Jump to content

Sign in to follow this  
bboy

Modelling? From the very beginning... bboy

Recommended Posts

Hi people! Till now, i used to create a single player missions, but now, i have a wish to create some modells, addons of a soldiers from my country. First, i don't know nothing about modelling... so i need a lot of help from the comunity! :) I downloaded BI Editing Tools from this forum... but i dont know to use it. Well, for the first time, to enter in the world of modelling, i want just to redesign some existing modells of soldiers unit, of course, with owners permission! :) So i need begginers manuals, tutorials, videos... everything that can help. In the past, i gave you some interesting single player missions in which i put a lot of effort to create them. Now, i want to make new units (for beggining, one battalion of a Special Brigade from Serbia) to create some missons from Balkan wars from the '90, preferably, the truer... ;) Looking forward to your posts so I can start creating my soldiers! :)

Share this post


Link to post
Share on other sites

I saw that before... But those are tutorials how to design something in p3d... How that is too complicated for me now, i just want to start with redesign some old modells, and just to change their textures, weapons, helmets, icons... stuff like this.. So, i guess that someone was asking the same question before, but i need to ask you again.. ;) I extracted some soldiers models, but i can not open it with Oxygen 2... i saw that files are binarized... Sooo...

- how to de-binarize those files and to extract just "skeleton" from some modells (of course, with owners permission... :) ) ?

- can i change textures of the model (extract existing and pack some other) without restarting the game and unpacking\packing the pbo ?

- can i see textures in the buldozer ?

Share this post


Link to post
Share on other sites
  bboy said:

- how to de-binarize those files and to extract just "skeleton" from some modells (of course, with owners permission... :) ) ?

- can i change textures of the model (extract existing and pack some other) without restarting the game and unpacking\packing the pbo ?

- can i see textures in the buldozer ?

1. You can't, they're encrypted - you can ask the owners for the base files, or you can download the original ArmA templates.

2. You use setobjecttexture - by un-pbo'ing the ArmA2 base pbos you can get hold of the texture files, which are not encrypted, and use those as a template to create a new texture, which you can place in your mission folder and use the above command to replace the default texture - bear in mind that this only works on units,vehicles etc that have this option encoded, not all do, so you have to have a bit of luck.

3. Yes, but only if you have a model to place them on (saying that you could just paste them onto a single face, but that doesn't really tell you much)

Share this post


Link to post
Share on other sites

Can you send me the link for the original ArmA templates ?

Share this post


Link to post
Share on other sites

Thanks for this man... Downloading... ;) I curently experiment with US Soldier Template by Binkowski. I changed texture, but then i saw that i need diferent type of soldier, with more gear... Of course, i realized that i need to learn a lot about binarizing, config, making skeleton and other things... ;)

Share this post


Link to post
Share on other sites

You're welcome. A lot of it you'll work out/pick up as you go along, things like binarizing you can worry about much later, you don't need to do it to make a simple pbo and addon for yourself.

Share this post


Link to post
Share on other sites

O.K.. i experimented with those stuff, but first things first... I want to configure Buldozer, and i have problem... I followed that video tutorial, step by step... i made it... but when i want to load some .p3d file, and i talking about non-binarized files, example, from ArmaII_SampleCharacterModels, example, soldier... it's says... "Cannot load textures examples\data\equip_piooner_co.paa". What i did it wrong?

Share this post


Link to post
Share on other sites

it just can't find the texture that goes with the example model, nothing else. You should be placing the example model folders directly into your P drive, if it's still having problems you can repath the texture's going to one of the menu's at the top (I cant remember which one exactly, at work right now, but one of the first 2 or 3 on the right) and select the option that says 'mass texture renaming'

in there you can repath the textures to where they are located, hopefully along with the example model - that's assuming there is a .paa texture supplied with the example files, I'm not sure, check the folder to see if there is one..

Share this post


Link to post
Share on other sites

There are no textures supplied with the samples afaik

Share this post


Link to post
Share on other sites

Still have problems to load some modells with buldozer, but o.k... other thing, can someone can tell me where i can find non-binarized BIS modells? I want to experimente lil' bit with textures and Insurgents modells...

Share this post


Link to post
Share on other sites
  bboy said:
Still have problems to load some modells with buldozer, but o.k... other thing, can someone can tell me where i can find non-binarized BIS modells? I want to experimente lil' bit with textures and Insurgents modells...

You have already been directed to A1 mlods. For A2, there is only one russian soldier sample file, which has already been provided for you.

There is no such thing as BIS unbinarized models out there for the grabs.

Share this post


Link to post
Share on other sites

So how did McNools managed to made Tier One Operators just like OA US Special Force? for example...

Share this post


Link to post
Share on other sites

I think some OA models have hidden selections with which you can do a config and texture replacement. Also, I think Johannes released his spec ops units as a template, and I also think he was involved in the creation of the OA models. As it is, for experiments, the models that are out there for you to download including BI and Community provided models and templates should be sufficient.

Edited by Max Power

Share this post


Link to post
Share on other sites

O.K... I downloaded "sample models from bistudio.com". Inside i found BISoldier with all of his data, but without config... :/ i dont know how to make config... :( I already using Binkowski's Test soldier... but i dont know can i use the same config and how to adjust it...

Share this post


Link to post
Share on other sites

Better start searching and reading then, I guess. Making addons is not easy. If it was, everyone would do it.

Share this post


Link to post
Share on other sites

Can someone send me a link with a guide on how to get your infantry to work in ArmA2?

Share this post


Link to post
Share on other sites

Found it... well, lot of it !!! :D

The best tutorial how to convert Arma1 units to Arma2, step by step...

http://www.aos.armaholic.eu/tutorial2.html

...and also this one by Norsu :)

http://forums.bistudio.com/showthread.php?84536-Quick-guide-on-how-to-make-your-A1-infantry-work-in-A2

and this one!

http://forums.bistudio.com/showthread.php?83220-Arma-1-soldiers-sucessfully-ported-to-arma2

Already made something for begining... ;)

Thanks to all!

Share this post


Link to post
Share on other sites

Well, the next step i want to do, make the appropriate config.cpp for my addon...

1. example:

This one works like a charm, but puts the addon with default weapons from a russian rifleman, and i DONT WANT that...

  Quote
class CfgPatches {

class bboy_test_units {

units[] = {"bboy_test_soldier"};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {};

};

};

class CfgFactionClasses

{

class bboy_units_faction

{

displayName = "display faction";

priority = 5;

side = 1;

};

};

class CfgVehicleClasses {

class bboy_test_soldier {

displayName = "bboy units";

};

};

class CfgVehicles {

class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class Man : Land {};

class Soldier : Man {};

class Civilian : Man {};

class SoldierEB : Soldier {};

class RU_Soldier : SoldierEB {};

class bboy_test_soldier : RU_Soldier {

vehicleClass = "bboy_test_soldier";

displayName = "bboy";

model = "\bboy_addon\bboy_soldier_p3d";

faction = "bboy_units_faction";

class Wounds {

tex[] = {};

mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rv mat", "ca\characters\heads\male\defaulthead\data\hhl_wou nds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wou nds2.rvmat", "bboy_addon\data\us_soldier_body.rvmat", "bboy_addon\data\us_soldier_body_wound1.rvmat ", "bboy_addon\data\us_soldier_body_wound2.rvmat "};

};

};

};

2. example:

And this one not work...

  Quote
class CfgPatches

{

class BBOY_test_units

{

units[] = {"bboy_test_soldier"};

weapons[] = {};

requiredVersion = 1.00;

requiredAddons[] = {};

};

};

class CfgFactionClasses

{

class bboy_units_faction

{

displayName = "display faction";

priority = 5;

side = 1;

};

};

class CfgVehicles

{

class SoldierEB;

class bboy_test_soldier : SoldierEB

{

accuracy = 1.500000;

camouflage = 1.800000;

cost = 80000;

faceType = "Man";

faction = "bboy_units_faction";

displayName = "bboy";

genericNames = "RussianMen";

icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

identityTypes[] = {"Head_RU", "RU_Glasses"};

languages[] = {"RU"};

magazines[] = {"30Rnd_545x39_AK"};

model = "\bboy_addon\bboy_soldier_p3d";

picture = "\Ca\characters\data\Ico\i_null_CA.paa";

portrait = "\Ca\characters\data\portraits\comBarHead_ru_soldier_ca";

respawnMagazines[] = {"30Rnd_545x39_AK"};

respawnWeapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

scope = 1;

side = 1;

vehicleClass = "Men";

weapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

class Wounds {

tex[] = {};

mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "bboy_addon\data\us_soldier_body.rvmat", "bboy_addon\data\us_soldier_body_wound1.rvmat", "bboy_addon\data\us_soldier_body_wound2.rvmat"};

};

};

};

I tryed to change a lot of things with seccond one... Still dont work, make me a headache... Any suggestions?

Share this post


Link to post
Share on other sites

If you want it to be under "WEST" Use the following..

class CfgPatches {
class bboy_test_units {
units[] = {"bboy_test_soldier"};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};

class CfgFactionClasses 
{
class bboy_units_faction
{
displayName = "display faction";
priority = 5;
side = 1;
};
};

class CfgVehicleClasses {
class bboy_test_soldier {
displayName = "bboy units";
};
};

class CfgVehicles {
class US_Soldier_EP1;

class bboy_test_soldier : US_Soldier_EP1 {
vehicleClass = "bboy_test_soldier";
displayName = "bboy";
model = "\bboy_addon\bboy_soldier_p3d";
faction = "bboy_units_faction";
class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl .rv mat", "ca\characters\heads\male\defaulthead\data\hhl _wou nds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl _wou nds2.rvmat", "bboy_addon\data\us_soldier_body.rvmat", "bboy_addon\data\us_soldier_body_wound1.rvmat ", "bboy_addon\data\us_soldier_body_wound2.rvmat "};
};
};
};

I've modified it slightly. The reason I used US_Solider_EP1 as the base is so you can use the OA backpacks.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×