arma:modeling:damage_tut
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| arma:modeling:damage_tut [2008/06/23 14:19] – gnat | arma:modeling:damage_tut [2024/08/01 09:19] (current) – links added. snakeman | ||
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| - | ====== Adding Damage | + | ====== Adding Damage |
| - | **Adding Damage | + | [[https:// |
| + | |||
| + | **ArmA 1** aka Armed Assault (ArmA) | ||
| + | |||
| + | **Adding Damage | ||
| Draft Revision 0 - 18th June 2008 | Draft Revision 0 - 18th June 2008 | ||
| Line 14: | Line 18: | ||
| What I won't address (until further knowledge); | What I won't address (until further knowledge); | ||
| * Level 2 or intermediate damage textures\\ | * Level 2 or intermediate damage textures\\ | ||
| - | * Window | + | * Window |
| Scope\\ | Scope\\ | ||
| * Most if not all ArmA vehicles\\ | * Most if not all ArmA vehicles\\ | ||
| * You can edit the P3D file (and have O2 installed)\\ | * You can edit the P3D file (and have O2 installed)\\ | ||
| - | |||
| Line 42: | Line 45: | ||
| * Once all textures have been checked / fixed you don't need to re-enter O2\\ | * Once all textures have been checked / fixed you don't need to re-enter O2\\ | ||
| * For each texture with a Materials definition you need to know 2 things\\ | * For each texture with a Materials definition you need to know 2 things\\ | ||
| - | * (a) the filename | + | * (a) the file name and location of the NOHQ file\\ |
| * (b) the dimensions of the texture (eg 1024x512 or 256x256 etc)\\ | * (b) the dimensions of the texture (eg 1024x512 or 256x256 etc)\\ | ||
| * Now create a FILENAME_destruct.rvmat for each texture using a copy of below; | * Now create a FILENAME_destruct.rvmat for each texture using a copy of below; | ||
| < | < | ||
| - | ambient[]={1.0,1.0,1.0,1.0}; | + | ambient[] = {1, |
| - | diffuse[]={1.0,1.0,1.0,1.0}; | + | diffuse[] = {1, |
| - | forcedDiffuse[]={0.0,0.0,0.0,0.0}; | + | forcedDiffuse[] = {0, |
| - | emmisive[]={0.0,0.0,0.0,1.0}; | + | emmisive[] = {0, |
| - | specular[]={1.0,1.0,1.0,0.0}; | + | specular[] = {1, |
| - | specularPower=40.0; | + | specularPower = 40; |
| - | PixelShaderID=" | + | PixelShaderID = " |
| - | VertexShaderID=" | + | VertexShaderID = " |
| class Stage1 | class Stage1 | ||
| { | { | ||
| - | texture=" | + | texture = " |
| - | uvSource=" | + | uvSource = " |
| - | class uvTransform | + | class uvTransform |
| - | { | + | { |
| - | aside[]={1.0,0.0,0.0}; | + | aside[] = {1,0,0}; |
| - | up[]={0.0,1.0,0.0}; | + | up[] = {0,1,0}; |
| - | dir[]={0.0,0.0,0.0}; | + | dir[] = {0,0,0}; |
| - | pos[]={0.0,0.0,0.0}; | + | pos[] = {0,0,0}; |
| - | }; | + | }; |
| }; | }; | ||
| class Stage2 | class Stage2 | ||
| { | { | ||
| - | texture=" | + | texture = " |
| - | uvSource=" | + | uvSource = " |
| - | class uvTransform | + | class uvTransform |
| - | { | + | { |
| - | aside[]={1.0,0.0,0.0}; | + | aside[] = {1,0,0}; |
| - | up[]={0.0,1.0,0.0}; | + | up[] = {0,1,0}; |
| - | dir[]={0.2,0.0,0.0}; | + | dir[] = {0.2, |
| - | pos[]={0.2,0.0,0.0}; | + | pos[] = {0.2, |
| - | }; | + | }; |
| }; | }; | ||
| class Stage3 | class Stage3 | ||
| { | { | ||
| - | texture="# | + | texture = "# |
| - | uvSource=" | + | uvSource = " |
| - | class uvTransform | + | class uvTransform |
| - | { | + | { |
| - | aside[]={1.0,0.0,0.0}; | + | aside[] = {1,0,0}; |
| - | up[]={0.0,1.0,0.0}; | + | up[] = {0,1,0}; |
| - | dir[]={0.0,0.0,0.0}; | + | dir[] = {0,0,0}; |
| - | pos[]={0.0,0.0,0.0}; | + | pos[] = {0,0,0}; |
| - | }; | + | }; |
| }; | }; | ||
| class Stage4 | class Stage4 | ||
| { | { | ||
| - | texture=" | + | texture = " |
| - | uvSource=" | + | uvSource = " |
| - | class uvTransform | + | class uvTransform |
| - | { | + | { |
| - | aside[]={1.0,0.0,0.0}; | + | aside[] = {1,0,0}; |
| - | up[]={0.0,1.0,0.0}; | + | up[] = {0,1,0}; |
| - | dir[]={0.0,0.0,0.0}; | + | dir[] = {0,0,0}; |
| - | pos[]={0.0,0.0,0.0}; | + | pos[] = {0,0,0}; |
| - | }; | + | }; |
| }; | }; | ||
| </ | </ | ||
| Line 126: | Line 129: | ||
| class CfgSkeletons | class CfgSkeletons | ||
| { | { | ||
| - | | + | class car; |
| - | class MyAddonSkeleton: | + | class MyAddonSkeleton: |
| - | { | + | { |
| - | isDiscrete=1; | + | isDiscrete = 1; |
| - | skeletonInherit = ""; | + | skeletonInherit = ""; |
| </ | </ | ||
| Line 138: | Line 141: | ||
| class CfgModels | class CfgModels | ||
| { | { | ||
| - | class default{}; | + | class default{}; |
| - | class Vehicle: Default | + | class Vehicle: Default |
| - | { | + | { |
| - | sectionsInherit=""; | + | sectionsInherit = ""; |
| - | sections[] = {xxxx, xxxxx, xxxxxx, xxxxxx}; | + | sections[] = {xxxx, xxxxx, xxxxxx, xxxxxx}; |
| - | }; | + | }; |
| - | + | class Car: Vehicle | |
| - | class Car: Vehicle | + | { |
| - | { | + | sectionsInherit = " |
| - | sectionsInherit=" | + | sections[] = |
| - | sections[]= | + | { |
| - | {xxxxxx, xxxxx, xxxxx, xxxxx, xxxxxx}; | + | xxxxxx, xxxxx, xxxxx, xxxxx, xxxxxx |
| - | }; | + | }; |
| - | class MyAddonP3D: Car | + | }; |
| - | { | + | class MyAddonP3D: Car |
| - | skeletonName = " | + | { |
| - | sectionsInherit=" | + | skeletonName = " |
| + | sectionsInherit = " | ||
| </ | </ | ||
| Line 163: | Line 167: | ||
| class CfgVehicles | class CfgVehicles | ||
| { | { | ||
| - | class Landrover; | + | class Landrover; |
| - | class MyAddon: Landrover | + | class MyAddon: Landrover |
| - | { | + | { |
| - | ............ | + | ............ |
| - | ............ | + | ............ |
| - | class Damage | + | class Damage |
| - | { | + | { |
| - | tex[] = {}; | + | tex[] = {}; |
| - | mat[] = { | + | mat[] = { |
| - | " | + | " |
| - | " | + | " |
| - | " | + | " |
| - | ............. | + | ............. |
| - | ............ | + | ............ |
| - | ............. | + | ............. |
| - | " | + | " |
| - | " | + | " |
| - | " | + | " |
| - | }; | + | }; |
| - | }; | + | }; |
| - | ............ | + | ............ |
| - | ............ | + | ............ |
| </ | </ | ||
| Line 192: | Line 196: | ||
| * Third definition is FULL damage\\ | * Third definition is FULL damage\\ | ||
| * In the example above there is no HALF damage definition, it simply copies the NO damage definition.\\ | * In the example above there is no HALF damage definition, it simply copies the NO damage definition.\\ | ||
| - | * For half damage you could experiement | + | * For half damage you could experiment |
| With above complete for ever texture, this should now mean that you will see damage on your vehicle. | With above complete for ever texture, this should now mean that you will see damage on your vehicle. | ||
| Line 200: | Line 204: | ||
| NEXT - Animation - PENDING being written\\ | NEXT - Animation - PENDING being written\\ | ||
| - | * Covers HIDING sections of the vehicle once damaged (i.e. unnessisary | + | * Covers HIDING sections of the vehicle once damaged (i.e. unnecessary |
| * Also covers animating things like LANDCONTACTs etc | * Also covers animating things like LANDCONTACTs etc | ||
| Line 207: | Line 211: | ||
| Example Finished Product | Example Finished Product | ||
| - | {{ http:// | + | {{ http:// |
| Final Note:\\ | Final Note:\\ | ||
| Line 213: | Line 217: | ||
| Cheers\\ | Cheers\\ | ||
| Gnat | Gnat | ||
| + | |||
arma/modeling/damage_tut.1214230753.txt.gz · Last modified: 2008/06/23 14:19 (external edit)
