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Linker Split

Destroyed model of a building

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Hi all.

I was testing a slum in my BHD MOD and I created also the destroyed model of it (just to try)

intactsh1.jpg

and

destroyedhy3.jpg

Ok, how to implement it ingame?

I want that when the slum has been destroyed, you will get smoke around, and the the original model replaced with the destroyed version...

I always got this error ingame when the object get the damage of 1:

erroreo3.jpg

My config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgDestroy {

access = ReadAndCreate;

class BuildingHit {

sound[] = {};

};

};

class DestructionEffects2

{

class DestroyPhase1

{

simulation = "destroy";

type = "\BHD_m\Slums\slum8_dest.p3d";

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

class CfgDestructPos

{

class DelayedDestruction

{

timeBeforeHiding = 0.2;

hideDuration = "0.65+lifeTime*0.05";

};

};

class CfgVehicles

{

class Thing;

class Building;

class Strategic;

class NonStrategic : Building

{

class DestructionEffects;

};

class HouseBase;

class Land_VASICore;

class House : HouseBase

{

class DestructionEffects;

};

class generic_BHDHouse: House

{

scope = protected;

VehicleClass = BHD_classobject;

class DestructionEffects;

};

class BHD_slum8: BHD_GenObject

{

scope= public;

model = "\BHD_m\Slums\slum8.p3d";

displayName = "Slum (8)";

destrType = "DestructBuilding";

class DestructionEffects : DestructionEffects2 {};

};

};

help pls help.gif

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did you try this ?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Land_bouda3 : House {

scope = protected;

model = "\ca\buildings\bouda3.p3d";

armor = 200;

class DestructionEffects : DestructionEffects {

class Ruin1 {

simulation = "ruin";

type = "\ca\buildings\ruins\bouda3_ruins.p3d";

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

};

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did you try this ?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Land_bouda3 : House {

scope = protected;

model = "\ca\buildings\bouda3.p3d";

armor = 200;

class DestructionEffects : DestructionEffects {

class Ruin1 {

simulation = "ruin";

type = "\ca\buildings\ruins\bouda3_ruins.p3d";

position = "";

intensity = 1;

interval = 1;

lifeTime = 1;

};

};

};

yeah I did, but no result, since as you can see in the config, all the time I add the "\BHD_m\Slums\slum8_dest.p3d" line i got that error, that there's not an entry to the model in the main config.bin

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and if you use one of BIS destroyed model does it work ?

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and if you use one of BIS destroyed model does it work ?

I check it now, a min

#EDIT

nothing, still nothing, even with the original B model.. sad_o.gif

can someone please unbinarize a destroyed model? sad_o.gif

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I have uploaded few example building Ruins MLOD models.

MLODs_ruins.rar - 633kb.

Mirror 1: megaupload

Mirror 2: bigupload

Mirror 3: filefront

I would really appreciate if you post into PMC Tactical: building ruins topic what you find out about creating these ruins. Thanks.

posted m8... I downloaded your models, but seems that the problem is not how I made my own ones, but the config... sad_o.gif

I thought that there's something to implement into the model after having binarized it...

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Instead of modeling RUINS you can also use RTM animation of the object. Each part of model has a named selection and keyframe animation of this "bone" is stored in RTM. See radiotower or bridges config definies for more.

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Instead of modeling RUINS you can also use RTM animation of the object. Each part of model has a named selection and keyframe animation of this "bone" is stored in RTM. See radiotower or bridges config definies for more.

Oh GOD, you mean that we can use in ArmA animations on building models? pistols.gif

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have a squizzy at 'class Land_Vysilac_FM' in the buildings.pbo config.cpp.

and here's a little christmas present... i took the liberty of the hex'ing the bone names to match the rtm... so load it in O2PE and run the '\ca\buildings\rtm\vysilac_FM.rtm' animation against it.

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have a squizzy at 'class Land_Vysilac_FM' in the buildings.pbo config.cpp.

and here's a little christmas present... i took the liberty of the hex'ing the bone names to match the rtm... so load it in O2PE and run the '\ca\buildings\rtm\vysilac_FM.rtm' animation against it.

Oh GOD thanks master! biggrin_o.gif

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Ok, I'm making some RTM for my models... but I got this error message:

error1tx7.th.jpg

what to do to fix it???

it happens for all the points from MS_01 to MS_12 (I called MS_xx all the separated faces of the sheet)

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Ok I solved the problem.

It occurs when you want to animate a simple face (a quad or a triangle). just make it solid and the problem will be overpassed.

But now... I correctly made the model, created the proper animation, exported the matrice to a RTM, and put the line in the config.

I still can't get it to work... do I need to binarize the model with its model.cfg configuration file?

If so, can you give me the root class for objects?

EDIT

this is the animation working in buldozzer...

yeah you can see it's still ugly because I'm learning the process...

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Instead of modeling RUINS you can also use RTM animation of the object. Each part of model has a named selection and keyframe animation of this "bone" is stored in RTM. See radiotower or bridges config definies for more.

i just checked the config

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class CARoads

{

units[] = {};

weapons[] = {};

requiredVersion = 0.10;

requiredAddons[] = {};

};

};

class CfgNonAIVehicles

{

class Land_most_stred30

{

model = "\ca\Roads\most_stred30.p3d";

simulation = "road";

armor = 50;

class Destruction

{

animations[]=

{

{"ca\Roads\Rtm\most_pad_01.rtm",0.2,17},

{"ca\Roads\Rtm\most_pad_02.rtm",0.2,17},

{"ca\Roads\Rtm\most_pad_03.rtm",0.2,17},

{"ca\Roads\Rtm\most_pad_04.rtm",0.2,17},

{"ca\Roads\Rtm\most_pad_05.rtm",0.2,17}

};

};

};

class Land_most_bez_lamp : Land_most_stred30

{

model = \ca\Roads\most_bez_lamp;

class Destruction : Destruction {};

};

};

<s>But when i go to the rtm folder i can't find anything inside..</s> (now i can see)

Maybe i could use this config, or modify it for what i pretend.

My intension is to make an animation for this model. I just don't know how to do it, can some one point me to the right direction, please?

edit1: how do i build a rtm animation?

edit2: added stuff to code.

edit3: how do i open the rtm files? With what ?

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edit1: how do i build a rtm animation?

edit2: added stuff to code.

edit3: how do i open the rtm files? With what ?

you name parts of your model...

in O2PE you turn on the Window>Animations tool window.

you insert 'keyframes' at each keyframe you move your named selections using the various tools in O2PE.

you open .rtms with O2PE... by right-clicking in the Animations toolwindow and selecting from matrices... navigate to an appropriate .rtm for that particular model

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Thanks m8, looks like im in the right path now. Just need to get used to it alittle.

Does these animations lag more then the collapse houses when they get destroyed?

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Does these animations lag more then the collapse houses when they get destroyed?

that's a good question... You're probably better off ask LinkerSplit (who's unavailable atm) or DeanosBeano, probably the later as he's done ALOT of building rtm's...

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