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soul_assassin

Physx enabled model parts

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After rolling around in the slammer after not doing so for a long time I was shocked to see that the skirt armor plates move with inertia! Has anyone figured out how this is implemented?? Im assuming the key is in the model.cfg. Has anyone got the cfg of the slammer (Merkava or whatever)?

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They're not PhysX-ed so much. They're just a couple of animations using some of the sources that were made for animating aircraft instruments source="gmeterY"; source="gmeterX"; and source="horizonBank"; (there's also a gmeterZ source in case you wondered) - AFAIK these sources have been around since Arma1 v.1.08

Relevant class animations from MBT_01_cannon_F.p3d (via Eliteness):

		class plates_1_y
		{
			type="rotationZ";
			source="gmeterY";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_1";
			axis="plates_1_axis";//*possibly*
			minValue = -0.5;//rad -28.64789
			maxValue = 0.0;//rad 0.0
			minPhase = -0.5;//rad -28.64789
			maxPhase = 0.0;//rad 0.0
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,0.5235988};
//				AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031};
//				angle = 1.3006546e-008;
//				axisOffset = 6.067018e+023
		};
		class plates_2_y
		{
			type="rotationZ";
			source="gmeterY";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_2";
			axis="plates_2_axis";//*possibly*
			minValue = -0.5;//rad -28.64789
			maxValue = 0.0;//rad 0.0
			minPhase = -0.5;//rad -28.64789
			maxPhase = 0.0;//rad 0.0
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,-0.5235988};
//				AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031};
//				angle = 3.2516365e-009;
//				axisOffset = 6.066834e+023
		};
		class plates_1_x
		{
			type="rotationZ";
			source="gmeterX";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_1";
			axis="plates_1_axis";//*possibly*
			minValue = 0.0;//rad 0.0
			maxValue = 3.0;//rad 171.88734
			minPhase = 0.0;//rad 0.0
			maxPhase = 3.0;//rad 171.88734
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,0.0};
//				AxisDir[] = {0.5235988,4.2039e-045/*#DEN*/,7.1439585e+031};
//				angle = 1.3006546e-008;
//				axisOffset = 6.066834e+023
		};
		class plates_2_x
		{
			type="rotationZ";
			source="gmeterX";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_2";
			axis="plates_2_axis";//*possibly*
			minValue = -3.0;//rad -171.88734
			maxValue = 0.0;//rad 0.0
			minPhase = -3.0;//rad -171.88734
			maxPhase = 0.0;//rad 0.0
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,-0.5235988};
//				AxisDir[] = {0.0,4.2039e-045/*#DEN*/,7.1439585e+031};
//				angle = 3.2516365e-009;
//				axisOffset = 1.7438263e+028
		};
		class plates_1_bank
		{
			type="rotationZ";
			source="horizonBank";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_1";
			axis="plates_1_axis";//*possibly*
			minValue = 0.0;//rad 0.0
			maxValue = 2.9670596;//rad 170.0
			minPhase = 0.0;//rad 0.0
			maxPhase = 2.9670596;//rad 170.0
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,0.0};
//				AxisDir[] = {2.9670596,4.2039e-045/*#DEN*/,7.1439585e+031};
//				angle = 1.3006546e-008;
//				axisOffset = 1.7438263e+028
		};
		class plates_2_bank
		{
			type="rotationZ";
			source="horizonBank";
			memory = 1;//by default
			animPeriod = 0;//Unknown
			selection="plates_2";
			axis="plates_2_axis";//*possibly*
			minValue = -2.9670596;//rad -170.0
			maxValue = 0.0;//rad 0.0
			minPhase = -2.9670596;//rad -170.0
			maxPhase = 0.0;//rad 0.0
			angle0 = 0.0;//rad 0.0;
			angle1 = 0.0;//rad 0.0;
//				AxisPos[] = {0.0,0.0,-2.9670596};
//				AxisDir[] = {0.0,4.2039e-045/*#DEN*/,1.1769172e+027};
//				angle = 3.530057e+009;
//				axisOffset = 3.0043482e+032
		};

Edited by da12thMonkey

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They move but often it just doesn't look right like one would imagine, very robotic. It doesn't look like it's worth the efford.

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