This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
arma:modeling:bisoldieringame [2007-11-20 02:55] snakeman created initial page |
arma:modeling:bisoldieringame [2010-07-10 05:59] (current) snakeman added cpp and wound texture link. |
||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== BIsoldier Ingame ====== | + | ====== BIsoldier In-game ====== |
- | There still seems to be some fuss about how to bring the BIsoldier (BIS released [[arma:modeling:bismodels|BImodels MLODs]] of its soldier) model ingame. Here is what PMC did to create working config for them. | + | There still seems to be some fuss about how to bring the BIsoldier (BIS released [[arma:modeling:bismodels|BImodels MLODs]] of its soldier) model in-game. Here is what PMC did to create working config for them. |
- | ====== cfgSkeletons ====== | ||
- | First in cfgskeletons we did this: | + | ====== CfgSkeletons ====== |
- | <code> | + | First in CfgSkeletons in model.cfg file we did like this: |
+ | |||
+ | <code cpp> | ||
class CfgSkeletons | class CfgSkeletons | ||
// soldier models | // soldier models | ||
Line 110: | Line 111: | ||
Sorry its bit difficult to format those long list of bone names. Then we did this: | Sorry its bit difficult to format those long list of bone names. Then we did this: | ||
- | <code> | + | <code cpp> |
class VTE_PeopleMoves : CfgMovesMaleSdr | class VTE_PeopleMoves : CfgMovesMaleSdr | ||
{ | { | ||
Line 144: | Line 145: | ||
}; | }; | ||
</code> | </code> | ||
+ | |||
====== cfgModels ====== | ====== cfgModels ====== | ||
Line 149: | Line 151: | ||
And then in cfgModels we did this: | And then in cfgModels we did this: | ||
- | <code> | + | <code cpp> |
class cfgModels | class cfgModels | ||
{ | { | ||
Line 243: | Line 245: | ||
</code> | </code> | ||
As you can see now you must inherit all your soldier P3D model names here ie **VTE_usmc**.p3d and **VTE_sf**.p3d normally as any other cfgModels before. | As you can see now you must inherit all your soldier P3D model names here ie **VTE_usmc**.p3d and **VTE_sf**.p3d normally as any other cfgModels before. | ||
+ | |||
====== cfgVehicles ====== | ====== cfgVehicles ====== | ||
Line 248: | Line 251: | ||
Then we move into cfgVehicles and the only different thing you do there is this: | Then we move into cfgVehicles and the only different thing you do there is this: | ||
- | <code> | + | <code cpp> |
class VTE_ac: VTE_Army | class VTE_ac: VTE_Army | ||
{ | { | ||
Line 257: | Line 260: | ||
moves="VTE_PeopleMoves"; | moves="VTE_PeopleMoves"; | ||
</code> | </code> | ||
- | The "moves" part, thats the only new thing you need to add in cfgVehicles the unit configuration. Then you can inherit the units by doing class MyNewUnit: VTE_ac{blabla}; as usual. | + | The "moves" part, that's the only new thing you need to add in cfgVehicles the unit configuration. Then you can inherit the units by doing class MyNewUnit: VTE_ac{blabla}; as usual. |
====== Wound Textures ====== | ====== Wound Textures ====== | ||
- | I have no idea if wound textures work with this setup, I dont have blood enabled in my ArmA :) | + | Read about [[arma:wound_textures|wound textures]] in more detail. |
- | + | ||
- | ====== Notes ====== | + | |
- | + | ||
- | If you use the Synide MLOD models, you should make sure you have the latest versions, do not use the "edinsys.paa" texture version, they are outdated and broken models. | + |