Jump to content
Sign in to follow this  
Aebian

model as p3d and now?

Recommended Posts

I got my chopper textured into an .p3d finally :D

Now how to step next?

I wanna 1 Pilot seats and 6 Passangers avaible like reallife ^^

How i do that?

Share this post


Link to post
Share on other sites

As a minimum you'll need;

MEMORY LOD - getin getout points, headlight points, rotor axis points etc

GEOMETRY LOD - can be rough, make out of a series of cubes. No textures.

LANDCONTACT LOD - just some vertex points for where your chopper touches the ground

VIEW - CARGO LOD - Mostly the same as your main Resolution LOD, except this is what players (pilot, cargo) see from INSIDE the chopper

Better still

SHADOWVOLUME LOD(s) - Untextured CLOSED gemetry the same shape as the main model. SHARP edges and TRIANGLES faces only.

FIRE GEOMETRY LOD - Mostly the same as your GEOMETRY LOD, but this is what BULLETS etc hit

VIEW GEOMETRY LOD - Mostly the same as your GEOMETRY LOD, but this is more for AI, stop them walking through or look through the vehicle

VIEW - PILOT LOD - Mostly the same as your main Resolution (or Cargo) LOD, except this is what PILOT ONLY sees from INSIDE the chopper

Then you need a MODEL.CFG file

For rotor and tailrotor animations, door animations etc

Read some threads and this

http://community.bistudio.com/wiki/Model_Config

http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model

Important bit to note, sections of your model (usually in ALL LODs) have to be "named" so they can be animated.

Open some BI provided ARMA1 sample aircraft to get further hints on what the LODs (and MODEL.CFG) normally look like.

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  

×