arma:texturing:road_texturing
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arma:texturing:road_texturing [2009/09/16 15:52] – created road_texturing initial page. snakeman | arma:texturing:road_texturing [2024/08/01 14:43] (current) – links added. snakeman | ||
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- | ====== Road Texturing ====== | + | ====== |
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+ | [[https:// | ||
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+ | **ArmA 1** aka Armed Assault (ArmA) | ||
About road texturing. I wanted to learn how BIS textured and setup their rvmats for roads, so I went into the roads.pbo and in data/ directory. | About road texturing. I wanted to learn how BIS textured and setup their rvmats for roads, so I went into the roads.pbo and in data/ directory. | ||
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All this means that for our custom roads we should create _NOHQ normal maps and _SM specular maps (right?), then make RVMAT for the asf and sil roads to be pretty much identical with the stage1 difference and for ces and kos roads leave out the renderflags. | All this means that for our custom roads we should create _NOHQ normal maps and _SM specular maps (right?), then make RVMAT for the asf and sil roads to be pretty much identical with the stage1 difference and for ces and kos roads leave out the renderflags. | ||
- | I don't claim to have any kind of experience or knowledge about this matter, this was all what I gathered from BIS example models and from the roads.pbo data directory, anyone can feel free to correct me if there is something wrong in these conclusions. Join the discussion in our forum at [[http://tactical.nekromantix.com/ | + | I don't claim to have any kind of experience or knowledge about this matter, this was all what I gathered from BIS example models and from the roads.pbo data directory, anyone can feel free to correct me if there is something wrong in these conclusions. Join the discussion in [[https://www.pmctactical.org/ |
arma/texturing/road_texturing.1253116367.txt.gz · Last modified: 2009/09/16 15:52 (external edit)