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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.
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-====== 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
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 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
 { {
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 }; };
 </​code>​ </​code>​
 +
  
 ====== cfgModels ====== ====== cfgModels ======
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 And then in cfgModels we did this: And then in cfgModels we did this:
  
-<​code>​+<​code ​cpp>
 class cfgModels class cfgModels
 { {
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 </​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 ======
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 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
  {  {
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  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. +
arma/modeling/bisoldieringame.1195527308.txt.gz · Last modified: 2007-11-20 02:55 by snakeman