I'm thinking about making some models but I don't know how to convert and where to put, I already read some things on the wiki but I don't know how to get the .mod file, can anyone help me?
When I put my bike model(.ase) on the right place, it shows up a strage message when I try to run the game.
Any modeling tutorial?
- Lackadaisical
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Did you make sure all the normals are pointed outwards? I'm pretty much a modelling noob myself, but changing the normals (ctrl+n in blender) fixed it for the model I was working on.
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- Lackadaisical
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Erm.. sorry, no, blender is the only 3d program I've used.. maybe google can help you further?
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Yeah, I did it, but I still have this problem.Z-Man wrote:In the moviepack type cycle (no rotating wheels), you can directy use 3dsmax's .ase export models.
Now I kinda "grouped" the model using boolean and the black points are gone, but some parts of it are invisible, take a look:

You can see that some of the invisible parts are like the wheel parts.
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I think he meant the files that you give to Arma, not a screenshot of a wireframe rendering. That wireframe doesn't give much information.
Wait, what does lighting do? Arma sets rather strong (clipping) diffuse and specular components that can't reach the bottom part of a model, but what about ambient? That's black by default. It's not too apparent with the default low-poly model with per-vertex lighting, but with high-poly models a distinctly black area could show up like here.
Wait, what does lighting do? Arma sets rather strong (clipping) diffuse and specular components that can't reach the bottom part of a model, but what about ambient? That's black by default. It's not too apparent with the default low-poly model with per-vertex lighting, but with high-poly models a distinctly black area could show up like here.

