arma2:texturing
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
arma2:texturing [2009/09/16 17:05] – added texture basics header. snakeman | arma2:texturing [2024/08/02 10:43] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Texturing ====== | + | ====== |
- | Texturing | + | [[https:// |
- | PAA/PAC Texture format has been slightly altered in ArmA 2, you need to get the new Kegety' | + | **Texturing Tutorials And Information For ArmA 2** |
- | Read tips about setObjectTexture | + | Read basic background info on [[arma2: |
+ | To get started with [[arma2: | ||
- | ====== Texture Basics ====== | + | Read tips about setObjectTexture [[arma2: |
- | + | ||
- | _AS and _SMDI files are ambient shadow and specular textures (the purple textures). In both channels are Red (255, | + | |
- | **And more:** | + | Here is few steps how to create [[arma2:texturing: |
- | It sort of depend for what you're making the RVMATs. For soldiers you need additional _as texture (you can use _smdi as addition for specular parts incase you have some) and for vehicles, weapons etc. you need to have _smdi texture. | + | Read [[arma2: |
- | Lets say you are making a weapon (or vehicle) and you need specular map for it (_smdi) you just take layers that you want to show in weapon as shine (whitish parts, any grey gradient above 0,0,0 will have specular power, lower the value lower the specular power on that area) and those that doesn' | + | [[arma2: |
- | Now you make new picture at same size that has following color RGB = 255,0,255. Go to channels and select green channel, then copy paste your earlier edited picture to green channel. Now when you select all channels again there might be some visible change in whole picture, if not don't worry. Save it as .tga and convert with TexView2. | + | [[arma2: |
- | Make sure you use proper suffix (_co, _ca, _nohq, _as and _smdi are the most important ones) in your textures (it makes your life a lot easier, no money back guarantee). Now you should have three .paa files with names like my_name_co.paa, | + | [[arma2: |
- | Now we finally get to actual part of RVMATs, there is huge load of people that are better familiarized with this than I am, for instance Linker Split. | + | [[arma2: |
- | However my style of doing this is to copy BIS existing RVMAT-files and changes names and values in there to match my need. So basicly you just have m16_metal.rvmat from BIS example model release and paste it with your files. Change name of it and open it with for instance notepad so you can rename paths of _nohq and _smdi to your own files. Then save. | + | Making a [[arma2: |
- | Finally open Oxygen2 and apply RVMAT to your model (or part of it is supposed | + | How to [[arma2: |
- | That should do it. | + | [[arma2: |
- | One thing as reminder, in order for textures and materials to show ingame, they have to be P: drive and in their respective folders (folder name will be name of the .pbo file) when you start packing the files. | + | [[arma2:texturing: |
- | [[http:// |
arma2/texturing.1253120746.txt.gz · Last modified: 2009/09/16 17:05 by snakeman