User Tools

Site Tools


arma:modeling:proxy

ArmA 1 Proxy

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

These are the proxy's used in the vehicles and units. Proxy is like a place in a helicopter where pilot is going to sit in-game.

bis Models Proxy's

A10

Proxy name Proxy ID
\ca\A10\AGM65 .001
\ca\A10\AGM65 .002
\ca\A10\AGM65 .003
\ca\A10\AGM65 .004
\ca\A10\AGM65 .005
\Ca\temp\proxies\A10\Pilot .001

BMP

Proxy name Proxy ID
\CA\temp\proxies\BMP2\Commander .01
\CA\temp\proxies\BMP2\Driver .01
\CA\temp\proxies\BMP2\Gunner .01

Hummer

Proxy name Proxy ID
\CA\temp\proxies\UAZ\cargo01 .01
\CA\temp\proxies\hmmwv\cargo01 .02
\CA\temp\proxies\UAZ\cargo01 .03
\CA\temp\proxies\hmmwv\driver .01
\CA\temp\proxies\hmmwv50\gunner .01

Synide's MLOD Converts Proxy's

A10

Proxy name Proxy ID
\ca\a10\agm65 .001
\ca\a10\agm65 .002
\ca\a10\agm65 .003
\ca\a10\agm65 .004
\ca\a10\agm65 .005
\ca\temp\proxies\a10\pilot .001

AH6

Proxy name Proxy ID
\ca\temp\proxies\ah6\pilot .01
\ca\temp\proxies\ah6\cargo .01

MH6

Proxy name Proxy ID
\ca\temp\proxies\ah6\cargo .01
\ca\temp\proxies\mh6\cargo01 .02 (front seat)
\ca\temp\proxies\mh6\cargo02 .03 (back seat)
\ca\temp\proxies\mh6\cargo03 .04
\ca\temp\proxies\mh6\cargo03 .05
\ca\temp\proxies\ah6\pilot .01

UH60

Proxy name Proxy ID
\ca\temp\proxies\uh_60\cargo01 .01 (front seat)
\ca\temp\proxies\uh_60\cargo02 .02 (back seat)
\ca\temp\proxies\uh_60\cargo02 .03
\ca\temp\proxies\uh_60\cargo02 .04
\ca\temp\proxies\uh_60\cargo02 .05
\ca\temp\proxies\uh_60\cargo02 .06
\ca\temp\proxies\uh_60\cargo02 .07
\ca\temp\proxies\uh_60\cargo02 .08
\ca\temp\proxies\uh_60\cargo02 .09
\ca\temp\proxies\uh_60\cargo02 .10
\ca\temp\proxies\uh_60\cargo02 .11
\ca\temp\proxies\uh_60\cargo02 .12
\ca\temp\proxies\uh_60\cargo02 .13
\ca\temp\proxies\uh_60\pilot .01

UH60MG

Proxy name Proxy ID
\ca\temp\proxies\uh_60\cargo01 .01 (front seat)
\ca\temp\proxies\uh_60\cargo02 .02 (back seat)
\ca\temp\proxies\uh_60\cargo02 .03
\ca\temp\proxies\uh_60\cargo02 .04
\ca\temp\proxies\uh_60\cargo02 .05
\ca\temp\proxies\uh_60\cargo02 .06
\ca\temp\proxies\uh_60\cargo02 .07
\ca\temp\proxies\uh_60\cargo02 .08
\ca\temp\proxies\uh_60\cargo02 .09
\ca\temp\proxies\uh_60\cargo02 .10
\ca\temp\proxies\uh_60\cargo02 .11
\ca\temp\proxies\uh_60\cargo02 .12
\ca\temp\proxies\uh_60\cargo02 .13
\ca\temp\proxies\uh_60\gunner .001
\ca\temp\proxies\uh_60\gunner .002
\ca\temp\proxies\uh_60\pilot .01

Pilot Proxy Visible in Buldozer

How to make your pilot, driver, gunner or cargo proxy's visible in buldozer so you can tweak their placement with precision instead of guessing? Well do these simple steps.

1) Open BIsoldier.p3d.
2) Save it to \ca\temp\proxies\uh_60\cargo01.p3d.
3) Open animations window.
4) Right mouse click on animations box and select From Matrices (all LODs), browse to Your \ca\air\data\anims\ and choose UH60_Cargo01.rtm file.
5) Click the 0.0 keyframe.
6) Save your cargo01.p3d proxy again.
Done!

Now when you select an model that has \ca\temp\proxies\uh_60\cargo01.p3d proxy in it, it will show up properly in buldozer. Feel free to ask questions about this tutorial in PMC Tactical forum topic.

Armored_Sheep (bis Dev) said: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in O2 using simple “puppet” rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair.

ODOL Model As Proxy

If you want to view ODOL objects in buldozer, you can add them as proxy's into your whatever model you have.

Just use this kind of model.cfg to make them inherit the selections properly.

class CfgSkeletons
{
	class Car;
	class ProxyCfgObjBones: Car
	{
		isDiscrete = 1;
		skeletonInherit = "";
		skeletonBones[] = {};
		};
	};
};
 
class cfgModels
{
	class Car;
	class ProxyCfgObj: Car
	{
		skeletonName = "ProxyCfgObjBones";
		sectionsInherit = "";
		sections[] = {};
		};
	};
};

Should work OK.

arma/modeling/proxy.txt · Last modified: 2024/08/01 09:55 by snakeman

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.