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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