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El Tyranos

New vehicle : first import of a p3d

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Hello,

Our project is to create a new vehicle for ArmA3. The vehicle is 4 wheeled with a teleopered turret.

My friend is in charge with 3D / texturing and I'm in charge with the ArmA integration / script / config process.

I'm new to O2 and modelling, even if I'm used to edit/create config.cpp or some simple scripts for ArmA.

I will use this topic to ask questions about all the issues we may have during the process and if I can't find any way to solve it (mainly for my part of the job actually). Then may the next ones will be able to understand quicker than I do.

At the moment I'm using Aplion's HMMWV model.cfg, to have a clear base to work on.

My first question is about axis. I really dont get how to create them.

If I understood, each wheel has its axis, as well as the turret (x and y). But I can't see them in any unbinarized model.

Regards,

Tyra

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Make sure the solid view is turned OFF while viewing the Memory LOD

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I really dont get it, I took a screenshot at the moment I'm getting lost. The visible part is "mainturret", wich I want to center its axis to the middle of the circle (top frame). The triangle is "-mainturret".

http://i.imgur.com/WBYKKD2.jpg

Do I have to move triangle's axis by playing with its vertices ? Or with right clicking ? Then how do I apply this new axis to "mainturret" ?

Sorry for all these stupid questions, but as I can't find any example in unbinarized models, I have no example to imitate.

Thank you for your help Slatts ;)

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I finally figured out that axis were in the memory lod.

I have a new question, are they limits in bulldozer ?

When we preview the vehicle inside it, from O2, it won't show up unless we made it fully smooth edged. Modelling mistake or is it because of the tools ?

Thank you,

Tyra

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I have a new question, are they limits in bulldozer ?

When we preview the vehicle inside it, from O2, it won't show up unless we made it fully smooth edged. Modelling mistake or is it because of the tools ?

Thank you,

Tyra

Hi Tyra

Yes, Buldozer has limits. If your model has too many vertices Buldozer won't render it.

Smoothing the edges makes life easier for poor old buldozer to work

as sharp edges gives it a lot more to calculate.

How complex is your model? How many verts?

You may well need to loose some of the detail and try and add it in later with normal maps

and other tricks.

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Hey Cleggy, thank you for your response.

O2 says the model has 8378 vertices (18378 points). As you say this must be too much, compared to the 2500 of Aplion's HMMWVs. :(

Do you have a average range in mind that I can communicate to my friend ?

Edited by ElTyranos

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Thanks to MrEwok, I was able to find it (30 000 vertices for the whole model) and how to use proxies properly.

So the vechicle is rendered in bulldozer, animated, memory lod is almost full.

My next step is to push it in game. At the moment I still have a CTD whenever I try to place it, but I have no geometry lod, no hitpoints, a dirty config.cpp, etc.

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thats propably an error in your model.cfg that causes this. pboProject will inform you of the error when you use it to pack the addon.

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