Weapon Creation – Arma Reforger
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{{TOC|side}} | {{TOC|side}} | ||
= | == Tutorial Goal == | ||
In this tutorial you will learn about: | In this tutorial you will learn about: | ||
Line 7: | Line 7: | ||
* How to configure new weapon | * How to configure new weapon | ||
{{Feature|informative|If you '''don't have any experience with Workbench''' yet, it is recommended to '''go through [[Arma Reforger:Weapon Modding|modded weapon tutorial]]''' to familiarise with some of the concepts present in the '''Workbench'''.}} | |||
''' | {{Messagebox|Sources files for this tutorial can be found at '''{{Link|https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewWeapon|Arma Reforger Samples Github repository}}'''.|📥|orange}} | ||
Preparation phase consist of things like: | == Add New Weapon == | ||
{{Feature|informative|Preparation phase consist of things like: | |||
* Preparing basic structure | * '''Preparing basic structure''' | ||
* Preparing mesh | * '''Preparing mesh''' | ||
* Exporting mesh | * '''Exporting mesh''' | ||
}} | |||
== | |||
While | == Structure Preparation == | ||
While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - [[Arma_Reforger:Directory_Structure|Data (file) structure]] - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate. | |||
Therefore, your first task will be preparing following file structure | Therefore, your first task will be preparing following file structure | ||
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[[Image:armareforger-new-weapon-file-structure.png|1200px]] | [[Image:armareforger-new-weapon-file-structure.png|1200px]] | ||
== Creation Steps == | |||
* {{Link|Arma Reforger:Weapon Creation/Asset Preparation}} | |||
* {{Link|Arma Reforger:Weapon Creation/Prefab Configuration}} | |||
{{ | Then you may want to see: | ||
* {{Link|Arma Reforger:Weapon Animation}} | |||
{{GameCategory|armaR|Modding|Tutorials|Assets}} | {{GameCategory|armaR|Modding|Tutorials|Assets}} |
Latest revision as of 21:12, 24 May 2024
Tutorial Goal
In this tutorial you will learn about:
- Importing your first FBX file
- Adding sockets & skeleton
- How to configure new weapon
Add New Weapon
Structure Preparation
While sticking to official structure is not mandatory and there are no engine restrictions asset wise about it, it is recommended to follow guidelines listed here - Data (file) structure - to ensure that all automation plugins are parsing your assets correctly and make it later easy to navigate.
Therefore, your first task will be preparing following file structure
Creation Steps
Then you may want to see: