ofp:modeling:brsseb_lesson3
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ofp:modeling:brsseb_lesson3 [2017/10/06 13:56] – http to https switch. snakeman | ofp:modeling:brsseb_lesson3 [2024/07/31 15:38] (current) – links added. snakeman | ||
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+ | ====== OFP Brsseb 3D Modeling Tutorial ====== | ||
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+ | [[https:// | ||
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+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
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====== 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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{{ https:// | {{ 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. | ||
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{{ https:// | {{ 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 " | ||
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{{ https:// | {{ 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: | ||
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{{ https:// | {{ 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: | ||
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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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{{ https:// | {{ 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. | ||
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{{ https:// | {{ 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: | ||
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{{ https:// | {{ 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: | ||
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//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. | ||
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//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: | ||
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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 " | ||
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{{ https:// | {{ 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: | ||
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{{ https:// | {{ 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: | ||
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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? | ||
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{{ https:// | {{ 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. | ||
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//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. | ||
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====== 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: | ||
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//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. | ||
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{{ https:// | {{ 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. | ||
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+ | **Download** samples and ready files; OFP.Brsseb_Lesson/ | ||
+ | < | ||
+ | magnet:? | ||
+ | </ | ||
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====== Notes ====== | ====== Notes ====== | ||
This tutorial was written by Brsseb in [[http:// | This tutorial was written by Brsseb in [[http:// | ||
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ofp/modeling/brsseb_lesson3.1507298187.txt.gz · Last modified: 2017/10/06 13:56 by snakeman