Car Creation – Arma Reforger
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Lou Montana (talk | contribs) m (Text replacement - "nformations" to "nformation") |
(Replaced content with "{{TOC|side}} {{Wiki|TODO}} = Goals of this tutorial = In this tutorial you will learn about: * Importing your first FBX file * Adding sockets & skeleton * How to configure new car {{Feature|informative|If you '''don't have any experience with Workbench''' yet, it is recommended to '''go through modded car tutorial''' to familiarize with some of the concepts present in the '''Workbench''' and general car configuration.}} {{Messagebox|...") Tag: Replaced |
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[[Image:armareforger-new-car-file-structure.png|1200px]] | [[Image:armareforger-new-car-file-structure.png|1200px]] | ||
==== | == Creation Steps == | ||
{{ | * {{Link|Arma Reforger:Car Creation/Asset Preparation}} | ||
* {{Link|Arma Reforger:Car Creation/Prefab Configuration}} | |||
* {{Link|Arma Reforger:Car Creation/Simulation Configuration}} | |||
* {{Link|Arma Reforger:Car Creation/Editor Configuration}} | |||
{{GameCategory|armaR|Modding|Tutorials|Assets}} | {{GameCategory|armaR|Modding|Tutorials|Assets}} |
Revision as of 14:20, 2 May 2024
Goals of this tutorial
In this tutorial you will learn about:
- Importing your first FBX file
- Adding sockets & skeleton
- How to configure new car
Adding new car
Overview
Preparation phase consist of things like:
- Preparing basic structure
- Preparing mesh
- Exporting mesh
Preparing structure
While keeping to official structure is not mandatory and there are no engine restrictions asset wise about it, it's 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.
Below is recommended structure of addon which contains a new car asset