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Exemple de P3D pour ARMA3


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Lien vers ce message 07 Mars 2013, 22:40
Message édité 2 fois, dernière édition par Angel, 09 Mars 2013, 9:43  

Lien Forum de BIS

Wiki de BIS

lien A3_Character_Examples_1.0


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Lien vers ce message 09 Mars 2013, 0:25
Message édité 1 fois, dernière édition par GMC, 09 Mars 2013, 8:13  

Model .CFG d'un soldat Arma3.

Source:http://forums.bistudio.com/sho...-Tutorial/page4

class CfgSkeletons
{
	class Default
	{
		isDiscrete = 1;
		skeletonInherit = "";
		skeletonBones[] = {};
	};
	class OFP2_ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
			"Pelvis","",
			"Spine","Pelvis",
			"Spine1","Spine",
			"Spine2","Spine1",
			"Spine3","Spine2",
			"Camera","Pelvis",
			"weapon","Spine1",
			"launcher","Spine1",
		//Head skeleton in hierarchy
			"neck","Spine3",
			"neck1","neck",
			"head","neck1",
		//New facial features
			"Face_Hub","head",
			"Face_Jawbone","Face_Hub",
			"Face_Jowl","Face_Jawbone",
			"Face_chopRight","Face_Jawbone",
			"Face_chopLeft","Face_Jawbone",
			"Face_LipLowerMiddle","Face_Jawbone",
			"Face_LipLowerLeft","Face_Jawbone",
			"Face_LipLowerRight","Face_Jawbone",
			"Face_Chin","Face_Jawbone",
			"Face_Tongue","Face_Jawbone",
			"Face_CornerRight","Face_Hub",
			"Face_CheekSideRight","Face_CornerRight",
			"Face_CornerLeft","Face_Hub",
			"Face_CheekSideLeft","Face_CornerLeft",
			"Face_CheekFrontRight","Face_Hub",
			"Face_CheekFrontLeft","Face_Hub",
			"Face_CheekUpperRight","Face_Hub",
			"Face_CheekUpperLeft","Face_Hub",
			"Face_LipUpperMiddle","Face_Hub",
			"Face_LipUpperRight","Face_Hub",
			"Face_LipUpperLeft","Face_Hub",
			"Face_NostrilRight","Face_Hub",
			"Face_NostrilLeft","Face_Hub",
			"Face_Forehead","Face_Hub",
			"Face_BrowFrontRight","Face_Forehead",
			"Face_BrowFrontLeft","Face_Forehead",
			"Face_BrowMiddle","Face_Forehead",
			"Face_BrowSideRight","Face_Forehead",
			"Face_BrowSideLeft","Face_Forehead",
			"Face_Eyelids","Face_Hub",
			"Face_EyelidUpperRight","Face_Hub",
			"Face_EyelidUpperLeft","Face_Hub",
			"Face_EyelidLowerRight","Face_Hub",
			"Face_EyelidLowerLeft","Face_Hub",
			"EyeLeft","Face_Hub",
			"EyeRight","Face_Hub",			
		//Left upper side
			"LeftShoulder","Spine3",
			"LeftArm","LeftShoulder",
			"LeftArmRoll","LeftArm",
			"LeftForeArm","LeftArmRoll",
			"LeftForeArmRoll","LeftForeArm",
			"LeftHand","LeftForeArmRoll",
			"LeftHandRing","LeftHand",
			"LeftHandRing1","LeftHandRing",
			"LeftHandRing2","LeftHandRing1",
			"LeftHandRing3","LeftHandRing2",
			"LeftHandPinky1","LeftHandRing",
			"LeftHandPinky2","LeftHandPinky1",
			"LeftHandPinky3","LeftHandPinky2",
			"LeftHandMiddle1","LeftHand",
			"LeftHandMiddle2","LeftHandMiddle1",
			"LeftHandMiddle3","LeftHandMiddle2",
			"LeftHandIndex1","LeftHand",
			"LeftHandIndex2","LeftHandIndex1",
			"LeftHandIndex3","LeftHandIndex2",
			"LeftHandThumb1","LeftHand",
			"LeftHandThumb2","LeftHandThumb1",
			"LeftHandThumb3","LeftHandThumb2",
		//Right upper side
			"RightShoulder","Spine3",
			"RightArm","RightShoulder",
			"RightArmRoll","RightArm",
			"RightForeArm","RightArmRoll",
			"RightForeArmRoll","RightForeArm",
			"RightHand","RightForeArmRoll",
			"RightHandRing","RightHand",
			"RightHandRing1","RightHandRing",
			"RightHandRing2","RightHandRing1",
			"RightHandRing3","RightHandRing2",
			"RightHandPinky1","RightHandRing",
			"RightHandPinky2","RightHandPinky1",
			"RightHandPinky3","RightHandPinky2",
			"RightHandMiddle1","RightHand",
			"RightHandMiddle2","RightHandMiddle1",
			"RightHandMiddle3","RightHandMiddle2",
			"RightHandIndex1","RightHand",
			"RightHandIndex2","RightHandIndex1",
			"RightHandIndex3","RightHandIndex2",
			"RightHandThumb1","RightHand",
			"RightHandThumb2","RightHandThumb1",
			"RightHandThumb3","RightHandThumb2",
		//Left lower side
			"LeftUpLeg","Pelvis",
			"LeftUpLegRoll","LeftUpLeg",
			"LeftLeg","LeftUpLegRoll",
			"LeftLegRoll","LeftLeg",
			"LeftFoot","LeftLegRoll",
			"LeftToeBase","LeftFoot",
		//Right lower side
			"RightUpLeg","Pelvis",
			"RightUpLegRoll","RightUpLeg",
			"RightLeg","RightUpLegRoll",
			"RightLegRoll","RightLeg",
			"RightFoot","RightLegRoll",
			"RightToeBase","RightFoot"
		};

		// location of pivot points (local axes) for hierarchical animation
		pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
  	};
};

class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[] = {};
		skeletonName = "";
	};
	class ArmaMan : Default
	{
		htMin = 60;          // Minimum half-cooling time (in seconds)
		htMax = 1800;        // Maximum half-cooling time (in seconds)
		afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
		mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
		mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
		tBody = 37;  	     // Metabolism temperature of the model (in celsius)

		sections[] =
		{
			"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
			"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
		};
		skeletonName = "OFP2_ManSkeleton";
	};
};




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Lien vers ce message 09 Mars 2013, 8:16
Message édité 1 fois, dernière édition par GMC, 09 Mars 2013, 8:22  

config.cpp pour Casque.


enum {
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches
{
	class My_Helmet
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};

class cfgWeapons
{
	class ItemCore; 		// External class reference
	class InventoryItem_Base_F; 	// External class reference
	class HeadgearItem;

	class My_new_helmet : ItemCore
	{
		scope = 2;
		weaponPoolAvailable = 1;
		displayName = "Superawesome Helmet";
		picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.pa a";
		model = "\my_helmet\headgear_b_myhelmet";

		class ItemInfo : HeadgearItem
		{
			mass = 100;
		uniformModel = "\my_helmet\headgear_b_myhelmet";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		};
	};
};


http://www.clan-ado.fr/images/upload/membres/641_1335186516.jpg

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Lien vers ce message 09 Mars 2013, 8:17
Message édité 3 fois, dernière édition par GMC, 09 Mars 2013, 8:24  

config .cpp pour une veste

class cfgWeapons
{
	class ItemCore;	                // External class reference
	class InventoryItem_Base_F;	// External class reference
	class HeadgearItem;
	class Uniform_Base;
	class UniformItem;
	class Vest_Base;
	class VestItem;
	


	class U_DDAM_Vest: Vest_Base
	{
		scope = 2;
		displayName = "Name Your Vest";
		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa"; // or where ever you got a picture
		model = "\YourFolderName\Na.p3d";

			class ItemInfo: VestItem
			{
				uniformModel = "\ddam_gear\NameOfVest.p3d";
				containerClass = "Supply100"; // or what ever space it got
				mass = 50;
				armor = "5*0.5"; // if bodyarmor various calues can be used
				passThrough = 0.7; // how much the vest stops a bullet going through
			};
	};
};


http://www.clan-ado.fr/images/upload/membres/641_1335186516.jpg

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Lien vers ce message 13 Mars 2013, 6:36

:fsb2_green:

salut GMC merci pour les infos :) je met sa en lieux sure ;)

c0rdialement c0bra


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Lien vers ce message 24 Mars 2013, 21:59

Arma_3_Cars_Config_Guidlines


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