Aebian 18 Posted November 8, 2013 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
[aps]gnat 28 Posted November 9, 2013 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