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arma:modeling:bigship [2010-07-03 08:56]
snakeman added more info.
arma:modeling:bigship [2016-11-15 11:11] (current)
snakeman switched tactical.nekromantix.com to www.pmctactical.org domain.
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 ====== Notes ====== ====== Notes ======
  
-For further discussion, check [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=21337|making big ships]] topic. PMC would like to thank [APS]Gnat for providing this information.+Yes, you can make ship models very large, and they will *generally* work, but you can not rely on them. 
 + 
 +Depending where you place them on a map seems to vary the result you get, but in the end, the Geometry LOD will be broken somewhere along its length. Most of large ArmA ships use a large single Geometry LOD, simply because the ship floats better that way instead of the via the LandContact point method. 
 + 
 +Generally this means ship vs ship collisions work OK, but if you were to zip around the outside of my ships in a Zodiac, you'd find a point somewhere on the hull of the ship where you could drive right through the hull. Similar for Fire LODs, so their size should be reduced to have less chance a missile or shell will pass straight through the ship. 
 + 
 +Roadway geometry is the most important to manage, and little change from OFP. You have to be sure you limit its size (I suggest 50x50x50) per addon because as an addon maker you need to guarantee a player can walk around without falling through a deck or platform. Hence the Heli Deck ship addons should be a separate, smaller addon attached to the main ship. 
 + 
 +For further discussion, check [[http://www.pmctactical.org/​forum/​viewtopic.php?​t=21337|PMC Tactical forum making big ships]] topic. PMC would like to thank [APS]Gnat for providing this information.
arma/modeling/bigship.1278147393.txt.gz · Last modified: 2010-07-03 08:56 (external edit)