linuxmaster9 101 Posted October 23, 2015 I am working on writing the configs for an AA platform. To be specific the AA platform is the FLAK 37 8.8cm cannon. Also known during WWII as the FLAK 88. What do I need to make sure to have for it? It is a stationary platform that rotates on the base and pivots on the axle. It fires a special round so do I need to add an ammunition model as well? Where do I get the flash and bang for the gun firing from? The barrel reciprocates for recoil dampening. I plan to have the legs of the platform fold up for travelling. I want to make sure I have the configs done right. How do I make sure the addon will be scripted right to work with ACE3's advanced ballistics model? Share this post Link to post Share on other sites
Jackal326 1182 Posted October 23, 2015 You'll need to code the ammunition type(s) into a cfgAmmo class, as well as then coding cfgMagazines classes to use the new ammunition type(s) you have added.The "flash" (aka muzzleflash) will be handled by a proxy you place within the model that links to an external muyzzleflash model (perhaps one of the A3 tanks would fit it?), and the "bang" (aka firing sound) would be defined in the cfgweapons entry for the weapon itself. The recoiling barrel should theoretically be done in the model.cfg for the model (though I'm not an expert on static weapons configuration, I simply know thats where I coded it for a .50cal sniper rifle I made). The model.cfg would also be where you would add the animations for the legs folding up too, and then reference them in the config I'd imagine. As for ACE3 compatibility, your best bet is to check their GITHUB. Share this post Link to post Share on other sites
linuxmaster9 101 Posted October 23, 2015 You'll need to code the ammunition type(s) into a cfgAmmo class, as well as then coding cfgMagazines classes to use the new ammunition type(s) you have added.The "flash" (aka muzzleflash) will be handled by a proxy you place within the model that links to an external muyzzleflash model (perhaps one of the A3 tanks would fit it?), and the "bang" (aka firing sound) would be defined in the cfgweapons entry for the weapon itself. The recoiling barrel should theoretically be done in the model.cfg for the model (though I'm not an expert on static weapons configuration, I simply know thats where I coded it for a .50cal sniper rifle I made). The model.cfg would also be where you would add the animations for the legs folding up too, and then reference them in the config I'd imagine. As for ACE3 compatibility, your best bet is to check their GITHUB. you said the flash is a proxy added to the mesh? is that done in Blender? Share this post Link to post Share on other sites
Jackal326 1182 Posted October 24, 2015 you said the flash is a proxy added to the mesh? is that done in Blender? No, that will be done when the model is imported into Object Builder (AKA O2) Share this post Link to post Share on other sites
linuxmaster9 101 Posted October 24, 2015 No, that will be done when the model is imported into Object Builder (AKA O2) for my LODs do I need to use both the High Poly and Low Poly models? The high poly for at range LOD and the Low poly for up close or can I just use the one Low Poly with high poly textures baked in? Share this post Link to post Share on other sites
Jackal326 1182 Posted October 24, 2015 for my LODs do I need to use both the High Poly and Low Poly models? The high poly for at range LOD and the Low poly for up close or can I just use the one Low Poly with high poly textures baked in? I think you have that backwards, but either way its entirely up to you. With the LODs the rule of thumb is to halve the poly-count for each LOD you get to e.g. 1st (i.e. closest) LOD is 10,000 (as an example figure), the second LOD would be 5,000, the 3rd 2,500 etc. For a static weapon I'd go for ~5 'resolution' LODs Share this post Link to post Share on other sites
linuxmaster9 101 Posted October 24, 2015 I think you have that backwards, but either way its entirely up to you. With the LODs the rule of thumb is to halve the poly-count for each LOD you get to e.g. 1st (i.e. closest) LOD is 10,000 (as an example figure), the second LOD would be 5,000, the 3rd 2,500 etc. For a static weapon I'd go for ~5 'resolution' LODs So wait a minute, I need to have up to 5 versions of the model? Each with varying poly counts? Should I tell the guy doing the modelling to give me a .blend file with 5 different poly count versions starting from 10k and going down? Share this post Link to post Share on other sites
Jackal326 1182 Posted October 24, 2015 10k was just an example figure I plucked out of the air for the sake of showing how the poly-count should halve - I'm not saying that would be a recommended figure for what you are making. There are ways to reduce the poly-count of just one version of the model within Object Builder (merge near with increasing point-merger distances as you get to the lower LODS). However this is "cheap" and not really desirable. Share this post Link to post Share on other sites
x3kj 1247 Posted October 25, 2015 Highpoly is for baking Detail onto the Lowpoly. The "lowpoly" will be the most detailed LOD. You also need reduced versions of the lowpoly for distance. The highpoly (hundred thousands or more polygons) will never make it into any game. https://community.bistudio.com/wiki/LOD#.3Cresolution.3E for stationary weapons you can check out the cfgvehicle configs for static weapons from arma 2 (the models have been released by BI, you should be able to find them). Share this post Link to post Share on other sites