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ofp:modeling:brsseb_lesson4 [2016-11-04 20:01]
snakeman moved images from nekromantix to this domain.
ofp:modeling:brsseb_lesson4 [2024-03-19 06:46] (current)
snakeman download link torrent magnet updated.
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 So lets have a look at our model. As Ive told earlier, this is a VERY simple model and Im not wasting valuable 3d model time making an accurate 3d model of a heli for this simple lesson. So I just stripped the model from lesson 2 for wheels and spolders, added a tail section, skids and rotors. Also some changes to the geometry LOD to go with the new model in the main LOD: So lets have a look at our model. As Ive told earlier, this is a VERY simple model and Im not wasting valuable 3d model time making an accurate 3d model of a heli for this simple lesson. So I just stripped the model from lesson 2 for wheels and spolders, added a tail section, skids and rotors. Also some changes to the geometry LOD to go with the new model in the main LOD:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_b_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_b_1.jpg }}
 //The new model view from Bulldozer// //The new model view from Bulldozer//
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_b_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_b_2.jpg }}
 //The models Geometry LOD// //The models Geometry LOD//
  
 Yes, the lesson example models keep getting uglier and uglier, I know. But you`ll learn from it, thats the main point. Lets get started: Yes, the lesson example models keep getting uglier and uglier, I know. But you`ll learn from it, thats the main point. Lets get started:
  
-  * Download the example model with textures and extras ​[[http://​pmc.editing.wiki/​downloads/​Brsseb_lesson4_start.rar|Brsseb_lesson4_start.rar]].+  * Download the example model with textures and extras Brsseb_lesson4_start.rar ​from bottom of this page.
   * The files go in a folder named "​firstheli"​ in the dir where Bulldozer is installed   * The files go in a folder named "​firstheli"​ in the dir where Bulldozer is installed
  
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 Now, lets gets started, we`ve got a long journey ahead. Now, lets gets started, we`ve got a long journey ahead.
 +
  
 ====== Fire Geometry ====== ====== Fire Geometry ======
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   * Go to our main lod (0.000) and hit F2. While holding down ctrl, drag around a vertex in each sturture and select all of the structures in the picture below. Make sure to get them all and just them (Dont forget the horizontal stabilizator on the tail).   * Go to our main lod (0.000) and hit F2. While holding down ctrl, drag around a vertex in each sturture and select all of the structures in the picture below. Make sure to get them all and just them (Dont forget the horizontal stabilizator on the tail).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_1.jpg }}
  
   * Hit Ctrl+C to copy the selected structures.   * Hit Ctrl+C to copy the selected structures.
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   * Now we need the tailboom. The one in "​0.000"​ is too detailed, too much wasted CPU power, but the one in Geometry LOD will do just fine. So go to Geo LOD, select the Tailboom, Ctr+C, back to Fire Geo Lod and past it there. So far Fire Geometry should look like this:   * Now we need the tailboom. The one in "​0.000"​ is too detailed, too much wasted CPU power, but the one in Geometry LOD will do just fine. So go to Geo LOD, select the Tailboom, Ctr+C, back to Fire Geo Lod and past it there. So far Fire Geometry should look like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_2.jpg }}
  
 Now we need something to represent the two rotors. The ones in main LOD cant be used (tell you later..) and the ones in Geo is to much square-ish. They cover more that the places do for real. So we must make two flat cylinderstructues and we will start with the main rotor. Now we need something to represent the two rotors. The ones in main LOD cant be used (tell you later..) and the ones in Geo is to much square-ish. They cover more that the places do for real. So we must make two flat cylinderstructues and we will start with the main rotor.
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   * Make Top view active and hit F8. Type 8 in the "​Segemts Radius"​ and hit ok. Scale and move the cylinder inplace so that it looks like this:   * Make Top view active and hit F8. Type 8 in the "​Segemts Radius"​ and hit ok. Scale and move the cylinder inplace so that it looks like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_3.jpg }}
  
   * Now the cylinder for the tail rotor. Make sideview active, hit F8 and in the Segments Radius type 6. Hit ok   * Now the cylinder for the tail rotor. Make sideview active, hit F8 and in the Segments Radius type 6. Hit ok
   * Now scale and position it to cover the rotation area for the tail rotor like this:   * Now scale and position it to cover the rotation area for the tail rotor like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_4.jpg }}
  
 Now basic Fire Geometry is almost done. We now have defined the areas that the ofp engine will use to check if our model is hit or not. But we need to do some fixes first. First of all, structures in Fire Geo cant have textures (why would they, its invisible!). And the parts you copied from "​0.000"​ LOD have textures on them that we must remove. Remeber from lesson 1 we learned how to make sure that o2 got the right texture paths for our model? We used ctrl+LMB (doubleclick) the listed textures to autoselect all structures that had that texture, activated a view and hit "​E"?​ if not, see last part of texturing in lesson 1 now.  Now basic Fire Geometry is almost done. We now have defined the areas that the ofp engine will use to check if our model is hit or not. But we need to do some fixes first. First of all, structures in Fire Geo cant have textures (why would they, its invisible!). And the parts you copied from "​0.000"​ LOD have textures on them that we must remove. Remeber from lesson 1 we learned how to make sure that o2 got the right texture paths for our model? We used ctrl+LMB (doubleclick) the listed textures to autoselect all structures that had that texture, activated a view and hit "​E"?​ if not, see last part of texturing in lesson 1 now. 
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 Now we are done with the Fire Geo LOD. It should look like this now: Now we are done with the Fire Geo LOD. It should look like this now:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_5.jpg }}
 //O2 view of the Fire Geo LOD// //O2 view of the Fire Geo LOD//
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_c_6.jpg }}
 //Bulldozer view, make sure all textures are gone// //Bulldozer view, make sure all textures are gone//
  
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   * Now delete all the named selections (Component01,​ 02, 03 etc) so that there are no named selections in our HitPoints LOD. It will look like this afterwards:   * Now delete all the named selections (Component01,​ 02, 03 etc) so that there are no named selections in our HitPoints LOD. It will look like this afterwards:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_1.jpg }}
 //HitPoint LOD with no named selections//​ //HitPoint LOD with no named selections//​
  
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   * In front view, make a copy of it (shift+move with x-axis locked) and place them equal distances from the centerline. Then select each one and call them "L svetlo"​ and "P svetlo"​. Like this:   * In front view, make a copy of it (shift+move with x-axis locked) and place them equal distances from the centerline. Then select each one and call them "L svetlo"​ and "P svetlo"​. Like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_2.jpg }}
  
   * Then the last two ones, Pilot and Cargo (Passenger). Place 4 vertices in the seatarea like in the next picture. Each position has two vertrices (greater chance of hitting the pilot or passenger).   * Then the last two ones, Pilot and Cargo (Passenger). Place 4 vertices in the seatarea like in the next picture. Each position has two vertrices (greater chance of hitting the pilot or passenger).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_d_3.jpg }}
  
 Phew, lots of names there. But now we are done with HitPoints LOD. Continue... Phew, lots of names there. But now we are done with HitPoints LOD. Continue...
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 Next LOD out is LandContact and its an easy one. The name gives away its function so we`ll just do this without too much talk. The idea is to place 5 vertices beneath the heli, two under each landing gear and a fifth one at the rear center (to make it harder for the heli to tip backwards in bad landings, I think). Its very easy, just 5 vertrices on the same plane (aka use x-axis locking when crag_copying them). Its very easy to do and similar to the 4 vertices we put under the wheels of the car in lesson 2. Make a new LOD and make it "​LandContact"​ and start placing vertrices. Here is a picture of the final placements. Next LOD out is LandContact and its an easy one. The name gives away its function so we`ll just do this without too much talk. The idea is to place 5 vertices beneath the heli, two under each landing gear and a fifth one at the rear center (to make it harder for the heli to tip backwards in bad landings, I think). Its very easy, just 5 vertrices on the same plane (aka use x-axis locking when crag_copying them). Its very easy to do and similar to the 4 vertices we put under the wheels of the car in lesson 2. Make a new LOD and make it "​LandContact"​ and start placing vertrices. Here is a picture of the final placements.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_e_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_e_1.jpg }}
  
 Pretty easy, huh? And no named selections needed whatsoever. Strange that, but in all the addons Ive seen; no named selections for the LandContact LOD.  Pretty easy, huh? And no named selections needed whatsoever. Strange that, but in all the addons Ive seen; no named selections for the LandContact LOD. 
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   * Place two vertices on each side of the heli and make them "​cerveny pozicni blik" and "​zeleny pozicni blik", like the picture below.   * Place two vertices on each side of the heli and make them "​cerveny pozicni blik" and "​zeleny pozicni blik", like the picture below.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_1.jpg }}
  
   * Place four vertices in the front position to indicate light position (two lights, start and end). Like this:   * Place four vertices in the front position to indicate light position (two lights, start and end). Like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_2.jpg }}
  
   * Next is the Tail rotor axis, "mala osa". Place two vertices a distance from each other like in picture below. Make sure its in the center of the tailrotoraxis in the original model LOD ("​0.000"​) and that the axis the lines create are parallell to the ground. Select both vertrices and name them "mala osa".   * Next is the Tail rotor axis, "mala osa". Place two vertices a distance from each other like in picture below. Make sure its in the center of the tailrotoraxis in the original model LOD ("​0.000"​) and that the axis the lines create are parallell to the ground. Select both vertrices and name them "mala osa".
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_3.jpg }}
  
   * Same for the main rotor axis, "velka osa". Two vertrices placed directly on top of each other in sideview and in the center of the actual helicopter model`s rotorshaft. Like this:   * Same for the main rotor axis, "velka osa". Two vertrices placed directly on top of each other in sideview and in the center of the actual helicopter model`s rotorshaft. Like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_4.jpg }}
  
   * Axis for the horizontal stabilizator,​ named "osa vejskovky",​ is just a single vertex placed like in this, in the center of the model in the tail section. Insert it from sideview to make it appear in the center when viewed from frontview.   * Axis for the horizontal stabilizator,​ named "osa vejskovky",​ is just a single vertex placed like in this, in the center of the model in the tail section. Insert it from sideview to make it appear in the center when viewed from frontview.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_5.jpg }}
  
   * And for the line of sight, just put a single vertex inside the engineblock and name ot "​zamerny"​. Insert it from sideview to make it appear in the center when viewed from frontview.   * And for the line of sight, just put a single vertex inside the engineblock and name ot "​zamerny"​. Insert it from sideview to make it appear in the center when viewed from frontview.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_6.jpg }}
  
   * And finally two vertrices that should sound familiar to you from lesson 2, the entering position for the "pos driver"​ and "pos cargo"​. Just like in lesson 2, here it is:   * And finally two vertrices that should sound familiar to you from lesson 2, the entering position for the "pos driver"​ and "pos cargo"​. Just like in lesson 2, here it is:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_7.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_f_7.jpg }}
  
 ...And there we are done with Memory LOD. Move on ...And there we are done with Memory LOD. Move on
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   * Just as in lesson 2, choose insert proxys from the menu. We will insert one for the "​pilot"​ and one for "​cargo"​ (passenger),​ move them into place and use Bulldozer to see if the proxys are well placed in the model. The one for the Pilot is called "​uh60pilot"​ and the other is called "​cargo"​. Use these names in the "​Insert Proxy Dialog"​. Here are some shots from the prosess:   * Just as in lesson 2, choose insert proxys from the menu. We will insert one for the "​pilot"​ and one for "​cargo"​ (passenger),​ move them into place and use Bulldozer to see if the proxys are well placed in the model. The one for the Pilot is called "​uh60pilot"​ and the other is called "​cargo"​. Use these names in the "​Insert Proxy Dialog"​. Here are some shots from the prosess:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_1.jpg }}
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_2.jpg }}
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_3.jpg }}
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_4.jpg }}
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_5.jpg }}
 //The final result. Dont worry if they dont look to good, my model dont fit these proxys perfectly (I had to rotate the pilot abit forward just to get his feet on the floor and the cargo proxy sits a bit inside the seat). But looks isnt too relevant for this tutorial model// //The final result. Dont worry if they dont look to good, my model dont fit these proxys perfectly (I had to rotate the pilot abit forward just to get his feet on the floor and the cargo proxy sits a bit inside the seat). But looks isnt too relevant for this tutorial model//
  
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   * Hit A and load the texture named "​rotorblur.paa"​. Draw it around the plane and apply it with "​B"​. Then move the plane so that it lies in the rotation path of the rotor blades, like this.   * Hit A and load the texture named "​rotorblur.paa"​. Draw it around the plane and apply it with "​B"​. Then move the plane so that it lies in the rotation path of the rotor blades, like this.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_6.jpg }}
  
   * Now we will use a copy of the same textures plane for the tail rotor. So select the main rotor with F2 and hit Ctrl+C to copy. Paste the new copy, scale and rotate it so that it looks like this:   * Now we will use a copy of the same textures plane for the tail rotor. So select the main rotor with F2 and hit Ctrl+C to copy. Paste the new copy, scale and rotate it so that it looks like this:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_7.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_7.jpg }}
  
 Now listen very carefully and follow my next instructions to the point: ​ Now listen very carefully and follow my next instructions to the point: ​
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   * Using F2, Ctrl and LMB, select the main rotor textured plane, the main rotor blades, the main rotorshaft and its two arms. Name that selection "velka vrtule"​.   * Using F2, Ctrl and LMB, select the main rotor textured plane, the main rotor blades, the main rotorshaft and its two arms. Name that selection "velka vrtule"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_8.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_8.jpg }}
  
   * Now select only the main rotor textured plane and name it "velka vrtule blur".   * Now select only the main rotor textured plane and name it "velka vrtule blur".
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   * Select the tail rotor textured plane, tail rotor blades, middle section and the tail rotor shaft. Name it "mala vrtule"​   * Select the tail rotor textured plane, tail rotor blades, middle section and the tail rotor shaft. Name it "mala vrtule"​
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_9.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_9.jpg }}
  
   * Select only the textured tail plane and name it "mala vrtule blur"   * Select only the textured tail plane and name it "mala vrtule blur"
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 And we are about 90% done with our heli right now! I promise. And we are about 90% done with our heli right now! I promise.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_10.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_g_10.jpg }}
 //Our "​0.000"​ LOD is all done// //Our "​0.000"​ LOD is all done//
  
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   * Now try to think about what detalis are not viewable from the cockpit. We will delete them. Here is my list: tailboom and entire tailseciton and main rotor shaft with two arms (abit unsure on the landinggear,​ so I let it stay there). You dont have to delete the named selections even though you have deleted the structure that they are pointing to. Here is what I deleted and how it looked afterwards:   * Now try to think about what detalis are not viewable from the cockpit. We will delete them. Here is my list: tailboom and entire tailseciton and main rotor shaft with two arms (abit unsure on the landinggear,​ so I let it stay there). You dont have to delete the named selections even though you have deleted the structure that they are pointing to. Here is what I deleted and how it looked afterwards:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_h_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_h_1.jpg }}
  
   * Also we need an LOD for the Cargo proxy, the passenger. First in the "View Pilot" LOD, select and copy everything. Make a new LOD and call it "View Cargo" and paste into that one so that "View Pilot" and "View Cargo" LOD are identical. They are the same since what the passenger see is the same as the pilot can see.   * Also we need an LOD for the Cargo proxy, the passenger. First in the "View Pilot" LOD, select and copy everything. Make a new LOD and call it "View Cargo" and paste into that one so that "View Pilot" and "View Cargo" LOD are identical. They are the same since what the passenger see is the same as the pilot can see.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_h_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_h_2.jpg }}
 //How the "View Pilot" and "View Cargo" should look like in Bulldozer after deleting some structures//​ //How the "View Pilot" and "View Cargo" should look like in Bulldozer after deleting some structures//​
  
Line 295: Line 296:
 Getting configfiles to work the way you want them has usually involves some serious OFP crashes, some loud screaming and shouting at the computer combined with a scarifise of a holy goat to the Dark Lord himself in hope for BIS to release a configfile editor with a build-in debugger. In the meantime we are usually stuck with good old notepad and basic C++ programming skills. So I am not going to tell you how to make a configfile, I`ll just talk about the one Ive used for this tutorial and leave it up to you go understand how it does its magic. Getting configfiles to work the way you want them has usually involves some serious OFP crashes, some loud screaming and shouting at the computer combined with a scarifise of a holy goat to the Dark Lord himself in hope for BIS to release a configfile editor with a build-in debugger. In the meantime we are usually stuck with good old notepad and basic C++ programming skills. So I am not going to tell you how to make a configfile, I`ll just talk about the one Ive used for this tutorial and leave it up to you go understand how it does its magic.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_i_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_i_1.jpg }}
 //The most interresting part of the configfile//​ //The most interresting part of the configfile//​
  
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 Ok, then. Ready to fly it? Then just fire up PBOTool, compress the folder and save it as "​firstheli.pbo"​ in your OFP Addon folder. You`ll find it under Empty->​Air->"​My First heli" in the editor. Go on and test it, both in the day and night to see if the lights work properly. Here are some shots of it ingame: Ok, then. Ready to fly it? Then just fire up PBOTool, compress the folder and save it as "​firstheli.pbo"​ in your OFP Addon folder. You`ll find it under Empty->​Air->"​My First heli" in the editor. Go on and test it, both in the day and night to see if the lights work properly. Here are some shots of it ingame:
  
-{{http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_j_1.jpg}} {{http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_j_2.jpg}}+{{https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_j_1.jpg}} {{https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson4_j_2.jpg}}
  
 And you are done, soldier. Feel proud because you have just build your first working chopper for ofp!  And you are done, soldier. Feel proud because you have just build your first working chopper for ofp! 
Line 319: Line 320:
  
 Good night folks! And happy heli-ing! Good night folks! And happy heli-ing!
 +
 +
 +**Download** OFP.Brsseb_Lesson/​ Torrent Magnet from below:
 +<​code>​
 +magnet:?​xt=urn:​btih:​40aac3407210ddb8ffcee06cdb009c0b099ccdce&​xt=urn:​btmh:​122046986f756bcebf9744dc9f81bc3fc736a54e164113ec62e18c827a4a06271364&​dn=OFP.Brsseb_Lesson&​tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&​tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce
 +</​code>​
  
 ====== Notes ====== ====== Notes ======
  
 This tutorial was written by Brsseb in [[http://​ofp.gamepark.cz/​_hosted/​brsseb/​|ofp.gamepark.cz/​_hosted/​brsseb/​]],​ it was posted here with his permissions,​ thank you Brsseb! This tutorial was written by Brsseb in [[http://​ofp.gamepark.cz/​_hosted/​brsseb/​|ofp.gamepark.cz/​_hosted/​brsseb/​]],​ it was posted here with his permissions,​ thank you Brsseb!
 +
ofp/modeling/brsseb_lesson4.1478289690.txt.gz ยท Last modified: 2016-11-04 20:01 by snakeman