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View Full Version : What is exactly need to create a new weapon or import an existing one in Arma 2?



p75
Jun 28 2009, 17:38
Hi Guys,

I want to start modelling some weapons for Arma 2 and maybe buy one model. In this regard I have a question:

What is exactly need to create a new weapon or import an existing one in Arma 2?

Regarding the model I want to buy (3d max), it has the following specifics:

Geometry: Polygonal
Polygons: 13,679
Vertices: 9,564
Textures: No
Materials: No
Rigged: No
Animated: No


I'm new to this, but what do I need to do to get this rifle in the game, besides texturing it? Please bar with me, any input is highly appreciated. Thanks!

Abs
Jun 28 2009, 17:51
It's way too detailed, but you could use it as a high-poly normal as long as you make a low poly one as well.

Abs

p75
Jun 28 2009, 17:53
It's way too detailed, but you could use it as a high-poly normal as long as you make a low poly one as well.

Abs

Hi Abs,

Thanks for the reply, I was however editting the thread when you replied, I found a lower model also, but what steps are exactly needed? I have no clue. Is there some guide?

Max Power
Jun 29 2009, 05:32
Still looks a bit high. And once you buy it and put it in o2, you will need to down model it even further in order to produce the appropriate LODs.

Anyways, try to find something a bit lower if you can, maybe 8k.

What you need is O2.

If the model is in max format, you'll need to get 3ds max, which is expensive. I don't know if gmax will open max files, but it's worth a try. If it's in .3ds format, O2 can open it.

Once you've imported it into O2, you'll need to make named selections on the model so the program knows what parts are what. Then you will need to UV unwrap the model if it isn't already unwrapped. Then you will need to make different copies of the model in different resolutions to make the LODs. You will also need to make from scratch some special LODs. Once that is done, you will probably need to repair the UV unwraps in the down sampled models. Then you will need to create a config for the weapon. Lastly, at your option, you will need to config some units or ammo boxes with your weapon in order to use it in game.

You will also need to texture it, create a material file for it, maybe create some sounds and magazines.


For tutorials, try www.ofpec.com

There is also a thread in the 02 modelling forums under ArmA Editing called 'ArmA modeling basics' or something.

p75
Jun 29 2009, 16:00
Still looks a bit high. And once you buy it and put it in o2, you will need to down model it even further in order to produce the appropriate LODs.

Anyways, try to find something a bit lower if you can, maybe 8k.

What you need is O2.

If the model is in max format, you'll need to get 3ds max, which is expensive. I don't know if gmax will open max files, but it's worth a try. If it's in .3ds format, O2 can open it.

Once you've imported it into O2, you'll need to make named selections on the model so the program knows what parts are what. Then you will need to UV unwrap the model if it isn't already unwrapped. Then you will need to make different copies of the model in different resolutions to make the LODs. You will also need to make from scratch some special LODs. Once that is done, you will probably need to repair the UV unwraps in the down sampled models. Then you will need to create a config for the weapon. Lastly, at your option, you will need to config some units or ammo boxes with your weapon in order to use it in game.

You will also need to texture it, create a material file for it, maybe create some sounds and magazines.


For tutorials, try www.ofpec.com

There is also a thread in the 02 modelling forums under ArmA Editing called 'ArmA modeling basics' or something.

Thanks for taking the time to answer my question, it's highly appreciated! Thanks again!