I have a model of a character I would like to use in OFP. I already have it textured and in O2, but I need to know how to apply the correct components, geomerty, LOD's, contact points, etc... I have the BISman .p3d to go off of, but there is no explanations for anything. Please help or guide me in the right direction. Thanks.
Just make sure u are patient and determined to have the model into the unit, otherwise,better not go further.
But if u wish to proceed, no worries, it aint so difficult.
1. Open up BIS man and click on the name selections. Your model should conform to the same placement and locations of the named selections. Dont be frightened by the czech terms. Parts of the human body are the same in any language.
2. An easier way i that i would suggest to u is to forget your own model, but use the BIS man and apply the textures u have in mind, cos its easier than remembering every part of the selection and getting the positioning correct, otherwise your model will go haywire. You can edit the parts to size.
3. Should u chose the BISman option, then just apply your textures by the name selections, espacially the injuries selection cos its whole and not part by part, eg - L arm injury, body injury, L leg injury, etc.
4. If u have additional parts u wish to add, eg hat, then just open a new selection, paste the hat there, name it the same as the head selection - hlava - so that once ingame, it will stick to the head. After naming it, copy and paste the hat to the main resolution - 0.000 and delete away the resolution with the hat.
5. Once completed, copy and paste your model in 0.000 resolution LOD into pilot view, so that when u view in 3rd person, the hands and clothing would be the same, otherwise, BIs default soldier will take its place. Select Hlava and delete it away, cos in pilot view u wont get to see the head anyway.
Additional 02 notes:-
a. To make your selection of parts easier, use the hide options so that u would not mistakenly edit away vertices
b. Config is pretty standard, use the class vehicles soldierGB and inherit your model from it. Get a copy of the config190 for reference.
c. DO NOTE ply your model with too many weapons or magazines otherwise it wont get ingame and your comp will crash.Stick to 2 eg, M16, use 2 mags, Beratta, 2 mags, 2 grenades, bino, 1 smoke, 1 nvg..thats about it. If you add more and crash, just look at your weapons= first to check.
If you have a custom weapon you can put something like
into the config ammo so you can carry more mags.
I bully polygons
be sure the slections u create dont have spare space on the model
the selections should go from on into another
if u make the selection for a units arm be sure the selection
dont leave model parts of the arm unassigned
this will cause that parts of the model will be warped to the ground..
soldiers are very sensitive on that (:P)
make sure there are no gaps of selections
Thanks to everyone. ***This is all good information, it sounds as difficult as it looks. ***Another question though... ***BISman uses 4 LODs (0.150, 1.000, 3.000, and 9.000) and within each of those all of the body parts are defined again. ***Is all of that necessary? ***Also, the BISman model sits at -1 meter in O2, do I have to move him up a meter in every section and LOD so he doesn't start out being buried?
Dec 23 2004, 17:17
If you did the selections OK then he shouldn't be buried.
I shouldnt be suggesting to u that u take a shortcut, but actually u wont need so many resolution lods if u can keep your main resolution poly low.
Each resolution is meant to display the lowered amounts of poly at different distances to cut down on lag, eg, at 100metres i doubt if u will be able to see the eyes of a soldier.
You would have to keep the selections same for each lod, except u can drop some details as the lod numbers gets higher.
Do not move the default position in 02, its meant to be this way. Just do your work and let your unit follow the exact placement. Once ingame it will 'magically' appear prim and proper 'standingly' on ground.