ConnorG02 10 Posted May 1, 2014 I made this model of a holster with a belt and now i need some help getting it into game and textured so if you could tell me what to do that would be amazing. Thanks http://imgur.com/a/2xp4w Share this post Link to post Share on other sites
Stekelenburg 10 Posted May 1, 2014 There are some guides that explain how to do that, you should take a look at that first Share this post Link to post Share on other sites
ConnorG02 10 Posted May 1, 2014 i have but i cant understand most of them. Share this post Link to post Share on other sites
zeealex 2029 Posted May 1, 2014 I'm no pro at this but the process I use is as follows: I'm assuming you know how to physically texture the model, if not let me know. just save this as a .tga for now, 24 bit is fine. if you are using 3dsMax use plugin compiled with the example below, if you are using blender, export the model as an .OBJ or .3ds to make sure it fits the BIS character example first, you'll want to make is slightly larger than the example, only slightly. once that's done, export it either using the P3d exporter, or as an OBJ/.3ds open 2 instances of Object Builder (in arma 3 tools) in the first one: open up the A3_Vest_example.p3d that is in the example zip I linked above. in the second one: go to file>import>[whatever the file extension is] if you used the 3dsMax exporter it's a universal Bistudio TXT file. select your file. first of anything, you want to make sure your model is closed, and then go to faces >degenerated faces> check, if it doesn't highlight any, you're good, if it does, repair them. then you want to go to structure>triangulate. you'll notice a few differences between your file and the template file if you look carefully. firstly, in the example, there are little yellow pentagons with numbers 1.000 to 5.000, one called ShadowVolume 0.00 and one called Geometry, in the box to the right of your viewport (mine's not a default setting, so my apologies that i can't be more specific) these are LODs, I cheat on these, and copy things like Geometry over to my own model, and also as you go down the LODs the polygon count lowers again, for testing purposes i normally just use the same model, but only copy the Geometry LOD for now. secondly, in 1.000 to 5.000 you have another box with a list full of things like "camo" "LeftArm" "RightArm" et cetera, these are selections, you'll also notice that as you click them the model's colors change, those colors are weights. in your vest file, select your entire model and press E, this will take a little bit and then bring up a really convoluted box with two file paths in the bottom right, you want the first (top) file path box, press the little folder and direct it to your texture TGA you did earlier, press okay. now the texture is applied. okay for weighting, it's quite simple, but at the same time it's a pain in the butt! i followed tutorial and the second one of the two to figure out how to do the weights. use the Vest example as a reference, for that model you won't have to worry about the arms, but you'll need the legs and pelvis, maybe the spine. once you've weighted the model, you can add LODS the cheaty way (not recommended) and duplicate the LOD 5 times and for the fifth duplicate (LOD 6.000) right click it, go to properties and set it to shadow volume, and change the number at the bottom of the box to 0.00 if you want to do it the non cheaty way, you have to import and weight lower poly versions of the model into the other four LODs and then you could probably get away with using a duplicate of LOD 3.000 as ShadowVolume 0.000. some keys you need to know: N :Paint Weights it'll bring up a little box with a red-blue gradient, red means that the model will take more influence from what the bone is doing, and blue means that it will take less influence. Alt + Left Click -drag: moves your view in a planar direction Alt+ Right Click: Rotates your view Right click: moves your selection. Control + Right Click: rotates your selection. scroll wheel: Zoom in and out, for some reason it's inverted compared to normal. NUMPAD +: zoom in, has a little more precision NUMPAD -: zoom out. once you're done save it into your own mod file. my buldozer doesn't work, so i don't test it there, i have to test it ingame. i will be right back, just try to get your head around that first, but you need to do config files and whatnot before it works properly, trust me, config files are childs play when you get the hang of them :P if you need any clarification, just let me know. Share this post Link to post Share on other sites
ConnorG02 10 Posted May 1, 2014 i dont know how to texture but i will skip texture and get a blank model in game first. ---------- Post added at 17:56 ---------- Previous post was at 17:40 ---------- zeealax thnx for the reply i will try this tommorow thanks for your help. Its a bit to late and im too tired for configs. Share this post Link to post Share on other sites
zeealex 2029 Posted May 1, 2014 i dont know how to texture but i will skip texture and get a blank model in game first.---------- Post added at 17:56 ---------- Previous post was at 17:40 ---------- zeealax thnx for the reply i will try this tommorow thanks for your help. Its a bit to late and im too tired for configs. okie doke, hope it helps you out anyway ;) texturing is fairly simple to get the hang of. Share this post Link to post Share on other sites