ofp:modeling:brsseb_lesson3
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ofp:modeling:brsseb_lesson3 [2016/11/04 19:40] – moved images from nekromantix to this domain. snakeman | ofp:modeling:brsseb_lesson3 [2024/07/31 15:38] (current) – links added. snakeman | ||
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+ | ====== OFP Brsseb 3D Modeling Tutorial ====== | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
+ | |||
+ | |||
====== Lesson 3: Creating your first Weapon ====== | ====== Lesson 3: Creating your first Weapon ====== | ||
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Preparing for the lesson | Preparing for the lesson | ||
- | Hello, and welcome back. Its time to make our first weapon in OFP. Yes, that's right. A step by step tutorial that covers the most of it; from modeling the gun itself to getting it ingame. | + | Hello, and welcome back. Its time to make our first weapon in OFP. Yes, that's right. A step by step tutorial that covers the most of it; from modeling the gun itself to getting it ingame. |
So, what skills do you need then. Lets see: | So, what skills do you need then. Lets see: | ||
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The gun we are going to make is nick-named " | The gun we are going to make is nick-named " | ||
- | {{ http:// | + | {{ https:// |
- | Cool, isn't it? Well, it ain't going to appeal to everyone, but its the gun we`re going to make. Why this one, you say? Well, first of all we got a great side-shot of the gun on their page, its mostly black (makes texturing screw ups easier to hide:) ) and most of all, it looks pretty cool! | + | Cool, isn't it? Well, it ain't going to appeal to everyone, but its the gun we`re going to make. Why this one, you say? Well, first of all we got a great side-shot of the gun on their page, its mostly black (makes texturing screw ups easier to hide:) ) and most of all, it looks pretty cool! |
So, here is what you need to do to get started: | So, here is what you need to do to get started: | ||
* Go to where Bulldozer is installed and make a folder named " | * Go to where Bulldozer is installed and make a folder named " | ||
- | * Download the texture files [[http:// | + | * Download the texture files Brsseb_lesson3_start.rar |
When you`re ready to start, go to next page. | When you`re ready to start, go to next page. | ||
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====== Placing vertices ====== | ====== Placing vertices ====== | ||
- | First we must create the actual gun model. Do this: | + | First we must create the actual gun model. Do this: |
* Fire up o2 and Bulldozer and save the new file as stalker.p3d in the stalker folder you made earlier. | * Fire up o2 and Bulldozer and save the new file as stalker.p3d in the stalker folder you made earlier. | ||
* Activate front view, press " | * Activate front view, press " | ||
- | {{ http:// | + | {{ https:// |
//Load the texture we are going to use as reference// | //Load the texture we are going to use as reference// | ||
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* Hit F4 to leave texture mode. The front view should look like this: | * Hit F4 to leave texture mode. The front view should look like this: | ||
- | {{ http:// | + | {{ https:// |
- | Now me must model the side shape of the gun. We do that by outlining the gun profile with vertices. That means we use " | + | Now me must model the side shape of the gun. We do that by outlining the gun profile with vertices. That means we use " |
Zoom in on the rear gun part and start placing vertices using your cursor and the " | Zoom in on the rear gun part and start placing vertices using your cursor and the " | ||
- | {{ http:// | + | {{ https:// |
- | Note that there are few vertices at the strait points and more vertices where there are more round and soft shapes. Remember that we are dealing with polygons and therefore there are only straight lines between points. So we need to have many vertices where the model is supposed to have a round shape. | + | Note that there are few vertices at the strait points and more vertices where there are more round and soft shapes. Remember that we are dealing with polygons and therefore there are only straight lines between points. So we need to have many vertices where the model is supposed to have a round shape. |
Now lets have a look at the middle section (leave out the trigger area and the scope right now). Here is my suggestion: | Now lets have a look at the middle section (leave out the trigger area and the scope right now). Here is my suggestion: | ||
- | {{ http:// | + | {{ https:// |
- | Doesnt look too back, does it? The main shape is there, at least, Note that we are not going any more left right now, the front section (muzzle etc) will be made of a small cylinder structure later. The same goes for the scope; later. | + | Doesnt look too back, does it? The main shape is there, at least, Note that we are not going any more left right now, the front section (muzzle etc) will be made of a small cylinder structure later. The same goes for the scope; later. |
Now for the hard trigger area. This is the roundest shape on side view and therefore need many vertices to look good. Remember that the area between vertices will be filled with faces, so we need an inner and an outer vertice ring, like this: | Now for the hard trigger area. This is the roundest shape on side view and therefore need many vertices to look good. Remember that the area between vertices will be filled with faces, so we need an inner and an outer vertice ring, like this: | ||
- | {{ http:// | + | {{ https:// |
OK, so it ain't pervert. Its sometimes hard to imagine how the vertices will look once we have made faces, but don't worry. its easy to move them later. And we haven' | OK, so it ain't pervert. Its sometimes hard to imagine how the vertices will look once we have made faces, but don't worry. its easy to move them later. And we haven' | ||
- | {{ http:// | + | {{ https:// |
//What it should look like so far// | //What it should look like so far// | ||
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====== Making faces ====== | ====== Making faces ====== | ||
- | Now its about time to make the vertices do their job. Lets start with the rear gun section. Making faces is easy, you select 3 or 4 vertices and hit F6 to make a face. If you have read some basic o2 tutorials, you`ll know that every face has a "face normal" | + | Now its about time to make the vertices do their job. Lets start with the rear gun section. Making faces is easy, you select 3 or 4 vertices and hit F6 to make a face. If you have read some basic o2 tutorials, you`ll know that every face has a "face normal" |
- | You should also heard that o2 supports faces created with 4 vertices and not just 3 as in big-shot programs like 3dsmax. That way we can use less faces than normally and still use 3-vertex faces when needed. We will select 4 or 3 vertices and create faces on them using F6. Be careful to not overlap faces, that can make your model flicky and look bad ingame. | + | You should also heard that o2 supports faces created with 4 vertices and not just 3 as in big-shot programs like 3dsmax. That way we can use less faces than normally and still use 3-vertex faces when needed. We will select 4 or 3 vertices and create faces on them using F6. Be careful to not overlap faces, that can make your model flicky and look bad ingame. |
I`ll show you how to make your first face: | I`ll show you how to make your first face: | ||
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* Select the 4 vertices as indicated on picture below: | * Select the 4 vertices as indicated on picture below: | ||
- | {{ http:// | + | {{ https:// |
* Hit F6 and a face should be created. | * Hit F6 and a face should be created. | ||
- | {{ http:// | + | {{ https:// |
- | Now we must make sure that the face is " | + | Now we must make sure that the face is " |
Now we have our first face. Note that we need to use a 3-vertex face just below our first one, since there are only 3 vertexes in that area. Select them using F4 (vertex select mode) and hit f6 again. Now o2 is pretty smart and it should face in the same direction as the last one, but check it out with the "Fill Solid faces trick" anyway. | Now we have our first face. Note that we need to use a 3-vertex face just below our first one, since there are only 3 vertexes in that area. Select them using F4 (vertex select mode) and hit f6 again. Now o2 is pretty smart and it should face in the same direction as the last one, but check it out with the "Fill Solid faces trick" anyway. | ||
- | {{ http:// | + | {{ https:// |
- | Now , work your way around the rear part and create faces between the vertices. Use 4-vertex faces where you can and 3-vertex-faces where you have to. Make sure all is facing the right way and that none overlaps each other. You can delete a face without deleting the vertices. Just select the face (F4 and all vertices in the face) and delete it by hitting " | + | Now , work your way around the rear part and create faces between the vertices. Use 4-vertex faces where you can and 3-vertex-faces where you have to. Make sure all is facing the right way and that none overlaps each other. You can delete a face without deleting the vertices. Just select the face (F4 and all vertices in the face) and delete it by hitting " |
Here is how it could look like when done: | Here is how it could look like when done: | ||
- | {{ http:// | + | {{ https:// |
Another great way to ensure all faces are in the desired direction is using the 3d view with "Face Culling" | Another great way to ensure all faces are in the desired direction is using the 3d view with "Face Culling" | ||
- | {{ http:// | + | {{ https:// |
//3d view with selected faces with face culling on. Since all faces are shown, they are facing the right way// | //3d view with selected faces with face culling on. Since all faces are shown, they are facing the right way// | ||
Let me show you why this feature is so great for searching out wrong-pointing faced. I will now select one of the faces and reverse it. Se what happened in the 3d view: | Let me show you why this feature is so great for searching out wrong-pointing faced. I will now select one of the faces and reverse it. Se what happened in the 3d view: | ||
- | {{ http:// | + | {{ https:// |
//3d view with selected faces with face culling on. There is now a hole it our structure, which means one of the faces are the wrong way// | //3d view with selected faces with face culling on. There is now a hole it our structure, which means one of the faces are the wrong way// | ||
- | {{ http:// | + | {{ https:// |
//3d view with selected faces with face culling on. If we now move the camera and have a look at the back, we find our AWOL face again. As you can see, this is a much better and faster way to find bad faces compared to the "Fill Solid face" | //3d view with selected faces with face culling on. If we now move the camera and have a look at the back, we find our AWOL face again. As you can see, this is a much better and faster way to find bad faces compared to the "Fill Solid face" | ||
Now if you have understood the above, applying faces to the rest of the model should be easy. Just be careful, take it slow to make sure all faces are the right way and that none overlaps each other. Here is some pics of how it should look like: | Now if you have understood the above, applying faces to the rest of the model should be easy. Just be careful, take it slow to make sure all faces are the right way and that none overlaps each other. Here is some pics of how it should look like: | ||
- | {{http:// | + | {{https:// |
Lets move on, shall we | Lets move on, shall we | ||
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* Activate left view without loosing the selection (Alt + LMB). | * Activate left view without loosing the selection (Alt + LMB). | ||
- | {{ http:// | + | {{ https:// |
* Now hit CTRL-C to copy the structure. Then hit CTRL-V to paste the new copy. It will be at the same spot as the original. | * Now hit CTRL-C to copy the structure. Then hit CTRL-V to paste the new copy. It will be at the same spot as the original. | ||
* Lock the x-axis and move the copy a bit to the right using RMB. | * Lock the x-axis and move the copy a bit to the right using RMB. | ||
- | {{ http:// | + | {{ https:// |
- | * Note that the copy`s faces are the same way as the original, to the left that it. But we now want them to point the other way, so with the copy selected hit W to reverse its faces. | + | * Note that the copy`s faces are the same way as the original, to the left that it. But we now want them to point the other way, so with the copy selected hit W to reverse its faces. |
* Now it should look like this: | * Now it should look like this: | ||
- | {{ http:// | + | {{ https:// |
//Front and 3d view with both structures selected. Note that here is face culling turned OFF just to show up everything in a single picture// | //Front and 3d view with both structures selected. Note that here is face culling turned OFF just to show up everything in a single picture// | ||
- | Now we must patch the two sides together. That means selecting 4 and 4 vertices and making faces. The easiest way to do so if using the 3d view. The hardest part in this is placing the camera right and selecting the right vertices. I`ll help you with the first one: | + | Now we must patch the two sides together. That means selecting 4 and 4 vertices and making faces. The easiest way to do so if using the 3d view. The hardest part in this is placing the camera right and selecting the right vertices. I`ll help you with the first one: |
* Position the camera as in the picture below and select the highlighted vertices. | * Position the camera as in the picture below and select the highlighted vertices. | ||
- | {{ http:// | + | {{ https:// |
//3d view with face culling turned off// | //3d view with face culling turned off// | ||
* Hit F6 to create the face. Then make sure that the blue lines are pointing out of the structure like in pic below. Use W tor reverse the face normals if not. | * Hit F6 to create the face. Then make sure that the blue lines are pointing out of the structure like in pic below. Use W tor reverse the face normals if not. | ||
- | {{ http:// | + | {{ https:// |
//3d view with face culling turned off// | //3d view with face culling turned off// | ||
- | Do the same thing for the whole model! Yes, its hard and boring work, but its really good modeling practice. Make sure to select the right vertices, its so easy to select the wrong ones if you are in a bad camera position. Use the other views combined with the 3d view as a guide. Afterward use Bulldozer and the face culling trick in 3d view to look for leaks (faces pointing inwards of missing). | + | Do the same thing for the whole model! Yes, its hard and boring work, but its really good modeling practice. Make sure to select the right vertices, its so easy to select the wrong ones if you are in a bad camera position. Use the other views combined with the 3d view as a guide. Afterward use Bulldozer and the face culling trick in 3d view to look for leaks (faces pointing inwards of missing). |
In the end, it should look like this: | In the end, it should look like this: | ||
- | {{ http:// | + | {{ https:// |
//3d view with face culling turned off// | //3d view with face culling turned off// | ||
- | {{ http:// | + | {{ https:// |
//Bulldozer view// | //Bulldozer view// | ||
And, yes, one more thing. After you`re done, select the whole thing using CTRL-A. Then, in left view, lock the x-axis and move the whole shape to the left. Try to place it so that the middle red line on the grid is in the center, like in picture below. | And, yes, one more thing. After you`re done, select the whole thing using CTRL-A. Then, in left view, lock the x-axis and move the whole shape to the left. Try to place it so that the middle red line on the grid is in the center, like in picture below. | ||
- | {{ http:// | + | {{ https:// |
Phew, that was a lot of work, don't you think? Well, I'm glad to tell you that the hardest bits are over. If you made it so far, you should be fine in the next ones too. | Phew, that was a lot of work, don't you think? Well, I'm glad to tell you that the hardest bits are over. If you made it so far, you should be fine in the next ones too. | ||
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====== Muzzle and scope ====== | ====== Muzzle and scope ====== | ||
- | Our gun is now really 3d, but its missing something, mainly the front section. We will make this one now out of a standard cylinder. Lets go: | + | Our gun is now really 3d, but its missing something, mainly the front section. We will make this one now out of a standard cylinder. Lets go: |
* Activate left view and hit F8 to create a cylinder shape. Use 8 in the " | * Activate left view and hit F8 to create a cylinder shape. Use 8 in the " | ||
- | {{ http:// | + | {{ https:// |
Now in 3d view you`ll see the cylinder. Its pointing in the right direction but needs some scaling down. | Now in 3d view you`ll see the cylinder. Its pointing in the right direction but needs some scaling down. | ||
- | {{ http:// | + | {{ https:// |
Head for front view, and use RMB to move the cylinder to this position: | Head for front view, and use RMB to move the cylinder to this position: | ||
- | {{ http:// | + | {{ https:// |
Lock the x-axis using x-key. Select each column of vertices using F4, and move them so that the result looks like pic below. | Lock the x-axis using x-key. Select each column of vertices using F4, and move them so that the result looks like pic below. | ||
- | {{ http:// | + | {{ https:// |
* Now, select the two rightmost columns of vertices, be careful not so select vertices from the main gun structure. Choose Points-> | * Now, select the two rightmost columns of vertices, be careful not so select vertices from the main gun structure. Choose Points-> | ||
- | {{ http:// | + | {{ https:// |
- | * Do the same thing with the last two columns of vertices, but keep their y & z scale values a bit higher, since the muzzle is bigger in the front. For me, z and y values of .12 worked fine. | + | * Do the same thing with the last two columns of vertices, but keep their y & z scale values a bit higher, since the muzzle is bigger in the front. For me, z and y values of .12 worked fine. |
In the end, it should look like this: | In the end, it should look like this: | ||
- | {{ http:// | + | {{ https:// |
Now we must create the scope and we use the same process as above. We create a cylinder with several divisions and resize each and everyone of them. We also need two boxes for the scope supports beneath it. | Now we must create the scope and we use the same process as above. We create a cylinder with several divisions and resize each and everyone of them. We also need two boxes for the scope supports beneath it. | ||
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* Activate left view, hit F8 and type enter the values below: | * Activate left view, hit F8 and type enter the values below: | ||
- | {{ http:// | + | {{ https:// |
* Go to front view and move the cylinder structure like this: | * Go to front view and move the cylinder structure like this: | ||
- | {{ http:// | + | {{ https:// |
* Then, like we did with the muzzle, lock the x-axis, select and move each column so it eventually looks like below. | * Then, like we did with the muzzle, lock the x-axis, select and move each column so it eventually looks like below. | ||
- | {{ http:// | + | {{ https:// |
* Still same thing as before, use 3d scale to get the right look and feel of the scope. Your values are not the same as mine, so experiment a little with the y and z value. Don't touch the x-value though. | * Still same thing as before, use 3d scale to get the right look and feel of the scope. Your values are not the same as mine, so experiment a little with the y and z value. Don't touch the x-value though. | ||
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The scope should end up like this: | The scope should end up like this: | ||
- | {{ http:// | + | {{ https:// |
Then we need the two blocks right below the scope to hold it in place. This should be easy for you to make now and you could make them by outlining the shape with vertices, making faces, adding depth and fill in the gaps with new faces again. Just like we did with the main weapon profile in the start. Here are the ones I made: | Then we need the two blocks right below the scope to hold it in place. This should be easy for you to make now and you could make them by outlining the shape with vertices, making faces, adding depth and fill in the gaps with new faces again. Just like we did with the main weapon profile in the start. Here are the ones I made: | ||
- | {{http:// | + | {{https:// |
//The two structures for the scope. (Note: Moved them away from the weapon just to show them better on picture)// | //The two structures for the scope. (Note: Moved them away from the weapon just to show them better on picture)// | ||
Anything more then? Yes, the trigger itself. It doesn' | Anything more then? Yes, the trigger itself. It doesn' | ||
- | {{http:// | + | {{https:// |
//The trigger structure. (Note: Moved away from the weapon just to show it better on picture)// | //The trigger structure. (Note: Moved away from the weapon just to show it better on picture)// | ||
You`ve done it. The model is finished! | You`ve done it. The model is finished! | ||
- | {{ http:// | + | {{ https:// |
Now lets do some texturing, shall we? | Now lets do some texturing, shall we? | ||
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* Now, comes the hard part of scaling the texture so that it fits our model pretty accurate. Use CTRL-SHIFT-Up/ | * Now, comes the hard part of scaling the texture so that it fits our model pretty accurate. Use CTRL-SHIFT-Up/ | ||
- | {{ http:// | + | {{ https:// |
When you`re happy, with everything selected hit " | When you`re happy, with everything selected hit " | ||
- | {{ http:// | + | {{ https:// |
So, its not going to win a beauty contest, but it doesn' | So, its not going to win a beauty contest, but it doesn' | ||
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* In front view, RMB click and choose " | * In front view, RMB click and choose " | ||
- | {{ http:// | + | {{ https:// |
* Activate left view without loosing selection (Alt+RMB), hit A key, RMB and load the texture named " | * Activate left view without loosing selection (Alt+RMB), hit A key, RMB and load the texture named " | ||
* Draw the texture box around the scope face. Use Correct Aspect to ensure right image dimensions. | * Draw the texture box around the scope face. Use Correct Aspect to ensure right image dimensions. | ||
- | {{ http:// | + | {{ https:// |
* When you`re happy with your texture placement, hit B to apply it to the scope. Check it out in Bulldozer and try again if you messed it up. This is my result: | * When you`re happy with your texture placement, hit B to apply it to the scope. Check it out in Bulldozer and try again if you messed it up. This is my result: | ||
- | {{ http:// | + | {{ https:// |
Now do the same thing to the other end of the scope. Just follow the same steps as above. Select the rear scope vertice column using F4 in the front view, go to left view and scale the glass texture so it fits the smaller scope end nicely. Then applying it with B and check out in Bulldozer. | Now do the same thing to the other end of the scope. Just follow the same steps as above. Select the rear scope vertice column using F4 in the front view, go to left view and scale the glass texture so it fits the smaller scope end nicely. Then applying it with B and check out in Bulldozer. | ||
- | {{ http:// | + | {{ https:// |
- | {{ http:// | + | {{ https:// |
Here is my result. | Here is my result. | ||
- | {{ http:// | + | {{ https:// |
And that way texturing, my friend. Now the hard modeling is over, just some simple LOD stuff and the making of a basic config-file for weapons left. Go go go! | And that way texturing, my friend. Now the hard modeling is over, just some simple LOD stuff and the making of a basic config-file for weapons left. Go go go! | ||
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* Go to front view and zoom in on the barrel like picture. | * Go to front view and zoom in on the barrel like picture. | ||
- | {{ http:// | + | {{ https:// |
* Place a vertex on the center of each end of the barrel. They must be on the same height (or the gun will not shoot strait), so make only one, lock x-axis and drag-copy the next one using RMB+Shift and move. The result should look like this: | * Place a vertex on the center of each end of the barrel. They must be on the same height (or the gun will not shoot strait), so make only one, lock x-axis and drag-copy the next one using RMB+Shift and move. The result should look like this: | ||
- | {{ http:// | + | {{ https:// |
* Then, remember in many of the LODs in Lesson 2 we selected and named single vertices and called them names using Czech words?. Well, do that now and call the vertices the names on the picture above. "Konec hlavne" | * Then, remember in many of the LODs in Lesson 2 we selected and named single vertices and called them names using Czech words?. Well, do that now and call the vertices the names on the picture above. "Konec hlavne" | ||
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Now the gun can fire right. But we also need to indicate where the gun should spit out the empty cartridges. Just like the barrel, we need a start and stop position since the cartridges are " | Now the gun can fire right. But we also need to indicate where the gun should spit out the empty cartridges. Just like the barrel, we need a start and stop position since the cartridges are " | ||
- | {{ http:// | + | {{ https:// |
- | Finally, we need the 5th and last named selection called " | + | Finally, we need the 5th and last named selection called " |
Here is the selections you should have made in this part: | Here is the selections you should have made in this part: | ||
- | {{ http:// | + | {{ https:// |
That's all the LODs we need for a weapon addon. No kidding. Move on. | That's all the LODs we need for a weapon addon. No kidding. Move on. | ||
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====== The muzzle flash ====== | ====== The muzzle flash ====== | ||
- | Well, OK so we weren' | + | Well, OK so we weren' |
If you don't already know, the flash that occurs when firing most guns in OFP is no fancy special lighting effect or anything. Nope, its just a simple model with transparent smoke-textures on it that occur the split-second the weapon is fired. Disappointed? | If you don't already know, the flash that occurs when firing most guns in OFP is no fancy special lighting effect or anything. Nope, its just a simple model with transparent smoke-textures on it that occur the split-second the weapon is fired. Disappointed? | ||
- | {{ http:// | + | {{ https:// |
//Have a look in your stalker-folder and check out the two textures flash_side.paa and flash_front.paa.// | //Have a look in your stalker-folder and check out the two textures flash_side.paa and flash_front.paa.// | ||
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* Now move the plane along the x-axis in top view (using lock x-axis), make it a bit more like a rectangle. Then, in front view, lock the y-axis and move it upwards. It should look like this in front and top views: | * Now move the plane along the x-axis in top view (using lock x-axis), make it a bit more like a rectangle. Then, in front view, lock the y-axis and move it upwards. It should look like this in front and top views: | ||
- | {{ http:// | + | {{ https:// |
* Now we apply the flash_side.paa to the plane. Since this is a double sided plane, the texture will be viewable from both sides. Activate top view, zoom in on the plane and hit " | * Now we apply the flash_side.paa to the plane. Since this is a double sided plane, the texture will be viewable from both sides. Activate top view, zoom in on the plane and hit " | ||
* Check it out in Bulldozer. It should look like this: | * Check it out in Bulldozer. It should look like this: | ||
- | {{ http:// | + | {{ https:// |
* Now that we have one horizontal muzzleflash plane, we could need a vertical one. This time we simply copy the one we made and rotate it. | * Now that we have one horizontal muzzleflash plane, we could need a vertical one. This time we simply copy the one we made and rotate it. | ||
* Select the flash plane, CTRL-C to copy and CTRL-V to paste. Then on the menu find Transform3d-> | * Select the flash plane, CTRL-C to copy and CTRL-V to paste. Then on the menu find Transform3d-> | ||
- | {{ http:// | + | {{ https:// |
We need one other muzzle flash, a circle for the flash_front.paa so that the flash is visible when looking strait at the firing gun (aka getting shot at). | We need one other muzzle flash, a circle for the flash_front.paa so that the flash is visible when looking strait at the firing gun (aka getting shot at). | ||
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* Activate the side view and find create-> | * Activate the side view and find create-> | ||
- | {{ http:// | + | {{ https:// |
//3d view with face culling OFF// | //3d view with face culling OFF// | ||
* But we need double sided faces, so with the circle selected, press " | * But we need double sided faces, so with the circle selected, press " | ||
- | {{ http:// | + | {{ https:// |
//3d view with face culling OFF// | //3d view with face culling OFF// | ||
* Now we must make two double sided faces by using F6 twice (!) on each face. In Select the 4 upper vertices and hit F6 twice. | * Now we must make two double sided faces by using F6 twice (!) on each face. In Select the 4 upper vertices and hit F6 twice. | ||
- | {{ http:// | + | {{ https:// |
* Then select the bottom 4 vertices and hit F6 twice to make the lower face. | * Then select the bottom 4 vertices and hit F6 twice to make the lower face. | ||
- | {{ http:// | + | {{ https:// |
* If you`ve done everything right, you should see a roundish-looking shape at the barrel end with both sides visible in Bulldozer. | * If you`ve done everything right, you should see a roundish-looking shape at the barrel end with both sides visible in Bulldozer. | ||
- | {{ http:// | + | {{ https:// |
Now we need to texture it. That's easy, ain't it? You`ve done it many times before. Just select the circle using F2, hit " | Now we need to texture it. That's easy, ain't it? You`ve done it many times before. Just select the circle using F2, hit " | ||
- | {{ http:// | + | {{ https:// |
- | Ok, almost done with our model now..hang in there. We need two simple named selections in our primary LOD, " | + | Ok, almost done with our model now..hang in there. We need two simple named selections in our primary LOD, " |
And if everything is done correctly, you are now finished with the model! Great job. Look trough the previous steps and make sure everything is right. And check that the texture paths are right (we learned how in lesson 1). Ok, done?. Configfile next, then. | And if everything is done correctly, you are now finished with the model! Great job. Look trough the previous steps and make sure everything is right. And check that the texture paths are right (we learned how in lesson 1). Ok, done?. Configfile next, then. | ||
Line 364: | Line 371: | ||
Only one obstacle away from testing our model in-game. Now that has to be good thing, doesn' | Only one obstacle away from testing our model in-game. Now that has to be good thing, doesn' | ||
- | {{ http:// | + | {{ https:// |
//Snippet from the most important part of the config-file. There are more stuff in the configfile, but only the above is the interesting parts right now// | //Snippet from the most important part of the config-file. There are more stuff in the configfile, but only the above is the interesting parts right now// | ||
- | If you have some Object Oriented programming experience, you`ll see that Ive inherited (aka " | + | If you have some Object Oriented programming experience, you`ll see that Ive inherited (aka " |
- | Then Ive also made a civilian equipped with the gun. He is called " | + | Then Ive also made a civilian equipped with the gun. He is called " |
OK, enough config-file now. Lets just leave it alone and test our model ingame instead. Roll on. | OK, enough config-file now. Lets just leave it alone and test our model ingame instead. Roll on. | ||
Line 375: | Line 382: | ||
====== Finishing up ====== | ====== Finishing up ====== | ||
- | OK, lets do this. Its time to test it ingame! Run PBOTool, select the stalker-folder and save it as stalker.pbo in the OFP addons folder. Then start up OFP. Go to the editor and find the civilian called " | + | OK, lets do this. Its time to test it ingame! Run PBOTool, select the stalker-folder and save it as stalker.pbo in the OFP addons folder. Then start up OFP. Go to the editor and find the civilian called " |
You`re back, huh? What? Something is wrong, you say? The gun is bigger than an airplane? Like this, for example: | You`re back, huh? What? Something is wrong, you say? The gun is bigger than an airplane? Like this, for example: | ||
- | {{ http:// | + | {{ https:// |
//Now THIS would be fun in multiplayer. But its more like "Big Bertha" | //Now THIS would be fun in multiplayer. But its more like "Big Bertha" | ||
- | Well, thats right. Its not scaled right yet. Hey, at least it is pointing in the right direction! And it works, doesn' | + | Well, thats right. Its not scaled right yet. Hey, at least it is pointing in the right direction! And it works, doesn' |
- | You need to use the 3d scale tool in o2 to make it the right size (remember when scaling to tick on the check box "Apply to all LODs" so that the vertices in Memory LOD follows the rest of the model). Normally this is just trial and error. Scale it down a bit, compile and test it. It it still too big, do the same thing again. Im not sure how big the thing is in real life, maybe the web site can give you a clue. Just remember that each grid square is 1 meter. | + | You need to use the 3d scale tool in o2 to make it the right size (remember when scaling to tick on the check box "Apply to all LODs" so that the vertices in Memory LOD follows the rest of the model). Normally this is just trial and error. Scale it down a bit, compile and test it. It it still too big, do the same thing again. Im not sure how big the thing is in real life, maybe the web site can give you a clue. Just remember that each grid square is 1 meter. |
- | One thing you can do to help you, is to " | + | One thing you can do to help you, is to " |
- | You can also merge user made models, other sniper rifles downloaded from the net. Just use PBOTool to unpack them and have a look at their p3d file. When you`re done scaling and moving the gun into position, remember to move both the gun in " | + | You can also merge user made models, other sniper rifles downloaded from the net. Just use PBOTool to unpack them and have a look at their p3d file. When you`re done scaling and moving the gun into position, remember to move both the gun in " |
Here is how my model looked like in the end. Pretty cool, I think. | Here is how my model looked like in the end. Pretty cool, I think. | ||
- | {{ http:// | + | {{ https:// |
- | One thing, though. You have noticed that we only have one model LOD, " | + | One thing, though. You have noticed that we only have one model LOD, " |
- | But now its time for you to feel proud because you just made your first weapon in OFP! As usual, you can download the final model [[http:// | + | But now its time for you to feel proud because you just made your first weapon in OFP! As usual, you can download the final model Brsseb_lesson3_done.rar |
That concludes lesson 3. Happy sniping. | That concludes lesson 3. Happy sniping. | ||
+ | |||
+ | **Download** samples and ready files; OFP.Brsseb_Lesson/ | ||
+ | < | ||
+ | magnet:? | ||
+ | </ | ||
+ | |||
====== Notes ====== | ====== Notes ====== | ||
This tutorial was written by Brsseb in [[http:// | This tutorial was written by Brsseb in [[http:// | ||
+ |
ofp/modeling/brsseb_lesson3.1478288421.txt.gz · Last modified: 2016/11/04 19:40 by snakeman