Showing posts with label modelling. Show all posts
Showing posts with label modelling. Show all posts

Monday, September 22, 2008

Some more ArmA stuff...

So, one of the guys said, "Hey, we've got these wind turbine things to stick on the map, it'd be great if they were turning, can someone have a look at that?"

I couldn't let a challenge like that slip by...




Unfortunately, while they work if I place them via the Mapfact 3DE map editing tool, they most definitely don't work if I place them via the usual Visitor3 map editing tool, or compile the modified versions into an existing map.

Bugger bugger bugger bugger bugger.

Oh, well. At least I know my animation code is nearly right...

Sunday, April 27, 2008

Sunday has been busy...

Started with a bike ride this morning - Daisy Hill State Forest, with Mike. Didn't crash on any logs today, although I think I'd like to get a new bike with disc brakes & front shocks - the old one is a bit heavy, and hard on the hands on the rough ground.

After that, we stopped at Mike's place for pancakes - yum! Tanya is well-practiced, and knows how to make 'em good!

A gaelic footy game at 2pm - was pretty good, and I took many hundreds of photos as usual - will post some up here eventually.

Afternoon & evening saw me working on the Opera House:




Making some progress! Have the basic geometry all done, just gotta re-structure those shells to be solid objects, rather than 2D surfaces. And fix a few minor bugs... and split the whole thing into two, as it exceeds the size limit for models in the game.

Getting there, though!

Friday, April 11, 2008

Some more ArmA thoughts

Ok, remember how I mentioned I figured out how to apply surface properties to roadways in ArmA?

Well, that's actually in the Oxygen2 modelling package that the game developers have released. But anyway, I mentioned there that "dirt" was the default surface property. That was because when I walked/drove on the bridge, it behaved like dirt (crunching underfoot, dust clouds from the vehicle wheels, etc). Turns out that's because I drove/walked on some dirt before I got on to the bridge approach ramp in my test mission.

The default action is to continue applying the last surface properties used. If you move from dirt onto an undefined surface, you get dirt properties. If you move from metal decking to undefined, you get metal properties. The obvious solution is to apply properties to all your roadway LOD sections. And now I know how to do that, all is good on the surface properties front.

Shame I can't get ladders & lights to work... :-(

Tuesday, April 8, 2008

The bridge again!

Here's something I was playing around with earlier...



Sunday, April 6, 2008

You learn something every day...

In my case, today I have learned how to apply surface properties in Armed Assault. Specifically, how to apply surface properties to roadways on objects (such as, for example, a certain bridge from several posts ago).

"Roadway", in ArmA, doesn't mean a road, per se, but rather a 2-dimensional surface upon which you can walk or drive in-game. This includes floors in buildings, stairs, and, of course, roadways as normal people would think of them.

So, the Roadway LOD (Level Of Detail - essentially a "layer" of the model) normally only affects where you can walk on an object. Turns out that you can apply a texture to it. And attach a configuration file, that says "where texture X is applied, use these surface properties". Very nice little trick to have discovered!

Now my metal decking sounds like metal decking when you walk over it, rather than dirt (the default surface sound). Just gotta figure out what the roadway textures are that I need for the rest of my bits 'n' pieces.

Still, as I said above - today I learned something. And it was good to learn.

Friday, April 4, 2008

What I get up to in my spare time...



Yup, it's that bridge.

Modelled in Armed Assault, one of the games I play, by yours truly.

Only half scale, but that's big enough! Literally ten times the size of the bridges normally found in-game...

So, I'm an engineer. What you gonna do about it? :-P