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Whyte_Out

Arma Models?

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How would I go about grabbing like lets say an "M4" and retexturing it. I noticed people are doing it, but how? I would just like to throw some retextures on some guns. Any ideas? I looked around to no avail. Thanks..

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Well its nto as easy as jsut that:)

Fortunately BIS has provided us with the MLOD models from Arma1 that with a little updating of the rvmats are useable in arma2.

You will need a config, and model.cfg to animate the model with your new texture. The alternative is to hex edit the model.

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hmmm...ok. I just notice everyone writes all these textures. Now, I am excellent as a texture but I only know how to apply them to the models. I don't know much about RVmats and such. But, I would ike to do some textures for some weapons. Where does every get the MLOD's

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You can try the search here but i think the links in the BiKi are dead if i remmebr correctly. Otherwise Armaholic is the best source for anything in the community out there. Look for the environment and charachter models. they will come with unbinarized model.cfgs and configs. It will be the best source of materiel to get you started.

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here you go :)

http://www.ofpec.com/addons_depot/index.php?action=details&id=34

as for configs and model.cfg heres the ones i always use

class CfgSkeletons

{

class Default;

class Weapon: Default

{

isDiscrete = 0;

skeletonInherit = "Default";

skeletonBones[]=

{

"magazine",

"",

"ammo_belt",

"",

"ammo_belt_bottom",

""

};

};

class WeaponRevolving: Weapon

{

skeletonInherit = "Default";

skeletonBones[]=

{

"buben",

""

};

};

class StaticWeapon: Default

{

isDiscrete = 0;

skeletonInherit = "Default";

skeletonBones[]=

{

"OtocVez",

"",

"OtocHlaven",

"OtocVez",

"ammo_belt",

"OtocHlaven",

"zakluz",

"OtocHlaven"

};

};

};

class CfgModels

{

class Default;

class Weapon: Default

{

sections[]=

{

"zasleh"

};

skeletonName="Weapon";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.200000;

maxValue=0.250000;

hideValue=0.100000;

};

class ammobelt_hide

{

type="hide";

source="isEmpty";

selection="ammo_belt";

minValue=0.000000;

maxValue=1.000000;

hideValue=1.000000;

};

class ammobelt_bottom_hide

{

type="hide";

source="isEmpty";

selection="ammo_belt_bottom";

minValue=0.000000;

maxValue=1.000000;

hideValue=1.000000;

};

};

};

class WeaponRevolving: Weapon

{

skeletonName="WeaponRevolving";

class Animations

{

class Revolving

{

type="rotation";

source="revolving";

selection="buben";

axis="osa_buben";

memory="true";

animPeriod=0;

angle0=0;

angle1="rad -360";

};

};

};

class StaticWeapon: Default

{

sections[]=

{

"zasleh"

};

skeletonName="StaticWeapon";

class Base_Animations

{

class MainTurret

{

type="rotationY";

source="mainTurret";

selection="OtocVez";

axis="osaveze";

animPeriod=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class MainGun

{

type="rotationX";

source="mainGun";

selection="OtocHlaven";

axis="osahlavne";

animPeriod=0;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

/*class AmmoSpent

{

type="hide";

source="isEmpty";

selection="ammo_belt";

minValue=0.000000;

maxValue=0.10000;

hideValue=0.100000;

};*/

};

};

class My_Gun: Weapon

{

};

};

class CfgPatches {

class MyGun {

Units[] = {};

Weapons[] = {"MyGunClassName"};

requiredVersion = 1.000000;

requiredAddons[] = {"CAWeapons", "CAWeapons_E"};

};

};

class CfgWeapons

{

class M4A1;

class MyGunClassName: M4A1

{

displayName = "Name of my gun";

model = "\FolderName\NameOfMyWeapon.p3d";

};

};

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Hey, thanks a ton man I appreciate this a lot. I was unaware someone posted I will let you know how it comes out. Thanks again for letting me borrow your .Cfg and such.

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The Biki has information on the license that these models fall under here. It has a link to these forums that lists the ArmA sample models releases here. The download links on that page seem to be valid :)

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