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Adding Damage To Your Addon tutorial by Gnat
Draft Revision 0 - 18th June 2008
I won't pretended to be a definitive expert on this, but it seems no one else has compiled known bits all together.
What I will address in this tut;
What I won't address (until further knowledge);
Scope
Step 1 - Face selection
Step 2 - Material definitions
Step 3 - Destruct RVMATs
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,0};
specularPower = 40;
PixelShaderID = "NormalMapMacroASSpecularDIMap";
VertexShaderID = "NormalMapAS";
class Stage1
{
texture = "SIG_general\effects\bottom_nohq.pac";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "ca\data\destruct\vehicle_destr256_256_mc.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0.2,0,0};
pos[] = {0.2,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(1,1,1,1)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "ca\data\destruct\vehicle_destr256_256_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
There are 3 Red Highlighted section in the above code you need to customize;
Once finished you should have 5 files for each texture;
Step 4 - CONFIG.CPP
class CfgSkeletons
{
class car;
class MyAddonSkeleton: car
{
isDiscrete = 1;
skeletonInherit = "";
class CfgModels
{
class default{};
class Vehicle: Default
{
sectionsInherit = "";
sections[] = {xxxx, xxxxx, xxxxxx, xxxxxx};
};
class Car: Vehicle
{
sectionsInherit = "Vehicle";
sections[] =
{
xxxxxx, xxxxx, xxxxx, xxxxx, xxxxxx
};
};
class MyAddonP3D: Car
{
skeletonName = "MyAddonSkeleton";
sectionsInherit = "car";
Below is an example
class CfgVehicles
{
class Landrover;
class MyAddon: Landrover
{
............
............
class Damage
{
tex[] = {};
mat[] = {
"SIG_general\effects\bottom.rvmat",
"SIG_general\effects\bottom.rvmat",
"SIG_general\effects\bottom_destruct.rvmat",
.............
............
.............
"SIG_general\effects\LastDamageTexture.rvmat",
"SIG_general\effects\LastDamageTexture.rvmat",
"SIG_general\effects\LastDamageTexture_destruct.rvmat"
};
};
............
............
With above complete for ever texture, this should now mean that you will see damage on your vehicle.
EXCLUSION - GLASS - PENDING being written
- Glass needs extra work, I will describe one way to get “broken glass” effect
NEXT - Animation - PENDING being written
….. if I didn't forget something;
Example Finished Product
Final Note:
No doubt some of above is simply a “Parrot copy” and can in reality be changed and IT WILL STILL WORK, but without spending hours upon hours finding out what bits can be changed or altered slightly I have simple written down what works for me. If you find working variations PLEASE let us all know.
Cheers
Gnat