Master Of Disaster
Member-
Content Count
7 -
Joined
-
Last visited
-
Medals
Community Reputation
10 GoodAbout Master Of Disaster
-
Rank
Rookie
-
Okay, I'll give you a quick and dirty tut on hidden selections. First, your .p3d model. Map a texture to the object you want to hide. You need to do this to set up the UV cooridnates for the object. Then name that object via the name selection window. Note, you can also use hidden selections in other LODs, such as memory and geo. Close and save your .p3d. Second, your model config or your config file, which ever one has the "class cfgmodels" entry. Open it and navigate to your "class cfgmodels" and then find the "sections" entry under your unit. Usually this is where the brake lights and headlights are listed. Create a new entry with the name of the object in the .p3d model you want hidden. Save your file. NOTE: (very important) the order of the names in the section list...we will come back to this part later. Third, open the config file and navigate to the "class CfgVehicles" section. Within your class entry for that particular unit, add this line "hiddenSelections[] = {"yourobjectname"};" without the outside quotes. So it should look like this on its own hiddenSelections[] = {"yourobjectname"}; Save and close your config file. Fourth step, pack and tag your addon and ship it to armaII. Start up your game and stick your unit inside of a mission. The object you want to hide should be hidden. Use the setobjecttexture command to set the object texture. Like this... this setobjecttexture [0,"\youraddonname\yourtexture.paa"] Okay, remember our important note about the order of the object names in the sections area of Class cfgmodel? That number by itself inside of the setobjecttexture brackets corresponds to the order of the object names inside of the cfgmodel class, starting with 0. Your first objectname is 0, your second object name is 1, and your third is 2 and so on. Yes, your first entry into the sections list is 0. Your second is 1. And that's it. If you need anymore help, you can google ofp hidden selections or arma hidden selections. In fact, here... http://fab.ofp.free.fr/Tutorials/Hidden_Selections.htm This is the tut I use to learn hidden selections and should still work with ArmAII if I'm not mistaken. If I'm missing something else, let me know.
-
An easy way to learn to model bodies???
Master Of Disaster replied to Master Of Disaster's topic in ARMA 2 & OA : MODELLING - (O2)
Ok, so really there's nothing special to the blue vertice thing. It's just means that there is multiple name selections assigned to it and the more blue vertice the more weight or movement it has in the game. Is it safe to assume that even though it sounds that easy, making a new body will be a trial and error process. I remember modifing a body in ofp and he always had deformed hunched shoulders. I guess that was because the appropiate name selection did not have enough "weight" within the arm to prevent it from hunching up so much. -
An easy way to learn to model bodies???
Master Of Disaster replied to Master Of Disaster's topic in ARMA 2 & OA : MODELLING - (O2)
Well the thing about the BIS model is it's not what I'm looking for. There's too much extra junk on him and he's wearing body armor. What are the blue vertice things are, like when you select a selection name, the edges appear as blue. That's throwing me off so much. -
Arma model limits?
Master Of Disaster replied to DevilBass's topic in ARMA 2 & OA : MODELLING - (O2)
@Myke Exactly what I was thinking! Same model, same chassic, different setup. So I can assume that I can use the hide animation and that will prevent the hidden model's polys from slowing down the game? @Soul Assassin So the proxy will be static within itself vs. useing the attachto command I can make this seperate object animated within itself such as doors or cannons. -
Arma model limits?
Master Of Disaster replied to DevilBass's topic in ARMA 2 & OA : MODELLING - (O2)
Proxy..are you serious?!?!?! After all these headaches I've had!!! Well the idea behind this particular item is that there will only be one in use, much less only one in a general area where if there was a second, it would be far away enough that the lod would have a low poly count. Can proxies be animated? If so, is the animation within the parent model's class and treated as same or does it need have to be its own object? -
Arma model limits?
Master Of Disaster replied to DevilBass's topic in ARMA 2 & OA : MODELLING - (O2)
I hate to highjack this thread but seeing that it is in the spotlight for poly count, would it be feesible to create a vehicle, and then a seperate object and use the attachto command to join the parts in one whole vehicle in order to overcome the poly count limit? -
An easy way to learn to model bodies???
Master Of Disaster posted a topic in ARMA 2 & OA : MODELLING - (O2)
I've tried making units since OFP and I've never had any real luck. I don't even know what the blue vertices are!?!?!? I'm completely lost! I know I can make awsome looking units, but I don't know how to. Is there an easy way to learn how to make bodies besides BIS's sample model? Any help or tips will be appreciated. Thanks! P.S. I can model, texture and config...I'm just lacking in creating bodies.