * Start PBOTool | ||
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* Save the thing " | * Save the thing " | ||
* Start OFP, run Editor and select your new car (Civilian-> | * Start OFP, run Editor and select your new car (Civilian-> | ||
- | * Drive around | + | * Drive around |
- | Now if you have tested it you might have noticed that its pretty crappy right now. The steering wheels wont turn, you dont see the driver, impossible to see anything in first person view, the thing seem to jump/ | + | Now if you have tested it you might have noticed that its pretty crappy right now. The steering wheels wont turn, you don' |
- | Now you might wonder how our model suddenly became a real functional OFP car just like that. And if you look closer on the model you`ll see that its not that much seperating | + | Now you might wonder how our model suddenly became a real functional OFP car just like that. And if you look closer on the model you`ll see that its not that much separating |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The important part of the config-file, | //The important part of the config-file, | ||
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* //Side//: The " | * //Side//: The " | ||
- | * // | + | * // |
* // | * // | ||
* //model//: Explained in lesson 1. The path for the p3d file. | * //model//: Explained in lesson 1. The path for the p3d file. | ||
- | * // | + | * // |
* // | * // | ||
- | There are some other features that we`ll look at when the time is right, but these are the important ones right now. If you are somewhat experienced in object-oriented programming you`ll see that while our crate was classified as a static object, our car is classified as a LandVehicle of some sort, and then I have " | + | There are some other features that we`ll look at when the time is right, but these are the important ones right now. If you are somewhat experienced in object-oriented programming you`ll see that while our crate was classified as a static object, our car is classified as a LandVehicle of some sort, and then I have " |
- | What I can say it that I`ve stolen most of the standard West OFP Jeep attributes. Right now the physics model (braking distance, damperforce, | + | What I can say it that I've stolen most of the standard West OFP Jeep attributes. Right now the physics model (braking distance, damperforce, |
So, now lets get our model in shape. | So, now lets get our model in shape. | ||
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====== Making the wheels turn ====== | ====== Making the wheels turn ====== | ||
- | First thing first, lets make the wheels turn! That is probably the most stupid thing with our model right now. All wheels turn, dont they? (Except for the spare one, I guess :) ). | + | First thing first, lets make the wheels turn! That is probably the most stupid thing with our model right now. All wheels turn, don' |
- | To make them turn, OFP must know were your wheels is. We do that by selecting each wheel structure and define a pre-set selection for them in the main LOD, " | + | To make them turn, OFP must know were your wheels is. We do that by selecting each wheel structure and define a pre-set selection for them in the main LOD, " |
* Fire up O2 and Bulldozer | * Fire up O2 and Bulldozer | ||
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* With that selected, make a new save selection (in the "Named selection window" | * With that selected, make a new save selection (in the "Named selection window" | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Its the same way for all the wheels, just with different names for each wheel. Select a wheel, define a selection with the right name. Simple. Here is the final pic with names for all the wheels: | Its the same way for all the wheels, just with different names for each wheel. Select a wheel, define a selection with the right name. Simple. Here is the final pic with names for all the wheels: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Pravy predni = right front | * Pravy predni = right front | ||
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====== LandContact LOD ====== | ====== LandContact LOD ====== | ||
- | Next one is very important for the phycis | + | Next one is very important for the physic |
- | For all moving objects, OFP will like to know which parts of the model is in contact with the ground. What we need to do is to place out 4 vertrices, one under each wheel. Then select and name each vertex with more czech gibberish :). Lets move: | + | For all moving objects, OFP will like to know which parts of the model is in contact with the ground. What we need to do is to place out 4 vertices, one under each wheel. Then select and name each vertex with more czech gibberish :). Lets move: |
- | * Make a new LOD, it will be called " | + | * Make a new LOD, it will be called " |
- | * In left view, zoom in (Alt + right and left mousebutton) and move the cursor just beneath the front set of wheels. | + | * In left view, zoom in (ALT + right and LMB) and move the cursor just beneath the front set of wheels. |
* Then hit " | * Then hit " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Now go to front view, lock the x-axis (hit " | * Now go to front view, lock the x-axis (hit " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Now you know how to do that. You must place one vertex under each wheel, so use the info above on how to do place the last 3 vertrices. It should look like this afterwards: | + | Now you know how to do that. You must place one vertex under each wheel, so use the info above on how to do place the last 3 vertices. It should look like this afterward: |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Now we have to do the same thing as the last page, select one at the time and define a selection for it. Select the front right vertex, make a new selection and call it the right name, etc. Here is the selection names: | Now we have to do the same thing as the last page, select one at the time and define a selection for it. Select the front right vertex, make a new selection and call it the right name, etc. Here is the selection names: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* pravy predni tlumic = right front damper | * pravy predni tlumic = right front damper | ||
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====== Placing markers for the wheels ====== | ====== Placing markers for the wheels ====== | ||
- | Well, we got the dampers working, but ofp isnt quite satisfied yet. It also need to know more about the wheels and how it interacts with the ground. More vertexplacing | + | Well, we got the dampers working, but ofp isn' |
There is a total of 8 vertices to place, two for each wheel. But unlike the last page where we placed one in the middle under each wheel, we need one at each wheel edge. Lets move: | There is a total of 8 vertices to place, two for each wheel. But unlike the last page where we placed one in the middle under each wheel, we need one at each wheel edge. Lets move: | ||
* Create a new LOD and change it to Memory LOD. | * Create a new LOD and change it to Memory LOD. | ||
- | * In left view zoom in to the front wheel pair, palce cursor right beneath wheel and press " | + | * In left view zoom in to the front wheel pair, place cursor right beneath wheel and press " |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Go to front view, lock x axis and move the vertex to the //inner edge of left front wheel//. | * Go to front view, lock x axis and move the vertex to the //inner edge of left front wheel//. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Now hold down shift, and drag the vertex to the //outer wheel edge// and a copy should appear there. See pic | * Now hold down shift, and drag the vertex to the //outer wheel edge// and a copy should appear there. See pic | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Now a same pair of vertices should be placed under the last 3 wheels. Do this now. Then select each vertex (one by one, not pairs!) and make a save selection for each of them. See picture for all the selection names. | Now a same pair of vertices should be placed under the last 3 wheels. Do this now. Then select each vertex (one by one, not pairs!) and make a save selection for each of them. See picture for all the selection names. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* stopa PLP: Front Left Right marker | * stopa PLP: Front Left Right marker | ||
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* stopa ZPP: Rear right right marker | * stopa ZPP: Rear right right marker | ||
- | Now thats done. It is hard work, I know, keeping all the PPLs and ZLL under controll. Dont worry if you screw it up the first time, but keep trying | + | Now that' |
====== Making the Steering wheel turn ====== | ====== Making the Steering wheel turn ====== | ||
- | The steering wheel on our model doesnt | + | The steering wheel on our model doesn' |
* Go to " | * Go to " | ||
* With it selected, create a new selection and name it " | * With it selected, create a new selection and name it " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | But that aint enough to make it work properly. It needs an axis to spin around. And we need 2 vertrices | + | But that aint enough to make it work properly. It needs an axis to spin around. And we need 2 vertices |
- | * In left view, move cursor and create two vertrices | + | * In left view, move cursor and create two vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Both selected to show the better in pic. Green lines added to indicate axis.// | //Both selected to show the better in pic. Green lines added to indicate axis.// | ||
- | * Select the left-most vertex, create new selection and call it " | + | * Select the left-most vertex, create new selection and call it " |
* Select the other one, create new selection and name it " | * Select the other one, create new selection and name it " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Ok, if you compile and test now, the steering wheel should work fine. One thing though, note that we used a structure with a texture on it as the steering wheel. Usually people use a texture with a transparanent | + | OK, if you compile and test now, the steering wheel should work fine. One thing though, note that we used a structure with a texture on it as the steering wheel. Usually people use a texture with a transparent |
- | Ok, next! | + | OK, next! |
====== Making the driver show up! ====== | ====== Making the driver show up! ====== | ||
- | Even when there is someone in the car, no model of the driver sitting in the seat is shown. We will fix this now. | + | Even when there is someone in the car, no model of the driver sitting in the seat is shown. We will fix this now. |
But we need to have a serious chat first, and its about proxys. A proxy is a "model in the model" | But we need to have a serious chat first, and its about proxys. A proxy is a "model in the model" | ||
- | * First: Inside the ZIP you downloaded in the beginning is a JeePDriver.p3d model from the OFP demo of a man driving. Find it and put the p3d model in the data3d-folder in bulldozer. | + | * First: Inside the ZIP you downloaded in the beginning is a JeePDriver.p3d model from the OFP demo of a man driving. Find it and put the p3d model in the data3d-folder in bulldozer. |
- | * Start o2 and bulldozer, open your firscar model and make sure you are in the " | + | * Start o2 and bulldozer, open your firscar model and make sure you are in the " |
* On the menu, find Create-> | * On the menu, find Create-> | ||
* In the dialog, just write " | * In the dialog, just write " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | A triangle made of 3 vertrices | + | A triangle made of 3 vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | But if you have a look at Bulldozer, the full drivermodel | + | But if you have a look at Bulldozer, the full driver model will be shown. The driver model wont be added to your car-model or the final PBO, its just there for reference. Ingame, OFP will find the driver model in its own data3d folder. But this will help your in placing your driver correctly. And no, the proxy model doesn' |
- | Select the driver proxy (triangle) using F2. We need to rotate and move it to make the driver sit in the seat. You should be able to do this by your self, rotating and moving was learned in lesson 1. When you have the driver | + | Select the driver proxy (triangle) using F2. We need to rotate and move it to make the driver sit in the seat. You should be able to do this by your self, rotating and moving was learned in lesson 1. When you have the driver |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
// | // | ||
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* Start o2 and head for the " | * Start o2 and head for the " | ||
- | * Go to front view and using F2 select mode, select the seat structure. | + | * Go to front view and using F2 select mode, select the seat structure. |
* Use the scale-function on the menu, Points-> | * Use the scale-function on the menu, Points-> | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Now select the steering and the driver proxy (triangle). Make sure to select the wheel, the pole, the driverproxy and the two points indicating the steeringwheel axis | * Now select the steering and the driver proxy (triangle). Make sure to select the wheel, the pole, the driverproxy and the two points indicating the steeringwheel axis | ||
* Using front view and with locked x-asix, move everything to the right (or left, if your british of something :) ) | * Using front view and with locked x-asix, move everything to the right (or left, if your british of something :) ) | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//It should look like this in Bulldozer.// | //It should look like this in Bulldozer.// | ||
- | Now we need a proxy model of the passenger. And there happens to be another p3d model of a passenger called JeepCoDriver.p3d inside that ZIP your got from the start of the tutorial. Find it and put it in the same folder as the last one (Data3d in Bulldozer). | + | Now we need a proxy model of the passenger. And there happens to be another p3d model of a passenger called JeepCoDriver.p3d inside that ZIP your got from the start of the tutorial. Find it and put it in the same folder as the last one (Data3d in Bulldozer). |
- | Now we do the same thing as for the driver proxy and your should be able to do that easy if you understud | + | Now we do the same thing as for the driver proxy and your should be able to do that easy if you understood |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | When your`re happy, WAIT, dont compile yet! No no! There is something we must do first: | + | When your`re happy, WAIT, don' |
* Double click Memory LOD to activate it. | * Double click Memory LOD to activate it. | ||
* Head for front view and place your cursor on the red line (indicating ground level) and 2 grid-squares to the right of origo. Then hit " | * Head for front view and place your cursor on the red line (indicating ground level) and 2 grid-squares to the right of origo. Then hit " | ||
- | * Do the same on the other side of the car. You should now have 2 vertrices | + | * Do the same on the other side of the car. You should now have 2 vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | // | + | // |
* These vertices will indicate get in/get out positions for your vehicle. It tells you which area they must stand in in order to get in the vehicle. | * These vertices will indicate get in/get out positions for your vehicle. It tells you which area they must stand in in order to get in the vehicle. | ||
- | * And of course we must name each one with a saved selection like before. Call the one on the driver side "pos driver" | + | * And of course we must name each one with a saved selection like before. Call the one on the driver side "pos driver" |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
So, test time yet? Nope, but we`re almost there. We must do some changes to the configfile to allow our car to carry passengers. | So, test time yet? Nope, but we`re almost there. We must do some changes to the configfile to allow our car to carry passengers. | ||
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* Find the " | * Find the " | ||
- | Compile the thing, check that getting in/out works for both driver and passenger etc. NOTE: If the get in/out doenst work properly, try moving the "pos driver" | + | Compile the thing, check that getting in/out works for both driver and passenger etc. NOTE: If the get in/out doenst work properly, try moving the "pos driver" |
Nice, huh? Next one, then. | Nice, huh? Next one, then. | ||
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====== Mission Complete, Soldier! ====== | ====== Mission Complete, Soldier! ====== | ||
- | Congratulations, | + | Congratulations, |
- | Some may be disapointed | + | Some may be disappointed |
- | There are many things yet to discover, like how to make glass for windows, proper hitpoints and fire gemoetry LOD, working | + | There are many things yet to discover, like how to make glass for windows, proper hitpoints and fire gemoetry LOD, working |
+ | < | ||
+ | magnet:? | ||
+ | </ | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
// | // | ||
- | Now just knock yourself out with your first car addon for OFP. Have some fun with it, drive it to it breaks down (head for the configfile and change the topspeed | + | Now just knock yourself out with your first car addon for OFP. Have some fun with it, drive it to it breaks down (head for the configfile and change the top speed to 600 or so, THAT is fun!). |
- | Thankz for following this tutorial. As always | + | Thankz for following this tutorial. As always |
====== Notes ====== | ====== Notes ====== | ||
- | This tutorial was written by Brsseb in [[http:// | + | This tutorial was written by Brsseb in [[http:// |
ofp/modeling/brsseb_lesson2.1209887175.txt.gz · Last modified: 2008/05/04 07:46 (external edit)