wero 1 Posted September 16, 2012 How do you configure a model made from google sketchup to arma 2? Share this post Link to post Share on other sites
saltatormortis 12 Posted September 16, 2012 i dont know a direct way but theres the free tool Blender and it can export to arma files http://www.katsbits.com/tutorials/blender/import-google-sketchup-kmz-models.php and for exporting from blender: http://forums.bistudio.com/showthread.php?105516-Blender-import-export-plugins Share this post Link to post Share on other sites
smokedog3para 365 Posted September 16, 2012 import sketchup model in to modo select model press shift t on model then save as a .obj and it will work Share this post Link to post Share on other sites
rstratton 0 Posted September 16, 2012 be aware alot of sketchup models have double faces and can contain alot of +4 sided polygons that may not be cut correctly when converting to 3ds or obj for o2 import. its a good idea to import the model into blender as suggested or any other tool like 3d s max,maya,modo and clean it up before importing to o2. Share this post Link to post Share on other sites
wero 1 Posted September 16, 2012 Sweet thanks for all the comments so far guys. I'm curious though, how do I go about scripting the doors and lights and such. DO you guys know anyone who might do it? What about setting it up with Oxygen for Arma 2. Share this post Link to post Share on other sites
saltatormortis 12 Posted September 16, 2012 so im no fan of 1000 words (if another man has written it already) credits go to mondkalb: http://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial if this is not helping there is a thread open about doors: http://forums.bistudio.com/showthread.php?140111-Issue-with-Door-Animations Share this post Link to post Share on other sites
Richards.D 761 Posted September 16, 2012 Well, there are a few steps to make arma ready models in Sketchup. 1. Own a legitimate copy of Google/Trimble Pro (For export to .3DS) 2. Make a model (herp) and ENSURE there are no reverse faces. Map a hotkey in preferences to reverse faces. Mine is "W" as in O2. 3. Ensure you make components of anything you plan to animate, and most likely your transparent sections for easier texturing.. 4. For hit boxing, you need to make a separate model out of ONLY squares, (rectangles), and a third model for the memory LOD if you plan to walk on/in the model. 5. Ensure you have no "groups" in your model. 6. Don't make 1 faced walls etc. 7. Don't texture your model in Sketchup.. use an external program. Those are a few tips.. good luck. Share this post Link to post Share on other sites
max power 21 Posted September 17, 2012 4. For hit boxing, you need to make a separate model out of ONLY squares, (rectangles), and a third model for the memory LOD if you plan to walk on/in the model. Hit points and fire geometry are two different things. It seems like you're describing fire geometry, which must be portioned up into convex shapes. It doesn't matter how many vertices a convex hull has as long as it's as low as possible and it is convex. The hitpoints LOD is made up of only vertices. Share this post Link to post Share on other sites