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Alan

Premade Door

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Hey guy's im looking for a premade door with the ramp Around it if you know what i mean, if some one has a pre-made one can you please send it to me it would be really help-full because im doing a Police HQ only can't get to model the Ramp and model, yes i looked truth how to do it but still dont get it soo if you guy's could please send me a pre-made door, Thank you

- Alan

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i don´t get it. what you mean with ramp? the frame of the door?

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Ok, now ive got the Merlin out I'll get somethign together for you.

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This is rather a quick mashup... its 0530 here and i havent been to bed yet.

http://downloads.rkslstudios.info/favours/sample_door.zip

I don't know how much you know about ArmA configs and cfgs so im going to assume you know nothing if that is ok.

Just to explain a bit how the door animation works:

3 Files...

sample_door.p3d - the model obviously but pay special attention to the roadway lod and the geometry lod.

config.cpp - contains the ingame settings etc

model.cfg - defines all the animations used.

There is a subtle link between all 3 that if you cock it up nothin works.

1 - For any animation to work on a building you need to add a named property not a named selection, to the geo lod. this is

 
Name = Class
Value = House

This tells the game engine how to handle the model.

2 - In the model.cfg you need to define the "source" to match the class name you use in the class animationsources of the config.cpp.

EG:

model.cfg line 25 is source="door1";

In the config.cpp line 47 completes the link.

...
	class AnimationSources 
	{
		class door1// this is the link from the source defined in the model.cfg
		{
			source = "user"; 
			animPeriod = 3;  
			initPhase=0;   				
		};
	};
...

All this is because you are creating a custom animation source to deal with the door movement.

If this makes any sense at all, great but if not i'll try and explain a bit more when ive had some sleep.

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Alright Thanks alot i'll try it out :)

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