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UnoDelta

[Question] Model Development Method (Software used in process)

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Hello everyone,

Lately I've been working on a concept to make possible the use of an EOD Robot for Arma 2.

I've read some topics around about this matter, specially model creating.

Thing is, some people say it is possible, some others say its not possible, to create an Arma 2 model using SolidWorks.

So far I've been using MeshLab to convert from SolidWorks (.STL) to Oxigen2 (.3ds) by importing and exporting functions.

Basically when you design in SolidWorks you make each piece in a different file, and assemble them once you're done.

I've managed to import and export all pieces and put them together in Oxygen2, but I'm still not sure if this will work once I set up preferences (LODs, Views, Weight, etc...)

So my question is, and I hope this could clear out anyone else's question on this matter. Is it possible?

I've attached my Semi-Finished model of EOD Robot using a mix of aspects from the ones I found on the web.

http://i1229.photobucket.com/albums/ee462/LeoMalavota/Prog1_zps69d138a3.png (374 kB)

Reason why I'm not using 3ds, is because I have no idea how to deal with it, and this project is not something personal.

So Should I just halt my work now, and find some other way to get it done, or should I keep going and try my best to make this fit in game?

Thanks for taking the time on reading and answering,

Uno.

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First off you have posted in the old ArmA1 forums ........ so you're not going to get everyones feedback.

Suggest you asked a Mod to move as you've stated you are talking about ArmA2

That aside, what is it you're trying to achieve?

1) Just a visual simulation (maybe just for videoing) of a moving EOD robot "in game" ?

2) Or you want it fully developed Addon (past just a simple model) so players could use it in their own missions etc?

(1) is certainly possible if you already have most of the bits in Oxygen2. The model is very simple and most of the other LOD's will be little more that made up of basic boxes. Half of the vehicles animation can be done with native code, the rest can be done with some simple scripts driving user animations.

IMHO, given the simplicity of the model I think making it in Oxygen alone would have been easier, even if you're not that familiar with it.

A "robot" simulation will likely be best done as a "miniature tank" in game, so you would finish the addon with most of the Tank properties, so it could move about.

(2) is certainly possible too, with more work, mainly with scripting. EOD and Robots are not "native" to the game engine so any "simulation" will have to be done with user coding. But don't expect AI to be able to use half of it.

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Thing is, some people say it is possible, some others say its not possible, to create an Arma 2 model using SolidWorks.

So far I've been using MeshLab to convert from SolidWorks (.STL) to Oxigen2 (.3ds) by importing and exporting functions.

It depends on the export. In theory, it should be possible to reduce the default high polygon count resulted from .stl to 3ds export (from nurbs to polymeshes that is)

Basically when you design in SolidWorks you make each piece in a different file, and assemble them once you're done.

I've managed to import and export all pieces and put them together in Oxygen2, but I'm still not sure if this will work once I set up preferences (LODs, Views, Weight, etc...)

So my question is, and I hope this could clear out anyone else's question on this matter. Is it possible?

I see no reason not to work, as long the geometry is around a max 20k faces.

I've attached my Semi-Finished model of EOD Robot using a mix of aspects from the ones I found on the web.

http://i1229.photobucket.com/albums/ee462/LeoMalavota/Prog1_zps69d138a3.png (374 kB)

Reason why I'm not using 3ds, is because I have no idea how to deal with it, and this project is not something personal.

So Should I just halt my work now, and find some other way to get it done, or should I keep going and try my best to make this fit in game?

You will have increased geometry and some issues might arise on those inward extrudes at the back of the robot "hand"

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@[APS]Gnat

Sorry I posted in the wrong place, I was lurking in the forums before posting to find anything relevant to this matter, turns out I decided to open the topic without double checking.

My case would be No. 2, I'm trying to build an add-on which would work as a remotely controlled vehicle (GUI and everything, although I'm FAR from getting there), no AI controlling, just players.

I'm aware that this is going to take twice as much time once it reaches the coding part. Specially from its movements because so far the model looks like a tank in Oxygen, since the Arm parts are straight.

and I haven't got a clue how to make cables and tracks, so I still have quite some way to go.

Do you think I'd have any chance doing it this way?

I've checked your videos on Oxygen (I believe they're yours). Got to say, its a pretty good step towards Arma 2 Modeling.

I'm kinda lost on some topics but I'll get through eventually.

@PuFu

I'm not sure if I should change any options once I import and export (I'm guessing I should).

What sort of issues should I expect? That one model I took screenshot of has 7877 faces so far (Oxygen 2 count),

I don't think I'll reach 20k faces by adding the Grips (cameras along), Cables (No idea how to do this yet) and Tracks (No idea on this one either).

Thanks for the replies.

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Tracks? Should be easy as tanks in game already have many types working.

Cables? Not sure where those are on the model. The arms? If so, should also be easy to represent.

Just Players with a GUI ?

Hmmmm .....

This bit my not exactly meet your want.

In reality the model will likely have to be PILOTED by an invisible player (similar to the UAV's already available in game). It can be made to look like the player is viewing via a camera, but the Forward, back, up, down, twist, turn is all done by the pseudo driver of the robot (inside).

The GUI? Not sure how that may go. Suggest you check out some of the UAV's already in game including the one done by Feint, as this will give you an idea of whats possible.

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So basically I should use Tracks from existing models from Arma 2, just re-scale them?

Cables I meant, more like wiring, camera plugs but that's just details I can leave behind,

and the arm movements, like extend and retract.

A GUI exactly like UAV's! I'll be checking out the projects that have been done in UAV's and see if I can manage to get something from that.

The project is basically UAV with a "small-scaled tank with arms" if I can put it that way.

Well seeing that it's quite possible to make it from SolidWorks, I'll keep doing my best to make it realistic, aesthetically and functionally.

By the way, this project is meant to be used with ACE, so its twice as hard due to coding on its functionality.

Anyways

Thanks, [APS]Gnat!

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@PuFu

I'm not sure if I should change any options once I import and export (I'm guessing I should).

What sort of issues should I expect? That one model I took screenshot of has 7877 faces so far (Oxygen 2 count),

I don't think I'll reach 20k faces by adding the Grips (cameras along), Cables (No idea how to do this yet) and Tracks (No idea on this one either).

Thanks for the replies.

Yeah, that's really ok.

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