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ofp:modeling:brsseb_lesson6 [2017/10/06 14:09] – http to https switch. snakemanofp:modeling:brsseb_lesson6 [2024/07/31 15:49] (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 6: Creating your first Airplane ====== ====== Lesson 6: Creating your first Airplane ======
  
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   * PBOTool and TexView or similar program   * PBOTool and TexView or similar program
  
-There is already a good Airplane tutorial on the net ([[http://www.dc3d.co.nz/tutorials/cheyenne.htm|Building the Piper Cheyenne]]). Its not done yet and it focuses on modeling an airplane from start to finish (from blueprint setup to final model). In my tut, which will be a abit shorter, I will focus just on the LOD (and config) setup needed to get an airplane model working properly in OFP. +There is already a good Airplane tutorial on the net ([[http://www.dc3d.co.nz/tutorials/cheyenne.htm|Building the Piper Cheyenne]]). Its not done yet and it focuses on modeling an airplane from start to finish (from blueprint setup to final model). In my tut, which will be a abit shorter, I will focus just on the LOD (and config) setup needed to get an airplane model working properly in OFP.
  
 Ok, lets move to next page and have a look at the tutorial model...(drumroll...) Ok, lets move to next page and have a look at the tutorial model...(drumroll...)
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 //The model we will we working with in this tutorial// //The model we will we working with in this tutorial//
  
-First thing you must do is download the model.You can get the ZIP [[https://pmc.editing.wiki/downloads/Brsseb_lesson6_start.rar|Brsseb_lesson6_start.rar]]+First thing you must do is download the model.You can get the ZIP Brsseb_lesson6_start.rar from bottom of this page.
  
 As usual, extract the ZIP and put the folder you get in your bulldozer directory just as any other addon project. The folder is called "firstplane". The p3d is also called "firstplane", then there is a config.cpp file and some basic textures. As usual, extract the ZIP and put the folder you get in your bulldozer directory just as any other addon project. The folder is called "firstplane". The p3d is also called "firstplane", then there is a config.cpp file and some basic textures.
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 //Nothing new in memory LOD yet, just the basics of any vehicle// //Nothing new in memory LOD yet, just the basics of any vehicle//
  
-And then the Memory LOD, containing things that you learned ages ago, right? Hope so. +And then the Memory LOD, containing things that you learned ages ago, right? Hope so.
  
 So, so lets not go into o2 just yet. I want to show you what we need to do. The easiest way to explain the work needed; I want to you to compile the firsplane now. Yes, test it ingame and see what we need to do! Start your PBO program, compile the firstplane folder and put the resulting pbo in your addons folder. Yes it will fly! (but dont use the firstperson view for the pilot/cargo, since the View Pilot/Cargo LODs are not made yet, we`ll do that last (since we will be editing the original "0.00" LOD all the way). So, so lets not go into o2 just yet. I want to show you what we need to do. The easiest way to explain the work needed; I want to you to compile the firsplane now. Yes, test it ingame and see what we need to do! Start your PBO program, compile the firstplane folder and put the resulting pbo in your addons folder. Yes it will fly! (but dont use the firstperson view for the pilot/cargo, since the View Pilot/Cargo LODs are not made yet, we`ll do that last (since we will be editing the original "0.00" LOD all the way).
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 //The plane it its current state. Not very plane-ish, am I right? Note that the landinggear dont retract, the rotors dont spin and there are no control surfaces (flaps, rudder, ailerons) present. Dont worry, we`ll fix all that!// //The plane it its current state. Not very plane-ish, am I right? Note that the landinggear dont retract, the rotors dont spin and there are no control surfaces (flaps, rudder, ailerons) present. Dont worry, we`ll fix all that!//
  
-Ok, so not much to brag about is it? No working gear animation, the rotors don't spin or anything. And there are no working flaps, rudder or ailerons to see. But it can take off, land, and it flies very well. That's due to the config file, and we can make ANYTHING fly with just the right configfile. So no magic really. +Ok, so not much to brag about is it? No working gear animation, the rotors don't spin or anything. And there are no working flaps, rudder or ailerons to see. But it can take off, land, and it flies very well. That's due to the config file, and we can make ANYTHING fly with just the right configfile. So no magic really.
  
 Ready to fix the plane? Then start up o2 and bulldozer and move to the next step. Ready to fix the plane? Then start up o2 and bulldozer and move to the next step.
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 ====== Making the landing gear work ====== ====== Making the landing gear work ======
  
-Lets fix the landing gear first. If you tested the model ingame, you will notice that the Raise/Lower landing gear at the action menu works. Trying to land the plane without gear down, you will crash. So that's not the problem, that's all defined in the config. What we need to do is make the animation for our gear work so that the gear in the plane retracts and lowers when the user uses the aciton menu. +Lets fix the landing gear first. If you tested the model ingame, you will notice that the Raise/Lower landing gear at the action menu works. Trying to land the plane without gear down, you will crash. So that's not the problem, that's all defined in the config. What we need to do is make the animation for our gear work so that the gear in the plane retracts and lowers when the user uses the aciton menu.
  
-How do we do that, you say? If you have followed my tuts you know it by now: we set up a bunch of wacky named (in czech) selections and let the ofp engine do the rest. We have a tricycle landing gear (one nose gear and two at the rear), just like the ofp A10 got. So ofp will have no problem with this. +How do we do that, you say? If you have followed my tuts you know it by now: we set up a bunch of wacky named (in czech) selections and let the ofp engine do the rest. We have a tricycle landing gear (one nose gear and two at the rear), just like the ofp A10 got. So ofp will have no problem with this.
  
   * Start o2 and head for the "0.00" lod. Using F2 selection, select the left rear wheel, like in picture. Name this one "levy kolo" (left wheel)   * Start o2 and head for the "0.00" lod. Using F2 selection, select the left rear wheel, like in picture. Name this one "levy kolo" (left wheel)
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 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_c_3.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_c_3.jpg }}
  
-Ok, now ofp know what the gears are and will use these selection when doing the rotation. But we still have work to do, we need to define an axis for each wheel, so that ofp can rotate each wheel around. Lets go to memory lod for that: +Ok, now ofp know what the gears are and will use these selection when doing the rotation. But we still have work to do, we need to define an axis for each wheel, so that ofp can rotate each wheel around. Lets go to memory lod for that:
  
   * In memory lod, make an horizontal axis on top of the left landing gear. See picture. Name it "osa leveho kolo" (axis for the left wheel). You should already be comfortable with making axises, if not see how me made the steering wheel in lesson 2.   * In memory lod, make an horizontal axis on top of the left landing gear. See picture. Name it "osa leveho kolo" (axis for the left wheel). You should already be comfortable with making axises, if not see how me made the steering wheel in lesson 2.
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 //This way the LandContact points follow the gear animation// //This way the LandContact points follow the gear animation//
  
-Guess what, if you have checked that all selections are named right and you have followed this page to the point, the gear should work now. So compile and lets test the gear ingame. If some of the gears don't work, its probably because a bad named selection. Make sure you got no typos on the plane. And should some animation work the wrong way, try rotating the axis 180 degrees in Memory LOD. +Guess what, if you have checked that all selections are named right and you have followed this page to the point, the gear should work now. So compile and lets test the gear ingame. If some of the gears don't work, its probably because a bad named selection. Make sure you got no typos on the plane. And should some animation work the wrong way, try rotating the axis 180 degrees in Memory LOD.
  
 Note that we cant seem to control the direction the gear retracts. They always retract forward, like the A10 does, and sometimes that's not what we want (e.i. most ww2 fighter retracted their gear inwards). So if we want to have a different gear animation, we can (from v1.85+ at least). But this is out of scope for this simple tutorial. Note that we cant seem to control the direction the gear retracts. They always retract forward, like the A10 does, and sometimes that's not what we want (e.i. most ww2 fighter retracted their gear inwards). So if we want to have a different gear animation, we can (from v1.85+ at least). But this is out of scope for this simple tutorial.
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 ====== Fixing the rotors ====== ====== Fixing the rotors ======
  
-Lets make the rotors turn. The LOD setup for that is similar to the one from lesson 4, where we made teh rotor blades spin. We need some selections in 0.00 lod and some axises in Memory lod. Note that we have two engines on this plane, so if you just have one engine, you just use the first set of selections. +Lets make the rotors turn. The LOD setup for that is similar to the one from lesson 4, where we made teh rotor blades spin. We need some selections in 0.00 lod and some axises in Memory lod. Note that we have two engines on this plane, so if you just have one engine, you just use the first set of selections.
  
 Note that both engines has a rotor structure and a face with a rotor blur on it. Lets begin. Note that both engines has a rotor structure and a face with a rotor blur on it. Lets begin.
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 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_d_4.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_d_4.jpg }}
  
-Ok, done with the rotors in model lod. Lets head for Memory LOD and make the axises for the spinning rotors. +Ok, done with the rotors in model lod. Lets head for Memory LOD and make the axises for the spinning rotors.
  
   * Go to memory LOD and make two axises, one for each rotor (2 vertices each). They should be named "osa vrtule 0" (left) and "osa vrtule 1" (right). See the picture for proper placement.   * Go to memory LOD and make two axises, one for each rotor (2 vertices each). They should be named "osa vrtule 0" (left) and "osa vrtule 1" (right). See the picture for proper placement.
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 //Plane with working rotors. Nice!// //Plane with working rotors. Nice!//
  
-If you only had like 1 rotor, you simply do the same setup without the one engine included, and that way you could also leave out the "0" in all selections that have that. +If you only had like 1 rotor, you simply do the same setup without the one engine included, and that way you could also leave out the "0" in all selections that have that.
  
 Now, how about fixing those control surfaces, eh? Now, how about fixing those control surfaces, eh?
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 //How the rudder should work. If it is reversed, try swapping the two axis points// //How the rudder should work. If it is reversed, try swapping the two axis points//
  
-The most common problem with plane surfaces is Typos, its so damn easy to make a mistake when typing the selection names (much due to the words left and right in Czech has different forms; levy (left); leve, leva, and pravy; (right) prave, prava, etc. So make sure you get all of the selection names right! +The most common problem with plane surfaces is Typos, its so damn easy to make a mistake when typing the selection names (much due to the words left and right in Czech has different forms; levy (left); leve, leva, and pravy; (right) prave, prava, etc. So make sure you get all of the selection names right!
  
 ====== The elevator surfaces ====== ====== The elevator surfaces ======
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 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_e_5.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_e_5.jpg }}
  
-Now compile and test it ingame. Remember to swap (switch places) on axis vertices if one of the elevators go the wrong way when testing. If you are unsure, compare to another plane or try thinking of what happens when a surface moves. +Now compile and test it ingame. Remember to swap (switch places) on axis vertices if one of the elevators go the wrong way when testing. If you are unsure, compare to another plane or try thinking of what happens when a surface moves.
  
 ====== The ailerons ====== ====== The ailerons ======
  
-The next surfaces are the ailerons, they make the plane roll to the side. Also, in ofp, ailerons is also used for air brakes. We want air brakes too, so these surfaces are somewhat different. +The next surfaces are the ailerons, they make the plane roll to the side. Also, in ofp, ailerons is also used for air brakes. We want air brakes too, so these surfaces are somewhat different.
  
 Go to 0.00 lod and make the ailerons. But this time, make a total of 4 structures, not just one pair as before. Remember the air brake on the A10? Of not, test it now and try to imagine how they did it. Basically, they have slitted each aileron surface in two, so that when normal flying it works just as a normal ailerons, but when you brake (holding the back-key long enough), they split parts, with one part going up and one down to form the air brakes. Pretty neat, really. Go to 0.00 lod and make the ailerons. But this time, make a total of 4 structures, not just one pair as before. Remember the air brake on the A10? Of not, test it now and try to imagine how they did it. Basically, they have slitted each aileron surface in two, so that when normal flying it works just as a normal ailerons, but when you brake (holding the back-key long enough), they split parts, with one part going up and one down to form the air brakes. Pretty neat, really.
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 {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_e_8.jpg }} {{ https://pmc.editing.wiki/images/Brsseb/Brsseb_lesson6_e_8.jpg }}
  
-  * Ok, now do the same thing for the other surface (just copy this one will do). +  * Ok, now do the same thing for the other surface (just copy this one will do).
  
-Now you have two ailerons, one right and one left both split on two halves. Now we must create proper selections for them. +Now you have two ailerons, one right and one left both split on two halves. Now we must create proper selections for them.
  
   * Select the left upper aileron structure and name it "lkh klapka" (that's left upper aileron part). Then select the left lower structure and name it "lkd klapka". That does it for the left aileron.   * Select the left upper aileron structure and name it "lkh klapka" (that's left upper aileron part). Then select the left lower structure and name it "lkd klapka". That does it for the left aileron.
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 ====== The flaps ====== ====== The flaps ======
  
-One surface type left: the flaps, used for either giving the plane extra lift at takeoffs of for reducing airspeed at landings. Dead easy for you to make now if you have made it so far. +One surface type left: the flaps, used for either giving the plane extra lift at takeoffs of for reducing airspeed at landings. Dead easy for you to make now if you have made it so far.
  
   * Make the flaps structures, one for each side. Make them black as usual. Name the left one "ls klapka" and the right one "ps klapka".   * Make the flaps structures, one for each side. Make them black as usual. Name the left one "ls klapka" and the right one "ps klapka".
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 ====== Adding detail ====== ====== Adding detail ======
  
-We got a nice plane right now, but we can still add some minor details to spice it up a bit. So lets add some features: If you did lesson 5, the boat tutorial, you know that lights are easy to make. We just add some named vertices in Memory lOD. So lets have red and green position lights on the wingtips and a flashing white one at the top of the tail, like most planes do (Or go mad and decorate the plane with lights like a crazy christmas three, your choice ;) ). And a bunch of other smaller details. +We got a nice plane right now, but we can still add some minor details to spice it up a bit. So lets add some features: If you did lesson 5, the boat tutorial, you know that lights are easy to make. We just add some named vertices in Memory lOD. So lets have red and green position lights on the wingtips and a flashing white one at the top of the tail, like most planes do (Or go mad and decorate the plane with lights like a crazy christmas three, your choice ;) ). And a bunch of other smaller details.
  
   * Open the firstplane.p3d again go to memory LOD.   * Open the firstplane.p3d again go to memory LOD.
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 //Part 2 of the configfile// //Part 2 of the configfile//
  
-The last part is the interesting one. Here, the usual stuff about any vehicles are defined. Many of the values in here should be familiar to you now (model, side, displayname). Note the value "gearRetracting=true" indicating that this plane has retracting gear, like the A10 does. The Cessna haven't. Then there is a lot of physics values that can be tweaked for the plane, like brake distance and control surface sensitivity. Note that no weapons are on board the plane right now (that's for another tutorial, for sure ;) ). +The last part is the interesting one. Here, the usual stuff about any vehicles are defined. Many of the values in here should be familiar to you now (model, side, displayname). Note the value "gearRetracting=true" indicating that this plane has retracting gear, like the A10 does. The Cessna haven't. Then there is a lot of physics values that can be tweaked for the plane, like brake distance and control surface sensitivity. Note that no weapons are on board the plane right now (that's for another tutorial, for sure ;) ).
  
 OK, bored now? Me too, lets compile and get this thing over with! OK, bored now? Me too, lets compile and get this thing over with!
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 //The plane ingame! Pretty nice, huh?// //The plane ingame! Pretty nice, huh?//
  
-Get final PBO [[https://pmc.editing.wiki/downloads/Brsseb_lesson6_end.rar|Brsseb_lesson6_end.rar]].+Get final PBO Brsseb_lesson6_end.rar below.
  
-So compile the plane for the last time, and check it out ingame. If all works as planned, feel proud. If not, try again, make yourself 200% sure that you don't have any typos or anything. If everything fails (or you spotted a bug in this tutorial, mail me at brsseb@hotmail.com). +So compile the plane for the last time, and check it out ingame. If all works as planned, feel proud. If not, try again, make yourself 200% sure that you don't have any typos or anything. If everything fails (or you spotted a bug in this tutorial, mail me at brsseb@hotmail.com).
  
-Thanks for all nice feedback Ive gotten so far since Ive started this tutorial series! I`ll try to write as often as I can. Cheers! +Thanks for all nice feedback Ive gotten so far since Ive started this tutorial series! I`ll try to write as often as I can. Cheers!
  
 BRSSEB BRSSEB
 +
 +**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/|ofp.gamepark.cz/_hosted/brsseb/]], 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_lesson6.1507298992.txt.gz · Last modified: 2017/10/06 14:09 by snakeman

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