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ofp:modeling:brsseb_lesson4 [2008/05/04 07:50] – created brsseb_lesson4 initial page snakemanofp:modeling:brsseb_lesson4 [2024/07/31 15:40] (current) – links added. snakeman
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 +====== OFP Brsseb 3D Modeling Tutorial ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]]
 +
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
 +
 +
 ====== Lesson 4: Creating your first Helicopter ====== ====== Lesson 4: Creating your first Helicopter ======
  
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 Preparing for the lesson Preparing for the lesson
  
-Hello, and welcome back to yet another lesson. This time you get to make your very own helicopter. And if you`ve followed the previous lesson this should be a walk in the park. Therefore Im not going to be //that// step-by-step as I was in the beginning lessons (aka wont repeat over and over how to do simple stuff like texturing, naming selections and LODs and stuff). But dont worry, we are keeping things simple as usual. I will provide a simple model and textures and I will guide you trough each step in getting the heli airborne. +Hello, and welcome back to yet another lesson. This time you get to make your very own helicopter. And if you`ve followed the previous lesson this should be a walk in the park. Therefore Im not going to be //that// step-by-step as I was in the beginning lessons (aka wont repeat over and over how to do simple stuff like texturing, naming selections and LODs and stuff). But dont worry, we are keeping things simple as usual. I will provide a simple model and textures and I will guide you trough each step in getting the heli airborne.
  
 So, what skills do you need then. Lets see: So, what skills do you need then. Lets see:
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 So lets have a look at our model. As Ive told earlier, this is a VERY simple model and Im not wasting valuable 3d model time making an accurate 3d model of a heli for this simple lesson. So I just stripped the model from lesson 2 for wheels and spolders, added a tail section, skids and rotors. Also some changes to the geometry LOD to go with the new model in the main LOD: So lets have a look at our model. As Ive told earlier, this is a VERY simple model and Im not wasting valuable 3d model time making an accurate 3d model of a heli for this simple lesson. So I just stripped the model from lesson 2 for wheels and spolders, added a tail section, skids and rotors. Also some changes to the geometry LOD to go with the new model in the main LOD:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_b_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_b_1.jpg }}
 //The new model view from Bulldozer// //The new model view from Bulldozer//
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_b_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_b_2.jpg }}
 //The models Geometry LOD// //The models Geometry LOD//
  
 Yes, the lesson example models keep getting uglier and uglier, I know. But you`ll learn from it, thats the main point. Lets get started: Yes, the lesson example models keep getting uglier and uglier, I know. But you`ll learn from it, thats the main point. Lets get started:
  
-  * Download the example model with textures and extras [[http://tactical.nekromantix.com/ofp/downloads/Brsseb_lesson4_start.rar|here]].+  * Download the example model with textures and extras Brsseb_lesson4_start.rar from bottom of this page.
   * The files go in a folder named "firstheli" in the dir where Bulldozer is installed   * The files go in a folder named "firstheli" in the dir where Bulldozer is installed
  
-Then fire up o2 and Bulldozer and check out the model. Its all very basic stuff and you can create such a model with the simple stuff learned in lesson 1 and lesson 2. Just blocks or cylinders with textures on them. In the geo lod key parts have been modelled and the whole thing has been applied wheight to. All thinks that should be familiar to you now. +Then fire up o2 and Bulldozer and check out the model. Its all very basic stuff and you can create such a model with the simple stuff learned in lesson 1 and lesson 2. Just blocks or cylinders with textures on them. In the geo lod key parts have been modelled and the whole thing has been applied wheight to. All thinks that should be familiar to you now.
  
 Now, lets gets started, we`ve got a long journey ahead. Now, lets gets started, we`ve got a long journey ahead.
 +
  
 ====== Fire Geometry ====== ====== Fire Geometry ======
  
-Im going to walk you trough all the normal LODs fround in a heli addon and we will start with //Fire Geometry//. Fire Geometry is something that most addons have, but for simple reasons i havent talked about it in the previous lessons. Fire Geo is much like "normal" Geometry, but where Geomery is used for collision detection (addon bumping into other objects or terrain), Fire geometry is used for checking if it is hit by a bullet, grenade, rocket etc. +Im going to walk you trough all the normal LODs fround in a heli addon and we will start with //Fire Geometry//. Fire Geometry is something that most addons have, but for simple reasons i havent talked about it in the previous lessons. Fire Geo is much like "normal" Geometry, but where Geomery is used for collision detection (addon bumping into other objects or terrain), Fire geometry is used for checking if it is hit by a bullet, grenade, rocket etc.
  
-So without Fire Geo, bullets could just pass trough the addon without hitting the model? Well, not true. Because if ofp cant find Fire Geometry, is automatically used normal Geometry instead. Great, isnt it? So we dont need Fire geo then? Yes, we need it. Notice that the structures (or components, if you like) in our model is very blocky and dont fit good to their actual LOD parts in "0.000"; aka the main body structure with bottom plate, seats, front panel, etc is just a big block in the geo lod. That means that you can shoot a bullet close to, but not directly on, the airframe ingame and still hit the helicopter. And thats a bit unreal, isnt it? +So without Fire Geo, bullets could just pass trough the addon without hitting the model? Well, not true. Because if ofp cant find Fire Geometry, is automatically used normal Geometry instead. Great, isnt it? So we dont need Fire geo then? Yes, we need it. Notice that the structures (or components, if you like) in our model is very blocky and dont fit good to their actual LOD parts in "0.000"; aka the main body structure with bottom plate, seats, front panel, etc is just a big block in the geo lod. That means that you can shoot a bullet close to, but not directly on, the airframe ingame and still hit the helicopter. And thats a bit unreal, isnt it?
  
-But why not make the geo lod more detailed, then? The fact is that more detail in the geo department means more load on the CPU. Remember that collision detection is something done all the time ingame, while checking for firehits are done only when something is fired! That way we can have a low-detailed model for the Geometry lod and a higher detail model for the Fire Geometry. The bottom line is that Geometry detail is more expensive than Fire Geometry. +But why not make the geo lod more detailed, then? The fact is that more detail in the geo department means more load on the CPU. Remember that collision detection is something done all the time ingame, while checking for firehits are done only when something is fired! That way we can have a low-detailed model for the Geometry lod and a higher detail model for the Fire Geometry. The bottom line is that Geometry detail is more expensive than Fire Geometry.
  
 If you dont understod all the above, then dont care much about it. Its not that important to understand, right now you just do what I say and all will be well:). The content in the Fire Geo lod will be similar to the Geometry LOD but with more detail. To avoid creating to much (and since our main model is so simple anyway), we will use some parts from the main model and some from our Geo lod (sort of meeting eachouther on the half-way, if you like). If you dont understod all the above, then dont care much about it. Its not that important to understand, right now you just do what I say and all will be well:). The content in the Fire Geo lod will be similar to the Geometry LOD but with more detail. To avoid creating to much (and since our main model is so simple anyway), we will use some parts from the main model and some from our Geo lod (sort of meeting eachouther on the half-way, if you like).
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   * Go to our main lod (0.000) and hit F2. While holding down ctrl, drag around a vertex in each sturture and select all of the structures in the picture below. Make sure to get them all and just them (Dont forget the horizontal stabilizator on the tail).   * Go to our main lod (0.000) and hit F2. While holding down ctrl, drag around a vertex in each sturture and select all of the structures in the picture below. Make sure to get them all and just them (Dont forget the horizontal stabilizator on the tail).
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_1.jpg }}
  
   * Hit Ctrl+C to copy the selected structures.   * Hit Ctrl+C to copy the selected structures.
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   * Now we need the tailboom. The one in "0.000" is too detailed, too much wasted CPU power, but the one in Geometry LOD will do just fine. So go to Geo LOD, select the Tailboom, Ctr+C, back to Fire Geo Lod and past it there. So far Fire Geometry should look like this:   * Now we need the tailboom. The one in "0.000" is too detailed, too much wasted CPU power, but the one in Geometry LOD will do just fine. So go to Geo LOD, select the Tailboom, Ctr+C, back to Fire Geo Lod and past it there. So far Fire Geometry should look like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_2.jpg }}
  
 Now we need something to represent the two rotors. The ones in main LOD cant be used (tell you later..) and the ones in Geo is to much square-ish. They cover more that the places do for real. So we must make two flat cylinderstructues and we will start with the main rotor. Now we need something to represent the two rotors. The ones in main LOD cant be used (tell you later..) and the ones in Geo is to much square-ish. They cover more that the places do for real. So we must make two flat cylinderstructues and we will start with the main rotor.
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   * Make Top view active and hit F8. Type 8 in the "Segemts Radius" and hit ok. Scale and move the cylinder inplace so that it looks like this:   * Make Top view active and hit F8. Type 8 in the "Segemts Radius" and hit ok. Scale and move the cylinder inplace so that it looks like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_3.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_3.jpg }}
  
   * Now the cylinder for the tail rotor. Make sideview active, hit F8 and in the Segments Radius type 6. Hit ok   * Now the cylinder for the tail rotor. Make sideview active, hit F8 and in the Segments Radius type 6. Hit ok
   * Now scale and position it to cover the rotation area for the tail rotor like this:   * Now scale and position it to cover the rotation area for the tail rotor like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_4.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_4.jpg }}
  
-Now basic Fire Geometry is almost done. We now have defined the areas that the ofp engine will use to check if our model is hit or not. But we need to do some fixes first. First of all, structures in Fire Geo cant have textures (why would they, its invisible!). And the parts you copied from "0.000" LOD have textures on them that we must remove. Remeber from lesson 1 we learned how to make sure that o2 got the right texture paths for our model? We used ctrl+LMB (doubleclick) the listed textures to autoselect all structures that had that texture, activated a view and hit "E"? if not, see last part of texturing in lesson 1 now. +Now basic Fire Geometry is almost done. We now have defined the areas that the ofp engine will use to check if our model is hit or not. But we need to do some fixes first. First of all, structures in Fire Geo cant have textures (why would they, its invisible!). And the parts you copied from "0.000" LOD have textures on them that we must remove. Remeber from lesson 1 we learned how to make sure that o2 got the right texture paths for our model? We used ctrl+LMB (doubleclick) the listed textures to autoselect all structures that had that texture, activated a view and hit "E"? if not, see last part of texturing in lesson 1 now.
  
-You must do like in lesson 1 but instead of making sure that the path in the lower editbox is right, we delete it and hit apply, then OK. This will remove the texture from the selected structures. Do this prosess for all the listed textures in the Fire Geo untill all textures are gone. Also, when we copied the tail boom part from Geo LOD to the Fire Geo, we got its named selection with us. In Fire Geo, Select the named selection (called component04 I think) and delete it (RMB and delete). +You must do like in lesson 1 but instead of making sure that the path in the lower editbox is right, we delete it and hit apply, then OK. This will remove the texture from the selected structures. Do this prosess for all the listed textures in the Fire Geo untill all textures are gone. Also, when we copied the tail boom part from Geo LOD to the Fire Geo, we got its named selection with us. In Fire Geo, Select the named selection (called component04 I think) and delete it (RMB and delete).
  
-Like in Geometry LOD, all structures had a named selection for them, called Component01, 02 etc. We must have this in Fire Geo too. But instead of making them manually, we can make o2 do this automatically for us (why I wanted you to delete the Component04 for the tailboom to avoid o2 getting comfused). So, while in the Fire Geo LOD and no components selected, find "Structure->Topology->Find Components" from the menu. All parts will now be assigned a "ComponentXX"-selection (should be 15 in total). +Like in Geometry LOD, all structures had a named selection for them, called Component01, 02 etc. We must have this in Fire Geo too. But instead of making them manually, we can make o2 do this automatically for us (why I wanted you to delete the Component04 for the tailboom to avoid o2 getting comfused). So, while in the Fire Geo LOD and no components selected, find "Structure->Topology->Find Components" from the menu. All parts will now be assigned a "ComponentXX"-selection (should be 15 in total).
  
 Now we are done with the Fire Geo LOD. It should look like this now: Now we are done with the Fire Geo LOD. It should look like this now:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_5.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_5.jpg }}
 //O2 view of the Fire Geo LOD// //O2 view of the Fire Geo LOD//
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_c_6.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_c_6.jpg }}
 //Bulldozer view, make sure all textures are gone// //Bulldozer view, make sure all textures are gone//
  
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   * Now delete all the named selections (Component01, 02, 03 etc) so that there are no named selections in our HitPoints LOD. It will look like this afterwards:   * Now delete all the named selections (Component01, 02, 03 etc) so that there are no named selections in our HitPoints LOD. It will look like this afterwards:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_d_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_d_1.jpg }}
 //HitPoint LOD with no named selections// //HitPoint LOD with no named selections//
  
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   * In front view, make a copy of it (shift+move with x-axis locked) and place them equal distances from the centerline. Then select each one and call them "L svetlo" and "P svetlo". Like this:   * In front view, make a copy of it (shift+move with x-axis locked) and place them equal distances from the centerline. Then select each one and call them "L svetlo" and "P svetlo". Like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_d_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_d_2.jpg }}
  
   * Then the last two ones, Pilot and Cargo (Passenger). Place 4 vertices in the seatarea like in the next picture. Each position has two vertrices (greater chance of hitting the pilot or passenger).   * Then the last two ones, Pilot and Cargo (Passenger). Place 4 vertices in the seatarea like in the next picture. Each position has two vertrices (greater chance of hitting the pilot or passenger).
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_d_3.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_d_3.jpg }}
  
 Phew, lots of names there. But now we are done with HitPoints LOD. Continue... Phew, lots of names there. But now we are done with HitPoints LOD. Continue...
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 Next LOD out is LandContact and its an easy one. The name gives away its function so we`ll just do this without too much talk. The idea is to place 5 vertices beneath the heli, two under each landing gear and a fifth one at the rear center (to make it harder for the heli to tip backwards in bad landings, I think). Its very easy, just 5 vertrices on the same plane (aka use x-axis locking when crag_copying them). Its very easy to do and similar to the 4 vertices we put under the wheels of the car in lesson 2. Make a new LOD and make it "LandContact" and start placing vertrices. Here is a picture of the final placements. Next LOD out is LandContact and its an easy one. The name gives away its function so we`ll just do this without too much talk. The idea is to place 5 vertices beneath the heli, two under each landing gear and a fifth one at the rear center (to make it harder for the heli to tip backwards in bad landings, I think). Its very easy, just 5 vertrices on the same plane (aka use x-axis locking when crag_copying them). Its very easy to do and similar to the 4 vertices we put under the wheels of the car in lesson 2. Make a new LOD and make it "LandContact" and start placing vertrices. Here is a picture of the final placements.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_e_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_e_1.jpg }}
  
-Pretty easy, huh? And no named selections needed whatsoever. Strange that, but in all the addons Ive seen; no named selections for the LandContact LOD. +Pretty easy, huh? And no named selections needed whatsoever. Strange that, but in all the addons Ive seen; no named selections for the LandContact LOD.
  
 Next one then. Next one then.
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 ====== Memory LOD ====== ====== Memory LOD ======
  
-And here we are back with another episode of a "Chopper is born" here on Discovery, Im Mark Eavens and today we`re....ehh..oh, never mind. Watch the show, people! +And here we are back with another episode of a "Chopper is born" here on Discovery, Im Mark Eavens and today we`re....ehh..oh, never mind. Watch the show, people!
  
 Ok, ready for the "Big One"? This is the most important LOD (I think). Its got lots of different named vertrices. If you followed all the lessons you know that here is where we place stuff like in and out positions for the player, axis-definitions (like for the steeringwheel in lesson 2) and alot of other things. But we are soon ready to take off so dont give up now. Ok, ready for the "Big One"? This is the most important LOD (I think). Its got lots of different named vertrices. If you followed all the lessons you know that here is where we place stuff like in and out positions for the player, axis-definitions (like for the steeringwheel in lesson 2) and alot of other things. But we are soon ready to take off so dont give up now.
  
-Here is a list of all the named selections we need: +Here is a list of all the named selections we need:
  
   * //cerveny pozicni blik//: Red positional blinker   * //cerveny pozicni blik//: Red positional blinker
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   * //pos cargo//: Passenger in/out position   * //pos cargo//: Passenger in/out position
  
-So lets get to work. +So lets get to work.
  
   * Create a new lod and change it to Memory LOD. We will start on the top of the list above.   * Create a new lod and change it to Memory LOD. We will start on the top of the list above.
   * Place two vertices on each side of the heli and make them "cerveny pozicni blik" and "zeleny pozicni blik", like the picture below.   * Place two vertices on each side of the heli and make them "cerveny pozicni blik" and "zeleny pozicni blik", like the picture below.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_1.jpg }}
  
   * Place four vertices in the front position to indicate light position (two lights, start and end). Like this:   * Place four vertices in the front position to indicate light position (two lights, start and end). Like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_2.jpg }}
  
   * Next is the Tail rotor axis, "mala osa". Place two vertices a distance from each other like in picture below. Make sure its in the center of the tailrotoraxis in the original model LOD ("0.000") and that the axis the lines create are parallell to the ground. Select both vertrices and name them "mala osa".   * Next is the Tail rotor axis, "mala osa". Place two vertices a distance from each other like in picture below. Make sure its in the center of the tailrotoraxis in the original model LOD ("0.000") and that the axis the lines create are parallell to the ground. Select both vertrices and name them "mala osa".
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_3.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_3.jpg }}
  
   * Same for the main rotor axis, "velka osa". Two vertrices placed directly on top of each other in sideview and in the center of the actual helicopter model`s rotorshaft. Like this:   * Same for the main rotor axis, "velka osa". Two vertrices placed directly on top of each other in sideview and in the center of the actual helicopter model`s rotorshaft. Like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_4.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_4.jpg }}
  
   * Axis for the horizontal stabilizator, named "osa vejskovky", is just a single vertex placed like in this, in the center of the model in the tail section. Insert it from sideview to make it appear in the center when viewed from frontview.   * Axis for the horizontal stabilizator, named "osa vejskovky", is just a single vertex placed like in this, in the center of the model in the tail section. Insert it from sideview to make it appear in the center when viewed from frontview.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_5.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_5.jpg }}
  
   * And for the line of sight, just put a single vertex inside the engineblock and name ot "zamerny". Insert it from sideview to make it appear in the center when viewed from frontview.   * And for the line of sight, just put a single vertex inside the engineblock and name ot "zamerny". Insert it from sideview to make it appear in the center when viewed from frontview.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_6.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_6.jpg }}
  
   * And finally two vertrices that should sound familiar to you from lesson 2, the entering position for the "pos driver" and "pos cargo". Just like in lesson 2, here it is:   * And finally two vertrices that should sound familiar to you from lesson 2, the entering position for the "pos driver" and "pos cargo". Just like in lesson 2, here it is:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_f_7.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_f_7.jpg }}
  
 ...And there we are done with Memory LOD. Move on ...And there we are done with Memory LOD. Move on
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 ====== Preparing the main model LOD "0.000" ====== ====== Preparing the main model LOD "0.000" ======
  
-Ok, we are not creating a new LOD this time because we need to make some changes to the original LOD, "0.000", to make it look good while flying. We have to make some named selections and even apply a texture or two (!), but nothing too scarry. Soon done now, promise. +Ok, we are not creating a new LOD this time because we need to make some changes to the original LOD, "0.000", to make it look good while flying. We have to make some named selections and even apply a texture or two (!), but nothing too scarry. Soon done now, promise.
  
 As usual, a list of all the named selections we will make. There are of course more, but we only need these for our tutorial model: As usual, a list of all the named selections we will make. There are of course more, but we only need these for our tutorial model:
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   * //velka vrtule textura//: Main rotor, only blur texture   * //velka vrtule textura//: Main rotor, only blur texture
  
-In addition to that we will have two proxys, one for the pilot and one for the passenger. +In addition to that we will have two proxys, one for the pilot and one for the passenger.
  
 Lets get going, shall we? Lets get going, shall we?
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   * Just as in lesson 2, choose insert proxys from the menu. We will insert one for the "pilot" and one for "cargo" (passenger), move them into place and use Bulldozer to see if the proxys are well placed in the model. The one for the Pilot is called "uh60pilot" and the other is called "cargo". Use these names in the "Insert Proxy Dialog". Here are some shots from the prosess:   * Just as in lesson 2, choose insert proxys from the menu. We will insert one for the "pilot" and one for "cargo" (passenger), move them into place and use Bulldozer to see if the proxys are well placed in the model. The one for the Pilot is called "uh60pilot" and the other is called "cargo". Use these names in the "Insert Proxy Dialog". Here are some shots from the prosess:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_1.jpg }}
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_2.jpg }}
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_3.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_3.jpg }}
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_4.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_4.jpg }}
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_5.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_5.jpg }}
 //The final result. Dont worry if they dont look to good, my model dont fit these proxys perfectly (I had to rotate the pilot abit forward just to get his feet on the floor and the cargo proxy sits a bit inside the seat). But looks isnt too relevant for this tutorial model// //The final result. Dont worry if they dont look to good, my model dont fit these proxys perfectly (I had to rotate the pilot abit forward just to get his feet on the floor and the cargo proxy sits a bit inside the seat). But looks isnt too relevant for this tutorial model//
  
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   * Hit A and load the texture named "rotorblur.paa". Draw it around the plane and apply it with "B". Then move the plane so that it lies in the rotation path of the rotor blades, like this.   * Hit A and load the texture named "rotorblur.paa". Draw it around the plane and apply it with "B". Then move the plane so that it lies in the rotation path of the rotor blades, like this.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_6.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_6.jpg }}
  
   * Now we will use a copy of the same textures plane for the tail rotor. So select the main rotor with F2 and hit Ctrl+C to copy. Paste the new copy, scale and rotate it so that it looks like this:   * Now we will use a copy of the same textures plane for the tail rotor. So select the main rotor with F2 and hit Ctrl+C to copy. Paste the new copy, scale and rotate it so that it looks like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_7.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_7.jpg }}
  
-Now listen very carefully and follow my next instructions to the point: +Now listen very carefully and follow my next instructions to the point:
  
   * Using F2, Ctrl and LMB, select the main rotor textured plane, the main rotor blades, the main rotorshaft and its two arms. Name that selection "velka vrtule".   * Using F2, Ctrl and LMB, select the main rotor textured plane, the main rotor blades, the main rotorshaft and its two arms. Name that selection "velka vrtule".
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_8.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_8.jpg }}
  
   * Now select only the main rotor textured plane and name it "velka vrtule blur".   * Now select only the main rotor textured plane and name it "velka vrtule blur".
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   * Select the tail rotor textured plane, tail rotor blades, middle section and the tail rotor shaft. Name it "mala vrtule"   * Select the tail rotor textured plane, tail rotor blades, middle section and the tail rotor shaft. Name it "mala vrtule"
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_9.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_9.jpg }}
  
   * Select only the textured tail plane and name it "mala vrtule blur"   * Select only the textured tail plane and name it "mala vrtule blur"
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 And we are about 90% done with our heli right now! I promise. And we are about 90% done with our heli right now! I promise.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_g_10.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_g_10.jpg }}
 //Our "0.000" LOD is all done// //Our "0.000" LOD is all done//
  
 ====== "View Cargo" and "View Pilot" LODs ====== ====== "View Cargo" and "View Pilot" LODs ======
  
-Ok, just this last bit and we are done. But there is one more think I havent talked about in my lessons so far and thats the optional LODs called "View Pilot" and "View Cargo". You see, when you are the pilot or cargo looking in firstpersonview in the heli, you dont see the whole model. You see the front of the heli, cockpit detail, maybe the skids and parts of the spinning rotor. But there are thinks that you newer see, like the main rotor shaft parts and absolute nothing from the tail section. Problem is that if the computer is to draw the entre model even when you are unable to see the rear section of the model in Firstperson view, the CPU is wasting its power. +Ok, just this last bit and we are done. But there is one more think I havent talked about in my lessons so far and thats the optional LODs called "View Pilot" and "View Cargo". You see, when you are the pilot or cargo looking in firstpersonview in the heli, you dont see the whole model. You see the front of the heli, cockpit detail, maybe the skids and parts of the spinning rotor. But there are thinks that you newer see, like the main rotor shaft parts and absolute nothing from the tail section. Problem is that if the computer is to draw the entre model even when you are unable to see the rear section of the model in Firstperson view, the CPU is wasting its power.
  
-This has another side too. Sometimes we want very detailed cockpits and the details may be hard to spot or notice from 3rdperson/external view. So to make externalview go faster (more frames per second, FPS, that is), we leave out some details from the normal LODs ("0.000") and increase detail in "View Pilot/Cargo" LODs. +This has another side too. Sometimes we want very detailed cockpits and the details may be hard to spot or notice from 3rdperson/external view. So to make externalview go faster (more frames per second, FPS, that is), we leave out some details from the normal LODs ("0.000") and increase detail in "View Pilot/Cargo" LODs.
  
 So basically we make new lods named "View Pilot" and "View Cargo" which contains only the stuff from "0.000" that is visible by the pilot/cargo. This is how: So basically we make new lods named "View Pilot" and "View Cargo" which contains only the stuff from "0.000" that is visible by the pilot/cargo. This is how:
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   * Now try to think about what detalis are not viewable from the cockpit. We will delete them. Here is my list: tailboom and entire tailseciton and main rotor shaft with two arms (abit unsure on the landinggear, so I let it stay there). You dont have to delete the named selections even though you have deleted the structure that they are pointing to. Here is what I deleted and how it looked afterwards:   * Now try to think about what detalis are not viewable from the cockpit. We will delete them. Here is my list: tailboom and entire tailseciton and main rotor shaft with two arms (abit unsure on the landinggear, so I let it stay there). You dont have to delete the named selections even though you have deleted the structure that they are pointing to. Here is what I deleted and how it looked afterwards:
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_h_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_h_1.jpg }}
  
   * Also we need an LOD for the Cargo proxy, the passenger. First in the "View Pilot" LOD, select and copy everything. Make a new LOD and call it "View Cargo" and paste into that one so that "View Pilot" and "View Cargo" LOD are identical. They are the same since what the passenger see is the same as the pilot can see.   * Also we need an LOD for the Cargo proxy, the passenger. First in the "View Pilot" LOD, select and copy everything. Make a new LOD and call it "View Cargo" and paste into that one so that "View Pilot" and "View Cargo" LOD are identical. They are the same since what the passenger see is the same as the pilot can see.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_h_2.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_h_2.jpg }}
 //How the "View Pilot" and "View Cargo" should look like in Bulldozer after deleting some structures// //How the "View Pilot" and "View Cargo" should look like in Bulldozer after deleting some structures//
  
-Ok, thats that then. One last thing though. When I made my first chopper model, I had a problem. Scenery behind the model started to flicker or disapear for no reason. I posted the problem on the forums and got an answer on how to solve it; making a LOD named "View Geometry" that had the same content as the "0.000" LOD. I cant say I understand why this would work, but it did anyway. So you need one too. Simple, go to "0.000", select and copy all. Make a new LOD and change it to "View Geometry". Paste it all in there. Thats it. Nothing more. +Ok, thats that then. One last thing though. When I made my first chopper model, I had a problem. Scenery behind the model started to flicker or disapear for no reason. I posted the problem on the forums and got an answer on how to solve it; making a LOD named "View Geometry" that had the same content as the "0.000" LOD. I cant say I understand why this would work, but it did anyway. So you need one too. Simple, go to "0.000", select and copy all. Make a new LOD and change it to "View Geometry". Paste it all in there. Thats it. Nothing more.
  
 Guess what, thats the last of the LOD stuff. We are now done with our heli model and its ready to fly. But first, a look at the configfile. Next! Guess what, thats the last of the LOD stuff. We are now done with our heli model and its ready to fly. But first, a look at the configfile. Next!
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 Getting configfiles to work the way you want them has usually involves some serious OFP crashes, some loud screaming and shouting at the computer combined with a scarifise of a holy goat to the Dark Lord himself in hope for BIS to release a configfile editor with a build-in debugger. In the meantime we are usually stuck with good old notepad and basic C++ programming skills. So I am not going to tell you how to make a configfile, I`ll just talk about the one Ive used for this tutorial and leave it up to you go understand how it does its magic. Getting configfiles to work the way you want them has usually involves some serious OFP crashes, some loud screaming and shouting at the computer combined with a scarifise of a holy goat to the Dark Lord himself in hope for BIS to release a configfile editor with a build-in debugger. In the meantime we are usually stuck with good old notepad and basic C++ programming skills. So I am not going to tell you how to make a configfile, I`ll just talk about the one Ive used for this tutorial and leave it up to you go understand how it does its magic.
  
-{{ http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_i_1.jpg }}+{{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_i_1.jpg }}
 //The most interresting part of the configfile// //The most interresting part of the configfile//
  
-As you can see there are many known features attributes to you here, like the "model=", "transportSoldier" and "displayname" (if not, see lesson 1 and 2). I have used the UH60 class to get the basic features that a chopper have, removed the gunner (hasGunner=0), slowed it down (maxSpeed=130), only one passenger (transportSoldier=1) and made it a civilian aircraft (TCivilian, meaning "Type Civilian). If I had not inherited the Uh60 class, I would have to add much more attributes that would just be confusing right now for the newbie. +As you can see there are many known features attributes to you here, like the "model=", "transportSoldier" and "displayname" (if not, see lesson 1 and 2). I have used the UH60 class to get the basic features that a chopper have, removed the gunner (hasGunner=0), slowed it down (maxSpeed=130), only one passenger (transportSoldier=1) and made it a civilian aircraft (TCivilian, meaning "Type Civilian). If I had not inherited the Uh60 class, I would have to add much more attributes that would just be confusing right now for the newbie.
  
 //Note: This configfile was tested on v1.75 and upwards. To make the heli work properly with 1.46 and lower, you may have to delete the class named CfgModels in the configfile. Just delete that section and you will be fine.// //Note: This configfile was tested on v1.75 and upwards. To make the heli work properly with 1.46 and lower, you may have to delete the class named CfgModels in the configfile. Just delete that section and you will be fine.//
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 Ok, then. Ready to fly it? Then just fire up PBOTool, compress the folder and save it as "firstheli.pbo" in your OFP Addon folder. You`ll find it under Empty->Air->"My First heli" in the editor. Go on and test it, both in the day and night to see if the lights work properly. Here are some shots of it ingame: Ok, then. Ready to fly it? Then just fire up PBOTool, compress the folder and save it as "firstheli.pbo" in your OFP Addon folder. You`ll find it under Empty->Air->"My First heli" in the editor. Go on and test it, both in the day and night to see if the lights work properly. Here are some shots of it ingame:
  
-{{http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_j_1.jpg}} {{http://tactical.nekromantix.com/images/wiki/Brsseb/Brsseb_lesson4_j_2.jpg}}+{{https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_j_1.jpg}} {{https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson4_j_2.jpg}}
  
-And you are done, soldier. Feel proud because you have just build your first working chopper for ofp! +And you are done, soldier. Feel proud because you have just build your first working chopper for ofp!
  
-Some may feel abit down right now, maybe some hoping for a complete guide to making working cockpit instruments, custom sound or loaded with weapons. Then remember that this is a simple tutorial and the goal was to get the basics in making an heli for ofp. And I have told you the basics, like what LODs are good to have, the most common named selections and a few hints and tips here and there. +Some may feel abit down right now, maybe some hoping for a complete guide to making working cockpit instruments, custom sound or loaded with weapons. Then remember that this is a simple tutorial and the goal was to get the basics in making an heli for ofp. And I have told you the basics, like what LODs are good to have, the most common named selections and a few hints and tips here and there.
  
 //PS: You may have noticed that the chopper can fire rockets (in a rather strange way). This is because we used the UH60 class and that heli has rockets. So now you can use what you have learned and make some rocket pods for the heli, then in Memory LOD place a vertex under each rocket pod and name them "L Raketa" and "P Raketa" to make the rockets fire from there positions instead of the basic model-center that is standard. But its up to you. Its great practice anyway.// //PS: You may have noticed that the chopper can fire rockets (in a rather strange way). This is because we used the UH60 class and that heli has rockets. So now you can use what you have learned and make some rocket pods for the heli, then in Memory LOD place a vertex under each rocket pod and name them "L Raketa" and "P Raketa" to make the rockets fire from there positions instead of the basic model-center that is standard. But its up to you. Its great practice anyway.//
  
-As usual you can download the finished model here. Any feedback, questions, bugreports goes in the usual mailbox, brsseb@hotmail.com (or live via MSN). +As usual you can download the finished model here. Any feedback, questions, bugreports goes in the usual mailbox, brsseb@hotmail.com (or live via MSN).
  
 Good night folks! And happy heli-ing! Good night folks! And happy heli-ing!
 +
 +
 +**Download** OFP.Brsseb_Lesson/ Torrent Magnet from below:
 +<code>
 +magnet:?xt=urn:btih:40aac3407210ddb8ffcee06cdb009c0b099ccdce&xt=urn:btmh:122046986f756bcebf9744dc9f81bc3fc736a54e164113ec62e18c827a4a06271364&dn=OFP.Brsseb_Lesson&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce
 +</code>
  
 ====== Notes ====== ====== Notes ======
  
-This tutorial was written by Brsseb in [[http://ofp.gamepark.cz/_hosted/brsseb/|here]], it was posted here with his permissions, thank you Brsseb!+This tutorial was written by Brsseb in [[http://ofp.gamepark.cz/_hosted/brsseb/|ofp.gamepark.cz/_hosted/brsseb/]], it was posted here with his permissions, thank you Brsseb!
  
ofp/modeling/brsseb_lesson4.1209887450.txt.gz · Last modified: 2008/05/04 07:50 by snakeman

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