Page 1 of 1

Creating custom building Ruins models

Posted: 2007-11-17 04:33:56
by Snake Man
How to create custom building ruins models with working config?

I have uploaded few example building Ruins MLOD models as reference if anyone wants to study how BIS did them. Configs can be found from buildings.pbo of course.

MLODs_ruins.rar - 633kb.

Mirror 1: megaupload
Mirror 2: bigupload
Mirror 3: filefront

Hi all

Posted: 2007-11-17 09:18:18
by Linker Split
Hi everybody

I'm trying to implement this feature ingame with my own BHD custom buildings.
see pictures:
Image

and

Image

First off, let me explain something:
To create a destroyable building you need to make a simple destryed model of it, then create a proper config.

the confdig should look like this:
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

#define private 0
#define protected 1
#define public 2

#define true 1
#define false 0

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

class CfgPatches
{
class yourclasc
{
units[] = {};
weapons[] = {};
worlds[] = {""};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgDestroy
{
access = ReadAndCreate;

class BuildingHit
{
sound[] = {};
};
};
class yourowndestructionclasseffect
{
class DestroyPhase1
{
simulation = "destroy";
type = "\ca\buildings\ruins\leseni4x_ruins.p3d";
//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 BHD_slum8: BHD_GenObject
{
scope= public;
model = "\BHD_m\Slums\slum8.p3d";
displayName = "Slum (8)";
destrType = "DestructBuilding";
class DestructionEffects : yourowndestructionclasseffect{};
};
};
well, this should be the config, as I found in the Buildings.pbo... but it doesn't work properly, I mean:

When you put the object ingame, you see it, so the implementation is right.
but when you destroy it, there's an error message coming up that says:
no entry "bin\config.bin/CfgDestructPos.\BHD_m\Slums\Slum8_dest.p3d"

it seems that it can't implement the model itself...
some suggestions guys?

Posted: 2007-11-17 19:31:29
by jb
I will soon be looking at creating some ruins for my building shortly - hope you make some progress with this :)

Posted: 2007-11-17 20:55:43
by Linker Split
jb wrote:I will soon be looking at creating some ruins for my building shortly - hope you make some progress with this :)
i hope too, since i want to create a lot of destroyable buildings...

Posted: 2007-11-19 22:48:04
by Linker Split
OH GOD!
read what Armored_sheep wrote on BI forum:

http://www.flashpoint1985.com/cgi-bin/i ... try1180309

So, this time in ArmA we can use RTM animations also for buildings, and create some proper animations! :D :lol:

Posted: 2007-11-20 02:05:32
by Snake Man
Hmm but then comes another question... how do we create RTM animations?

Posted: 2007-11-20 22:45:37
by Linker Split
Snake Man wrote:Hmm but then comes another question... how do we create RTM animations?
Via Oxygen 2PE!

Posted: 2008-08-13 07:32:12
by Snake Man
Added a PMC Editing Wiki: Destroyed Building page. I would love to get more insight, even a tutorial for this subject as its very interesting.

Posted: 2008-08-14 05:49:16
by Synide
Snake Man wrote:Added a PMC Editing Wiki: Destroyed Building page. I would love to get more insight, even a tutorial for this subject as its very interesting.
I'd say DeanosBeano would be the one to talk too... he's done lots of .rtm's for destroying buildings... have a look over at the Ofpec forums...