ofp:modeling:brsseb_lesson4
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
ofp:modeling:brsseb_lesson4 [2024/03/19 06:46] – download link torrent magnet updated. snakeman | ofp:modeling:brsseb_lesson4 [2024/07/31 15:40] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== OFP Brsseb 3D Modeling Tutorial ====== | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
+ | |||
+ | |||
====== Lesson 4: Creating your first Helicopter ====== | ====== Lesson 4: Creating your first Helicopter ====== | ||
Line 5: | Line 12: | ||
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: | ||
Line 32: | Line 39: | ||
* The files go in a folder named " | * The files go in a folder named " | ||
- | 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. | ||
Line 39: | Line 46: | ||
====== 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 " | + | 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 " |
- | 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 " | + | 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 " |
- | 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). | ||
Line 70: | Line 77: | ||
{{ https:// | {{ https:// | ||
- | 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 " | + | 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 " |
- | 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, | + | Like in Geometry LOD, all structures had a named selection for them, called Component01, |
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: | ||
Line 142: | Line 149: | ||
{{ https:// | {{ https:// | ||
- | 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. | ||
Line 148: | Line 155: | ||
====== Memory LOD ====== | ====== Memory LOD ====== | ||
- | And here we are back with another episode of a " | + | And here we are back with another episode of a " |
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 | ||
Line 167: | Line 174: | ||
* //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. | ||
Line 202: | Line 209: | ||
====== Preparing the main model LOD " | ====== Preparing the main model LOD " | ||
- | Ok, we are not creating a new LOD this time because we need to make some changes to the original LOD, " | + | Ok, we are not creating a new LOD this time because we need to make some changes to the original LOD, " |
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: | ||
Line 216: | Line 223: | ||
* //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? | ||
Line 246: | Line 253: | ||
{{ https:// | {{ https:// | ||
- | 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" | ||
Line 271: | Line 278: | ||
====== "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" | + | 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" |
- | This has another side too. Sometimes we want very detailed cockpits and the details may be hard to spot or notice from 3rdperson/ | + | This has another side too. Sometimes we want very detailed cockpits and the details may be hard to spot or notice from 3rdperson/ |
So basically we make new lods named "View Pilot" and "View Cargo" which contains only the stuff from " | So basically we make new lods named "View Pilot" and "View Cargo" which contains only the stuff from " | ||
Line 288: | Line 295: | ||
//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" | + | 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" |
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! | ||
Line 299: | Line 306: | ||
//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 " | + | As you can see there are many known features attributes to you here, like the " |
//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.// | ||
Line 311: | Line 318: | ||
{{https:// | {{https:// | ||
- | 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, | + | Some may feel abit down right now, maybe some hoping for a complete guide to making working cockpit instruments, |
//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" | //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" | ||
- | 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! |
ofp/modeling/brsseb_lesson4.1710830797.txt.gz · Last modified: 2024/03/19 06:46 by snakeman