ofp:modeling:brsseb_lesson8
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ofp:modeling:brsseb_lesson8 [2008/05/04 08:01] – created brsseb_lesson8 initial page snakeman | ofp:modeling:brsseb_lesson8 [2024/07/31 15:52] (current) – links added. snakeman | ||
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+ | ====== OFP Brsseb 3D Modeling Tutorial ====== | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
+ | |||
+ | |||
====== Lesson 8: Creating your first Building ====== | ====== Lesson 8: Creating your first Building ====== | ||
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Preparing for the lesson | Preparing for the lesson | ||
- | Welcome to the 8th tutorial were we will make our very first building, a cute little house that we can walk into, open/close doors and maybe climb a little ladder too! First things first: | + | Welcome to the 8th tutorial were we will make our very first building, a cute little house that we can walk into, open/close doors and maybe climb a little ladder too! First things first: |
* OFP (daahhh), O2 and Bulldozer | * OFP (daahhh), O2 and Bulldozer | ||
* Basic understanding of the O2 interface | * Basic understanding of the O2 interface | ||
- | * Having fully understud | + | * Having fully understood |
* Note that it says " | * Note that it says " | ||
* PBOTool and TexView or similar program | * PBOTool and TexView or similar program | ||
- | Im assuming you either have done all or most of my other tutorials or are experienced in modelling | + | Im assuming you either have done all or most of my other tutorials or are experienced in modeling |
Roll on: | Roll on: | ||
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====== The tutorial model ====== | ====== The tutorial model ====== | ||
- | In this tutorial we will make a small house like on the picture below. | + | In this tutorial we will make a small house like on the picture below. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Two shots of the building we will be making// | //Two shots of the building we will be making// | ||
- | We will have two floors;a first floor with two doorways and windows, and a ladder up to the roof. | + | We will have two floors;a first floor with two doorways and windows, and a ladder up to the roof. |
- | Get the project folder with textures and configfile | + | Get the project folder with textures and configfile Brsseb_lesson8_start.rar |
- | Thats it. Start o2 and bulldozer, and save the new file as " | + | That' |
====== The main floor and editing vertex coordinates ====== | ====== The main floor and editing vertex coordinates ====== | ||
- | We`ll start with the main floor. Its basically just a lowprofile | + | We`ll start with the main floor. Its basically just a low profile |
- | * In top view, hit f7 and enter 10 in both sizeX and sizeY field and hit ok. This is the basic floor shape, but its a bit thick. | + | * In top view, hit f7 and enter 10 in both sizeX and sizeY field and hit OK. This is the basic floor shape, but its a bit thick. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * In side view, hit F4 and select the top 4 vertices. Then hit shift+E. This will allow us to edit the vertrices | + | * In side view, hit F4 and select the top 4 vertices. Then hit shift+E. This will allow us to edit the vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * So here is the think, hope you have basic math skills covering Coordinate systems. With all four vertices selected, the X and Z field on the window is blank, meaning that all or one of the selected vertices have different X and Y coordinates. But the Y field is showing meaning all four vertrices | + | * So here is the think, hope you have basic math skills covering Coordinate systems. With all four vertices selected, the X and Z field on the window is blank, meaning that all or one of the selected vertices have different X and Y coordinates. But the Y field is showing meaning all four vertices |
- | * Then still in left view select the lower 4 vertices, shift+E and set its Y vaue from -0.5 to -.4. (not much of a big deal, but at least ypu learn how it all works). | + | * Then still in left view select the lower 4 vertices, shift+E and set its Y value from -0.5 to -.4. (not much of a big deal, but at least ypu learn how it all works). |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Here is the final floor structure, a 10mx10mx0.5m box// | //Here is the final floor structure, a 10mx10mx0.5m box// | ||
- | Make sure you got that trick of changing the coorinates | + | Make sure you got that trick of changing the coordinates |
- | Now select the whole floor structure and name a selection for it named " | + | Now select the whole floor structure and name a selection for it named " |
Lets texture it so that the floor is truly done. We`ll use the file named " | Lets texture it so that the floor is truly done. We`ll use the file named " | ||
- | * In top view, load the wood texture and drag a 1mx1m box somewhere in teh left view. Yes, its its not like on the tut 1 crate, this is called " | + | * In top view, load the wood texture and drag a 1mx1m box somewhere in the left view. Yes, its its not like on the tut 1 crate, this is called " |
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
- | //The tileable | + | //The tile able texture gets copied, side by side, all over the floor. Great if a texture is small and the surface to be textured is quite large. This way the texture |
- | The floor structure is nearly done. It still have some ugly sides since we only applied texture to the whole structure from the top view, leaving only top and bottom face nicely textures. All the otehr sides are looking you fix that easily, its like you did in lesson 1. Select all 4 sides, one at a time, and apply the same texture to it (dont worry it you dont get the textures lined up right since this it just a practice tutorial). You should be able to do this yourself. | + | The floor structure is nearly done. It still have some ugly sides since we only applied texture to the whole structure from the top view, leaving only top and bottom face nicely textures. All the other sides are looking you fix that easily, its like you did in lesson 1. Select all 4 sides, one at a time, and apply the same texture to it (don' |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Bad// | //Bad// | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Good// | //Good// | ||
Line 76: | Line 83: | ||
* Select the lower two vertices, shift-E and change the -2 in Y-field to 0.1 (where our floor ends). Select the top two vertices and change their height from 2 to 4. | * Select the lower two vertices, shift-E and change the -2 in Y-field to 0.1 (where our floor ends). Select the top two vertices and change their height from 2 to 4. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Now we must move the plane away from the center and out to one of the edges. Select the whole plane and shift+E. Change the X-field (that is shared for all 4 vertrices) to 5. Before we create the thickness of the wall, we must make holes for the two windows. In left view, select the whole plane. Then either copy and scale the points twice, or make 2 new smaller planes inside the wall shape, making sure all share the value if 5, like on the picture below. To make the wall a bit tidier and more structual, its adviced | + | * Now we must move the plane away from the center and out to one of the edges. Select the whole plane and shift+E. Change the X-field (that is shared for all 4 vertices) to 5. Before we create the thickness of the wall, we must make holes for the two windows. In left view, select the whole plane. Then either copy and scale the points twice, or make 2 new smaller planes inside the wall shape, making sure all share the value if 5, like on the picture below. To make the wall a bit tidier and more structural, its advised |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Still with me? If you`re not, play around with the vertex placement some more untill you get it right. Next step is this: | Still with me? If you`re not, play around with the vertex placement some more untill you get it right. Next step is this: | ||
* Select all 3 planes and press " | * Select all 3 planes and press " | ||
- | * Then fill in the wall with new faces making sure that you dont cover the window holes and that all faces are facing the right way, like this: | + | * Then fill in the wall with new faces making sure that you don' |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Now lets add some depth; in top view, select the whole structure, lock the x-axis and drag-copy the structure to a new location just 0.5 metre behind the first one, reversing the faces (W). This will be the inside of the wall. Use the shift-E trick to align the vertices to the new X-coordinate to 4.5 (its 5 for the outer part). Then fill in the gap between the two stuctures | + | * Now lets add some depth; in top view, select the whole structure, lock the x-axis and drag-copy the structure to a new location just 0.5 meter behind the first one, reversing the faces (W). This will be the inside of the wall. Use the shift-E trick to align the vertices to the new X-coordinate to 4.5 (its 5 for the outer part). Then fill in the gap between the two structures |
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
- | Ok, the wall structure is in place. Lets texture it and duplicate it to make its alter ego, the wall on the oposite. Texturing is the same thing as last step. But we need one texture for the exteriour | + | Ok, the wall structure is in place. Lets texture it and duplicate it to make its alter ego, the wall on the oposite. Texturing is the same thing as last step. But we need one texture for the exterior |
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
- | Thats done then. Now select the whole structure, copy and rotate it so that it fits nicely on the other side. You should be familiar with rotating and such things by now, right? Using shift-E trick on selected | + | Thats done then. Now select the whole structure, copy and rotate it so that it fits nicely on the other side. You should be familiar with rotating and such things by now, right? Using shift-E trick on selected |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Finally select both walls and name them " | Finally select both walls and name them " | ||
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====== Front and rear walls ====== | ====== Front and rear walls ====== | ||
- | Time for the front and rear walls, which will have one window and a door each. First we only do the basic wall with holes in it. As creating these walls are similar to the previouse onces, except for size and this has a doorways instead of a second window, I will make this section shorter. | + | Time for the front and rear walls, which will have one window and a door each. First we only do the basic wall with holes in it. As creating these walls are similar to the previous ones, except for size and this has a doorways instead of a second window, I will make this section shorter. |
- | * In your new lod, create a plane in front view, making it 9 in sizeX and 4 in sizeY. Align the lower two vertices with the floor (0.1 m remember?) and the top two should have a Yvalue | + | * In your new lod, create a plane in front view, making it 9 in sizeX and 4 in sizeY. Align the lower two vertices with the floor (0.1 m remember?) and the top two should have a Y value of 4. Give all 4 vertices |
* In similar fashion as the last one, add two more smaller planes and align them as in this picture: | * In similar fashion as the last one, add two more smaller planes and align them as in this picture: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Now select all, delete the faces (" | + | * Now select all, delete the faces (" |
- | * As we have a wall thickness of 0.5 from the last walls, we will have this here too. So select the structure, | + | * As we have a wall thickness of 0.5 from the last walls, we will have this here too. So select the structure, |
* Fill in the holes with faces so you have a solid structure. Note that there are should be no face at the bottom of the door frame! | * Fill in the holes with faces so you have a solid structure. Note that there are should be no face at the bottom of the door frame! | ||
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
Now that we have a wall structure, we must texture it. We use the same textures as before, with the same tile dimensions (2x2. for the " | Now that we have a wall structure, we must texture it. We use the same textures as before, with the same tile dimensions (2x2. for the " | ||
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
- | Now make a copy of it, rotate it in place on the other side, making sure all vertrices | + | Now make a copy of it, rotate it in place on the other side, making sure all vertices |
====== The inside wall ====== | ====== The inside wall ====== | ||
- | We will make one inside wall with an open doorway so that the house at least have two rooms and not just one big one. Its a very simple wall structure that uses only the wallpaper texture and has only a doorway, no window holes. | + | We will make one inside wall with an open doorway so that the house at least have two rooms and not just one big one. Its a very simple wall structure that uses only the wallpaper texture and has only a doorway, no window holes. |
- | But just having the floor as a reference is getting a bit tired now, so we need to copy the 4 wall structure we just made into the 0.000 LOD so that we can get a better reference. Do this now, Simply go to both the wall lods, select all and copy it into the original 0.000 LOD toghether | + | But just having the floor as a reference is getting a bit tired now, so we need to copy the 4 wall structure we just made into the 0.000 LOD so that we can get a better reference. Do this now, Simply go to both the wall lods, select all and copy it into the original 0.000 LOD together |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Our work so far (" | //Our work so far (" | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The new yellow reference image. Having the walls as a reference is important for the next steps.// | //The new yellow reference image. Having the walls as a reference is important for the next steps.// | ||
Now lets make the inner wall. Its simple: | Now lets make the inner wall. Its simple: | ||
- | * In front view, create a plane. Select the left colum of vertrices | + | * In front view, create a plane. Select the left column |
- | * Now make another plane and form it as the doorway, just like you did on the last walls, lower row of vertrices | + | * Now make another plane and form it as the doorway, just like you did on the last walls, lower row of vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Yes, then delete the plane faces, and make new ones to form a single plane structure with a door hole. Then copy and reverse the plane, and add the missing faces on thesides, making sure all coordinates are right. The wall should be exactly .5 m thick now. | + | * Yes, then delete the plane faces, and make new ones to form a single plane structure with a door hole. Then copy and reverse the plane, and add the missing faces on the sides, making sure all coordinates are right. The wall should be exactly .5 m thick now. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
As usually, texture the wall, this time using only the wallpaper texture. | As usually, texture the wall, this time using only the wallpaper texture. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
When ready, name the wall " | When ready, name the wall " | ||
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* In top view again, make a new plane, this time smaller and in the position indicated by the next picture. Also change its height to 4. This plane will be the hole in which the ladder will go. | * In top view again, make a new plane, this time smaller and in the position indicated by the next picture. Also change its height to 4. This plane will be the hole in which the ladder will go. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Now as we did with the walls, make a proper 3d structure of this with a thickness of, say, 0.25m. I assume you know how to do this by now. | * Now as we did with the walls, make a proper 3d structure of this with a thickness of, say, 0.25m. I assume you know how to do this by now. | ||
* Name this structure " | * Name this structure " | ||
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
Ok, now for the fence. We cant have our soldiers falling off the roof to easy, can we? | Ok, now for the fence. We cant have our soldiers falling off the roof to easy, can we? | ||
- | * In the same LOD, make 4 box structures, two of length 10m and two of lenght | + | * In the same LOD, make 4 box structures, two of length 10m and two of length |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Texture the fence using the " | * Texture the fence using the " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Nice! Now the ladder and the roof is done. | Nice! Now the ladder and the roof is done. | ||
- | * Make a new LOD and in left view make two 4m high poles as in picture (dont have to be that accurate). Texture both poles using a woodish texture. I chose the " | + | * Make a new LOD and in left view make two 4m high poles as in picture (don' |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Now make a single horizontal block and form it as a step on the ladder. Texture it using one of the woodish textures in the folder. I chose the " | * Now make a single horizontal block and form it as a step on the ladder. Texture it using one of the woodish textures in the folder. I chose the " | ||
- | * When one step is made and textured, copy it and place them out foring | + | * When one step is made and textured, copy it and place them out forcing |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Name the final ladder structure " | * Name the final ladder structure " | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Lets position the ladder right: | Lets position the ladder right: | ||
Line 196: | Line 203: | ||
* Select the ladder structure and move (you might have to rotate too) it into position | * Select the ladder structure and move (you might have to rotate too) it into position | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Move the ladder into position like in the picture above// | //Move the ladder into position like in the picture above// | ||
- | Ok, thats the basic structure of the building. Now we gotta combine all the parts into the first " | + | OK, that' |
* Make a backup of the current file | * Make a backup of the current file | ||
* Now start copying all the parts you have made onto the 0.00 LOD (not the basic walls, you copied them for reference earlier in the tutorial, remember?), and the end result should look something like this: | * Now start copying all the parts you have made onto the 0.00 LOD (not the basic walls, you copied them for reference earlier in the tutorial, remember?), and the end result should look something like this: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//ll the parts gathered in the " | //ll the parts gathered in the " | ||
Line 213: | Line 220: | ||
====== Geometry LOD ====== | ====== Geometry LOD ====== | ||
- | The most common fault to do when doing buildings, is making the whole wall structures as a single object. Thats asking for trouble and most likely it wont work properly ingame. All the diffrent | + | The most common fault to do when doing buildings, is making the whole wall structures as a single object. Thats asking for trouble and most likely it wont work properly ingame. All the different |
- | This isnt that important on normal view LODs like 0.000, so we could have combined all the walls. But for this tutorial i wanted to make the house fast to build, so i made all walls in seperate | + | This isn' |
* Make a new LOD and change it to Geometry. | * Make a new LOD and change it to Geometry. | ||
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* Copy them and paste them into the Geometry LOD. | * Copy them and paste them into the Geometry LOD. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The Geometry objects// | //The Geometry objects// | ||
- | This leave us with just the basic walls and the roof. For some reasons that has to do with the Roadway LOD we`ll add later, there is no need to use the bottom floor or the roof as geometry. Doing so might cause some clipping issues ingame. | + | This leave us with just the basic walls and the roof. For some reasons that has to do with the Roadway LOD we`ll add later, there is no need to use the bottom floor or the roof as geometry. Doing so might cause some clipping issues ingame. |
- | One problem; you might have spotted that we are missing a proper geometry structure for the rooftop fence. Without it people might fall off easily. The problem is that when geo structures get thinner than .25 meters, people might fall right through it if they are running fast enough (you might have noticed this in ofp, especially on some fences or buldings | + | One problem; you might have spotted that we are missing a proper geometry structure for the rooftop fence. Without it people might fall off easily. The problem is that when geo structures get thinner than .25 meters, people might fall right through it if they are running fast enough (you might have noticed this in ofp, especially on some fences or buildings |
- | To solve it its best to make a structure thicker than the one its supposed to cover. It might be noticed ingame and confuse or irritate the player (all hate invisible walls in games), but i think it will be ok for out simple fence. | + | To solve it its best to make a structure thicker than the one its supposed to cover. It might be noticed ingame and confuse or irritate the player (all hate invisible walls in games), but i think it will be OK for out simple fence. |
- | * Make 4 cubes and shape them in the same manner as the 4 walls we made, except the holes for the doors and only 1 meter high. Thicknees | + | * Make 4 cubes and shape them in the same manner as the 4 walls we made, except the holes for the doors and only 1 meter high. Thickness |
* Move them into position above the roof. | * Move them into position above the roof. | ||
* It should look like this when you are done: | * It should look like this when you are done: | ||
- | {{http://tactical.nekromantix.com/images/wiki/ | + | {{https://pmc.editing.wiki/ |
- | Only thing missing now is a small box structure to cover the ladder. We dont want ppl running right through our ladder, so we need this one. Its very simple: | + | Only thing missing now is a small box structure to cover the ladder. We don' |
- | * Create a box structure (F7) and form it so that it covers the ladder pretty much ok | + | * Create a box structure (F7) and form it so that it covers the ladder pretty much OK. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Now select all of the structures and apply mass to it. Lets make it, oh, something heavy...30 000 is a nice value. Then, with all components selected, go to Structure-> | + | Now select all of the structures and apply mass to it. Lets make it, oh, something heavy...30 000 is a nice value. Then, with all components selected, go to Structure-> |
Final geo lod like this (textures removed) | Final geo lod like this (textures removed) | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Then geo lod is ok. But we need some more LODs before we can test it ingame. Move on. | + | Then geo lod is OK. But we need some more LODs before we can test it ingame. Move on. |
====== Roadway LOD ====== | ====== Roadway LOD ====== | ||
- | Ok, time for Roadway LOD. IF you have never heard of it before, its the lod defining walkable paths for ofp men and vehicles to walk around on. It enable you to enter buldings, drive up ramps with cars and alot more stuff. All components in Roadway lod is normally made out of single planes (4 vertrice | + | Ok, time for Roadway LOD. IF you have never heard of it before, its the lod defining walkable paths for ofp men and vehicles to walk around on. It enable you to enter buildings, drive up ramps with cars and a lot more stuff. All components in Roadway lod is normally made out of single planes (4 vertice |
- | The geo lod hinder objects to pass trough them,but as a side effect hinders ppl to walk on them too! So we need teh Roadway to indicate where the player is allowed to walk around. | + | The geo lod hinder objects to pass trough them,but as a side effect hinders ppl to walk on them too! So we need the Roadway to indicate where the player is allowed to walk around. |
* First make a new LOD and change it to Roadway LOD. | * First make a new LOD and change it to Roadway LOD. | ||
- | * Make sure the front viewport | + | * Make sure the front view port is active. Hit Create-> |
* Then, in Left view with the plane selected, go to Points-> | * Then, in Left view with the plane selected, go to Points-> | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Now we need the roof plane. Its basically the samesized | + | * Now we need the roof plane. Its basically the same sized plane, but with a hole for the ladder. Select, copy and paste the floor plane and move the copy strait up. You can use the menu Move-command once more, this time with an Y=3.9 (4-0.1=3.9 ;) ) This should move it just into the position of the top of the floor structure. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* Copy the top plane, paste and scale the new plane in top view so that it matches the hole for the ladder. You use the same vertex data as for the original roof hole, like this: | * Copy the top plane, paste and scale the new plane in top view so that it matches the hole for the ladder. You use the same vertex data as for the original roof hole, like this: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | * Now, with BOTH top planes selected hit D to delete the face, leaving you with 8 loose vertrices. Then make new faces (making sure all face upwards!) so you have a plane structure with a hole in it looking like this: | + | * Now, with BOTH top planes selected hit D to delete the face, leaving you with 8 loose vertices. Then make new faces (making sure all face upwards!) so you have a plane structure with a hole in it looking like this: |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Notice that if we wanted to have a staircase or a ramp up to the roof instead of a ladder, you would just create a slope with a plane for the soldiers to walk on (make sure it is connected to both floor planes or you might get some trouble). Also, make sure its not too steep of you will have trouble climbing it. If this ramp is designed for cars and heavy tanks, then you should note that the steeper the ramp is the easier it is to get a punkturing | + | Notice that if we wanted to have a staircase or a ramp up to the roof instead of a ladder, you would just create a slope with a plane for the soldiers to walk on (make sure it is connected to both floor planes or you might get some trouble). Also, make sure its not too steep of you will have trouble climbing it. If this ramp is designed for cars and heavy tanks, then you should note that the steeper the ramp is the easier it is to get a puncturing |
- | You can do alot of cool stuff with the Roadway LOD, but repect | + | You can do a lot of cool stuff with the Roadway LOD, but respect |
- | Ok, thats Roadway LOD. On to the next one then! | + | OK, that' |
====== View Geometry LOD ====== | ====== View Geometry LOD ====== | ||
- | Once the Geo LOD is made, this one is usually easy, especially for buildings. Basically this is an LOD that helps the ofp engine how to render the house ingame relative to other objects nearby. Sounds strange? Sure is! | + | Once the Geo LOD is made, this one is usually easy, especially for buildings. Basically this is an LOD that helps the ofp engine how to render the house ingame relative to other objects nearby. Sounds strange? Sure is! |
I can give you an example to show you what i mean. If you have made some addons you will know this problem: | I can give you an example to show you what i mean. If you have made some addons you will know this problem: | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | //A nice screenshot from the Nogova capitol with the main office | + | //A nice screenshot from the Nogova capitol with the main office |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//About the same shot just with an old version of my Robinson R22 in front of the building. Notice that even though just a part of the R22 is limiting my view to the house in the background, the result is that the ofp engine just skips rendering the whole house! Also trees and other objects are missing.// | //About the same shot just with an old version of my Robinson R22 in front of the building. Notice that even though just a part of the R22 is limiting my view to the house in the background, the result is that the ofp engine just skips rendering the whole house! Also trees and other objects are missing.// | ||
- | The problem is that the R22 is missing an socalled | + | The problem is that the R22 is missing an so called |
- | Hope you understod | + | Hope you understood |
* Right-Click on the Geometry LOD lod in the LOD list and hit " | * Right-Click on the Geometry LOD lod in the LOD list and hit " | ||
Line 304: | Line 311: | ||
The new lod is now identical to our Geo LOD, except the mass has been removed. View Geo lod also needs the component labels, but as we made them in Geo LOD we ca just leave them as they are. | The new lod is now identical to our Geo LOD, except the mass has been removed. View Geo lod also needs the component labels, but as we made them in Geo LOD we ca just leave them as they are. | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Move on! | Move on! | ||
Line 310: | Line 317: | ||
====== Memory LOD ====== | ====== Memory LOD ====== | ||
- | Usually, buildings | + | Usually, buildings |
Lets make the ladder working. Its very easy since we got only one ladder in our house: | Lets make the ladder working. Its very easy since we got only one ladder in our house: | ||
* Make a new LOD and change it to " | * Make a new LOD and change it to " | ||
- | * Place two vertrices | + | * Place two vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The ladder start and end points in Memory LOD// | //The ladder start and end points in Memory LOD// | ||
- | These vertrices | + | These vertices |
- | Notice that the way the vertrices | + | Notice that the way the vertices |
Ok, thats Memory LOD (for now). Move on! | Ok, thats Memory LOD (for now). Move on! | ||
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====== AI Paths ====== | ====== AI Paths ====== | ||
- | You might have noticed that the AI isnt very good at navigating | + | You might have noticed that the AI isn' |
- | Also, you might have noticed from the mission editor that some buldings | + | Also, you might have noticed from the mission editor that some buildings |
* Make a new LOD and change it to " | * Make a new LOD and change it to " | ||
- | * In top view, place vertrices | + | * In top view, place vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Top view of the path network.// | //Top view of the path network.// | ||
* Use 3d view to make sure that all faces are facing //upwards// | * Use 3d view to make sure that all faces are facing //upwards// | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Top view of the path network in Bulldozer. Make sure all faces are the right way.// | //Top view of the path network in Bulldozer. Make sure all faces are the right way.// | ||
- | * Now we must name some key vertrices | + | * Now we must name some key vertices |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | //Name the vertrices | + | //Name the vertices |
- | * After that, select the whole path structure and go to front view. Hit shift+E and edit the Y-field to 0.2 to make the path structure hover abit above the floor. | + | * After that, select the whole path structure and go to front view. Hit shift+E and edit the Y-field to 0.2 to make the path structure hover a bit above the floor. |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//Make the path structure 0.2 m above ground level.// | //Make the path structure 0.2 m above ground level.// | ||
- | Ok, pretty weird stuff but thats the way its done. The AI should be able to navigate our structure | + | OK, pretty weird stuff but that' |
- | If you got a buidling | + | If you got a building |
Now lets get move on. Not much left now... | Now lets get move on. Not much left now... | ||
Line 361: | Line 368: | ||
====== The configfile ====== | ====== The configfile ====== | ||
- | As always I end a tutorial with a brief look at the configfile needed to get the addon working in ofp. Thankfully the config needed for a bulding | + | As always I end a tutorial with a brief look at the configfile needed to get the addon working in ofp. Thankfully the config needed for a building |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The first part of the configfile// | //The first part of the configfile// | ||
- | Very simple stuff, just the standard define section (pretty much useless stuff for our house, but its becomming | + | Very simple stuff, just the standard define section (pretty much useless stuff for our house, but its becoming |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The second part of the configfile// | //The second part of the configfile// | ||
- | Here it gets a bit more interresting, but not much ;). You can see that i classed our house under the ViewTower class. Al though our house may not be a strait viewtower, we need to use that class because a viewtower has a ladder. The usual " | + | Here it gets a bit more interesting, but not much ;). You can see that i classed our house under the ViewTower class. Al though our house may not be a strait viewtower, we need to use that class because a viewtower has a ladder. The usual " |
Ah, enough code. Lets get the house ingame! | Ah, enough code. Lets get the house ingame! | ||
Line 377: | Line 384: | ||
====== Last steps ====== | ====== Last steps ====== | ||
- | Now we got all the LODs we need and the building is ready to go ingame. So, make sure you got all the steps right and that all files are in the " | + | Now we got all the LODs we need and the building is ready to go ingame. So, make sure you got all the steps right and that all files are in the " |
The house can be found under objects-> | The house can be found under objects-> | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//First house ingame!// | //First house ingame!// | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
//The AI can run though the house with no problems// | //The AI can run though the house with no problems// | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | //The ladder works ok.// | + | //The ladder works OK.// |
- | Yes, we have done it! Our little house is complete, its got a working ladder, windows to shoot out and the AI can navigate it pretty much ok. Not bad, eh? Well, hope you have enjoyed the tutorial and learned the basics of ofp building creation. Still some stuff to learn, but this is the most important parts. Note that for the sake of this tutorials simplicity I skipped making a Fire Geometry LOD, since it was learned way back in Lesson 4. You will notice that without such a LOD you will be able to shoot strait trough the building. You can make a Fire Geo real fast by just duplicating the Geometry LOD and changing the copy to Fire Geo. See lesson 4 for more info on this type of LOD. | + | Yes, we have done it! Our little house is complete, its got a working ladder, windows to shoot out and the AI can navigate it pretty much OK. Not bad, eh? Well, hope you have enjoyed the tutorial and learned the basics of ofp building creation. Still some stuff to learn, but this is the most important parts. Note that for the sake of this tutorials simplicity I skipped making a Fire Geometry LOD, since it was learned way back in Lesson 4. You will notice that without such a LOD you will be able to shoot strait trough the building. You can make a Fire Geo real fast by just duplicating the Geometry LOD and changing the copy to Fire Geo. See lesson 4 for more info on this type of LOD. |
- | [[http:// | + | Brsseb_lesson8_done.rar is the final PBO, download below. If you had trouble with yours, check out my finished version. Extract it and compare the p3ds and see if you can spot any bugs if you had any trouble getting trough the tutorial. As always, drop me a mail if you need help. |
As always, comments to the usual address (brsseb@hotmail.com) if you got trouble, spot some serious errors in my tutorial or got other stuff on your mind. Cheers! | As always, comments to the usual address (brsseb@hotmail.com) if you got trouble, spot some serious errors in my tutorial or got other stuff on your mind. Cheers! | ||
+ | |||
+ | **Download** OFP.Brsseb_Lesson/ | ||
+ | < | ||
+ | magnet:? | ||
+ | </ | ||
+ | |||
====== Notes ====== | ====== Notes ====== | ||
- | This tutorial was written by Brsseb in [[http:// | + | This tutorial was written by Brsseb in [[http:// |
ofp/modeling/brsseb_lesson8.1209888080.txt.gz · Last modified: 2008/05/04 08:01 by snakeman