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madmedic

Damage model for different windows on a vehicle

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How does ARMA2 model damage for the different windows of a vehicle?

I am making an up-armored Humvee, and I want to add "bullet resistant" glass to the windshield, and the 4 side windows.

I have added selections to the fire geometry for each window, so they start out bullet proof...I need the selections to individually disappear when they have taken enough damage, and I need the damage textures to go along with them.

An example of what I'm talking about can be found with the HIND.

If you stand in front of a hind, and shoot at the small round windshield in front of the gunner, you will find that it will withdstand several rifle rounds before it breaks...After it breaks, you can easily shoot the gunner who is sitting behind it.

How is this accomplished?

How can I accomplish it for multiple windows?

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I did some some looking around for you an found this Tutorial that you can read if you haven't already.

Glass Damage Tutorial

By: OBMAR

Thanks, I need to know how to apply that seperately, to 6 different windows...And to make those windows "bullet resistant" like the front window in the HIND.

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Glass hitpoints are defined in config and you can make each glass part different. When I get back home I'll explain this with examples. In the meantime you can try opening the config.bin (unrap it first) inside wheeled.pbo and look for HMMWV's code, particularly the class HitPoints section. There are some little things you need to do in O2 too.

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Allright, here we go.

First you'll need to have a few named selection in your model.

I have named this selection in 1.000 lod glass1:

2r6itjt.jpg

This selection in Fire Geometry lod is also named glass1:

28hmx5i.jpg

It has following material: ca\data\penetration\glassplate.rvmat

And finally this one in Hit-points lod is also glass1:

2ylmsgn.jpg

Now lets give the glass1 selection in 1.000 lod a material, say my_car\glass.rvmat and we should be done in O2.

In model.cfg we'll need a new skeleton bone called glass1. Here's an excerpt from our model.cfg:

skeletonBones[]=

{

"damageHide","",

"glass1","damageHide",

etc...

We also need new animations for our glass:

class Animations

{

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class Glass1_destruct

{

type="hide";

source="HitGlass1";

selection="glass1";

};

etc...

There, the hard work is done now.

Finishing touches are done in unit's config. First we'll need a new hitpoint:

class HitPoints: HitPoints

{

class HitGlass1

{

armor = 0.1;

material = -1;

name = "glass1";

visual = "glass1";

passThrough = true;

};

etc...

And then damage textures:

class Damage

{

tex[] = {};

mat[] = {

"my_car\glass.rvmat",

"my_car\glass_damage.rvmat",

"my_car\glass_destruct.rvmat",

etc...

I wrote this rather quickly and I trust you have the needed O2, model.cfg and config skills to do the steps right :). But ask of course if you run into problems. OBMAR's tutorial is quite obsolete in A2.

Edited by Norsu

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Allright, here we go.

First you'll need to have a few named selection in your model.

I have named this selection in 1.000 lod glass1:

2r6itjt.jpg

This selection in Fire Geometry lod is also named glass1:

28hmx5i.jpg

It has following material: ca\data\penetration\glassplate.rvmat

And finally this one in Hit-points lod is also glass1:

2ylmsgn.jpg

Now lets give the glass1 selection in 1.000 lod a material, say my_car\glass.rvmat and we should be done in O2.

In model.cfg we'll need a new skeleton bone called glass1. Here's an excerpt from our model.cfg:

We also need new animations for our glass:

There, the hard work is done now.

Finishing touches are done in unit's config. First we'll need a new hitpoint:

And then damage textures:

I wrote this rather quickly and I trust you have the needed O2, model.cfg and config skills to do the steps right :). But ask of course if you run into problems. OBMAR's tutorial is quite obsolete in A2.

THANKS!!!! :yay: I guess the ANIMATIONS part is what I did not understand.

I am off to try this out!!!

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