Binkowski 26 Posted January 28, 2010 (edited) Hey guys, Well after going through these forums a lot I've been seeing many people posting asking questions about what lod's to change to get my Infantry working in A2, what they have to change in the config etc. etc. Well I had some free time this evening so I whipped this up. It's the basic soldier.p3d from the BI sample release for ArmA1, converted into ArmA2 specifications. I've changed the rvmat to the new "super-shader" rvmat, as well as added the _smdi map. The model.cfg and config.cpp are included and working in ArmA2. There is also a pbo included where you can test and see the unit in game. The model is unbinarized so anyone can edit it as they please. This should save you a lot of time because you won't have to change the Geometry, Memory, Fire Geometry, and hit point lods. And you won't have to change the NVG proxies, or the hands. Everything's ready for you to use in ArmA2! I hope this helps. - Thanks to Norsu for posting his guide on how to get your infantry working in A2! Download Edited January 30, 2010 by Binkowski Share this post Link to post Share on other sites
norsu 180 Posted January 28, 2010 Good work Bink! I haven't looked at it yet but does it also include A2 style lods? They are basically the same as in A1 but the last lod (5.000 instead of 6.000 like in A1) should have only one texture and use default.rvmat found in ca.pbo. That single texture is a specific lod texture made for one or more types of infantry models. For example most USMC troops use the same texture in final lod. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 28, 2010 Cool resource. GJ Bink, and Norsu Share this post Link to post Share on other sites
Aeneas2020 10 Posted January 28, 2010 Awesome man! keep up the great work...postin at work oops. Share this post Link to post Share on other sites
soldier2390 0 Posted January 28, 2010 yay thanks bro..this is much needed! Share this post Link to post Share on other sites
dimitri_harkov 10 Posted January 28, 2010 Thank you for sharing! Share this post Link to post Share on other sites
Shim13 10 Posted January 29, 2010 Thank you very much. Has saved me much heartache. Share this post Link to post Share on other sites
This is Bosnia 10 Posted January 29, 2010 Thank you very very much Binkowski. you are the MAN!! Share this post Link to post Share on other sites
SyNcRoNiCzZ 0 Posted January 29, 2010 Thx. Bink, now it´s easy to make Units. ;) Share this post Link to post Share on other sites
yakavetta 0 Posted January 29, 2010 Nicely done, Bink. Another great release, as always. Share this post Link to post Share on other sites
Moxyz1 10 Posted January 29, 2010 is there a mod that puts the arma 1 faces into arma2 as i really prefer them? sometimes it was just creepy how lifelike they looked with some models . i understand that it was changed for performance etc in arma2 but if i used them with less demanding mod maps. i dont play multiplayer so no problems on that front either. on topic ,,nice unit binkowski. Share this post Link to post Share on other sites
oguras 10 Posted January 29, 2010 Thx Binkowski, it s really a good thing to share your work to the arma communauty Share this post Link to post Share on other sites
snoutmaster 10 Posted January 29, 2010 Well done Bink Share this post Link to post Share on other sites
pauliesss 2 Posted January 29, 2010 Thank you for all your work Bink. Share this post Link to post Share on other sites
R0adki11 3949 Posted January 29, 2010 Thank you, this will speed up my addon making no end :) Share this post Link to post Share on other sites
ThaGZAgenius 10 Posted January 29, 2010 Wow !! Just saw this. This is very kind of you. Excellent. I think I speak for all of us when I say Thank You for all or your contributions to this wonderful game. Share this post Link to post Share on other sites
cescollino 10 Posted February 7, 2010 why i cant see the face in o2??:confused: Share this post Link to post Share on other sites
HarryZhe 10 Posted February 7, 2010 we need more "skeletal" configs like this Share this post Link to post Share on other sites
Binkowski 26 Posted February 7, 2010 why i cant see the face in o2??:confused: The head / face model is a proxy. Saves time, easier, etc. The proxy name is "Bysta", you can put the bysta model in their from the sample models. But the proxy is much easier. Share this post Link to post Share on other sites
icewindo 29 Posted February 8, 2010 why i cant see the face in o2??:confused: What Binkowski said... but if you want the face to show up even with proxy config, you just need to un-pbo the characters.pbo and put it into the respectives folder, so it shows e.g. like P:\ca\characters . This will make the proxy head show up in bulldozer. If you want to try other heads, just click the proxy ("proxy...bysta.001") in the the selection box and pick a different one. Share this post Link to post Share on other sites
cleggy 297 Posted April 25, 2010 Mr Bink Thanks to you I am now underway with my first soldier addon. I am using your template but have a visual problem in bulldozer in that I see stretching of the fingers on either one hand or the other in all res LODs. The fingers stretch to the figure's waist. Disabling the model config cures the problem. Any suggestions welcome. Share this post Link to post Share on other sites
Fox '09 14 Posted April 26, 2010 thanks bink! is there a PSD with the stuff so i don't have to lasso my way around the armor? :p Share this post Link to post Share on other sites
lennard 447 Posted April 26, 2010 thanks bink! is there a PSD with the stuff so i don't have to lasso my way around the armor? :p Right here:D: http://forums.bistudio.com/showpost.php?p=1598895&postcount=1 Share this post Link to post Share on other sites
Binkowski 26 Posted April 26, 2010 Mr BinkThanks to you I am now underway with my first soldier addon. I am using your template but have a visual problem in bulldozer in that I see stretching of the fingers on either one hand or the other in all res LODs. The fingers stretch to the figure's waist. Disabling the model config cures the problem. Any suggestions welcome. ive had that problem in buldozer. and getting rid of the model.cfg (for buldozer) will fix it, but you must have a model.cfg for arma2 game use or the units won't run. you'll just get ctd's. Share this post Link to post Share on other sites