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Baz

need help, new to modeling/addon making for arma

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Hi guys, i'm making addons and I need some help with them in O2 and trying to get them ingame... Basically i've edited the BIS models and added my own variations to them.

test9.jpg

here is a photo of my work (with some help from USSRSniper)

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I would say get a config going an working with your addon. Have everything working ingame an them start working on the modeling an what not. That way you can make changes to the model an see them ingame when ever you want. But if you have a working config then what else do you need help on? smile_o.gif

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well specifically, what I need help on is getting this thing to be setup correctly in O2 so everything works ingame, and also getting this thing ingame. If someone could make a test config that I can use to get this ingame it would be very appreciated. Some of the issues i'm facing is with named selections, proxies, LODs and general O2 editing stuff. LODs seem to be a pain in the butt to make, how to make proxies for my vehicle, I have no idea... ETC. And last but not least in order to get it ingame as a standalone addon I need a working config... Which my configer has not been able to do (I should fire him) lol, but most importantly, i'm looking for an experienced soul to help me and teach me about Arma addon making, so that I can learn and apply that to my other models. You can hit me up on MSN if you would like, [email protected] is my SN.

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The problem is with getting this ingame, did a quick test config, but the problem is vehicle has no annimations. Wheels don't move, then don't even turn. Basically its moving static object...

My guess was, that i was lazy and repathed textures with HEX editing, adn it screwed up the model.

Here is config i used, it was a quick test just to get BIS humvee working ingame, and use it as base model to modifying them.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches {

class ESP_HMMVW {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

};

};

class CfgVehicleClasses

{

class ESP_Veh

{

displayName = "ESP Vehicles";

};

};

class CfgVehicles

{

/*extern*/ class HMMWV50;

class ESP_50_Humvee: HMMWV50

{

model="\ESP_Humvee\ESPhummer";

vehicleClass="ESP_Veh";

class Damage {

tex[] = {};

mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"};

};

};

};

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've never binarized so i'm not confortable about that matter. no idea if it's the cause of all the not moving wheels,but..

Did u have named selections to the wheels ? go again to the bis original vehicle, and make your version match it. presuming that u just removed the roof and added extra seats on the back,u just need to change the config value for "passengers" then add proxys, they are easy to place manually and visualize on the viewer. Good luck, and nice work so far, it looks very nice.

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