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arma:texturing [2009/10/03 08:03] – added satellite_image_tutorial link. snakeman | arma:texturing [2024/08/01 14:50] (current) – links added. snakeman |
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====== Texturing ====== | ====== ArmA 1 Texturing ====== |
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| [[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] |
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| **ArmA 1** aka Armed Assault (ArmA) |
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For texturing you can use things such as Adobe Photoshop, Paint Shop Pro, Gimp or virtually any paint program. | For texturing you can use things such as Adobe Photoshop, Paint Shop Pro, Gimp or virtually any paint program. |
You should use the [[arma:texturing:texture_naming_rules|ArmA Texture Naming Rules]] always when texturing. | You should use the [[arma:texturing:texture_naming_rules|ArmA Texture Naming Rules]] always when texturing. |
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**Panda[PL]** said in [[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=66600|BIS forums]]: No, don't use different textures for each LOD. In ArmA if texture is not needed in high resolution anymore (because of distance or low frame rate) the engine automatically scales it down in memory (drops out every one in two pixels, that's why all textures need to have dimensions of powers of two). On the other hand loading a texture from HDD or from ram into the video memory is performance consuming and will cause FPS drops. So use the same texture for every LOD and let ArmA worry about it. | **Panda[PL]** said: No, don't use different textures for each LOD. In ArmA if texture is not needed in high resolution anymore (because of distance or low frame rate) the engine automatically scales it down in memory (drops out every one in two pixels, that's why all textures need to have dimensions of powers of two). On the other hand loading a texture from HDD or from ram into the video memory is performance consuming and will cause FPS drops. So use the same texture for every LOD and let ArmA worry about it. |
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**Ohara (BIS dev)** said in [[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=68;t=66677|BIS forums]]: Drop of FPS in vegetation is caused by overdraw, it means that graphic card is not able to draw so many pixels that scene needs. When GC draw scene, it automatically cut hidden pixels, BUT only if this pixels are not alpha transparent. Vegetation is buildup from polygons with some opacity textures, so this cutting (early Z test on HW) not work here. There is no simple solution, better performance will be with low shading detail settings (simplified pixel shader), but overdraw is still there. Also using of worst LODs will not help so match, because less polygons means worst tree shape approximation and final surface (what is most important for overdraw reduction) will be similar. We are still working on some research in this area.\\ | **Ohara (BIS dev)** said: Drop of FPS in vegetation is caused by overdraw, it means that graphic card is not able to draw so many pixels that scene needs. When GC draw scene, it automatically cut hidden pixels, BUT only if this pixels are not alpha transparent. Vegetation is buildup from polygons with some opacity textures, so this cutting (early Z test on HW) not work here. There is no simple solution, better performance will be with low shading detail settings (simplified pixel shader), but overdraw is still there. Also using of worst LODs will not help so match, because less polygons means worst tree shape approximation and final surface (what is most important for overdraw reduction) will be similar. We are still working on some research in this area.\\ |
He concluded more (which really doesn't help us ArmA modders): Yes, we found solution how to reduce overdraw about 25%, but this solution need different representation of tree surfaces and vertexes (different model and binarisation of this model and different way, how to switch vegetation LOD's). So it's not usable for current vegetation data and will be used in next projects. Alpha textures mean also masked textures (that is 1bit transparency or opacity if you want and we use them). | He concluded more (which really doesn't help us ArmA modders): Yes, we found solution how to reduce overdraw about 25%, but this solution need different representation of tree surfaces and vertexes (different model and binarisation of this model and different way, how to switch vegetation LOD's). So it's not usable for current vegetation data and will be used in next projects. Alpha textures mean also masked textures (that is 1bit transparency or opacity if you want and we use them). |
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===== How to create _AS textures? ===== | ===== How to create _AS textures? ===== |
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Its very simple, just load your _CO texture with Texview2 and choose Save As... and give it <filename>_AS.paa filename and it is automatically saved to _AS format with the pink "style" in it. | Its very simple, just load your _CO texture with Texview2 and choose Save As... and give it <filename>_AS.paa file name and it is automatically saved to _AS format with the pink "style" in it. |
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[[arma:texturing:reskin_tut|Reskinning Tutorial]] by granQ. | [[arma:texturing:reskin_tut|Reskinning Tutorial]] by granQ. |
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How to create [[:editing_alpha_channel|Alpha Channel]] for your texture. | [[arma:texturing:editing-alpha-channel|Editing Alpha Channel]] for your texture. |
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How to create [[arma:texturing:mud_texture_tut|Mud Textures]] by DaSquade. | How to create [[arma:texturing:mud_texture_tut|Mud Textures]] by DaSquade. |
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[[arma:texturing:satellite_image_tutorial|Satellite image editing tutorial]] by Max Power. | [[arma:texturing:satellite_image_tutorial|Satellite image editing tutorial]] by Max Power. |
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| ====== Wound Textures ====== |
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| How to create soldier [[arma:wound_textures|wound textures]] is explained here. |
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