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arma3:modeling [2017-11-06 07:02] snakeman added header. |
arma3:modeling [2019-01-22 13:11] snakeman added decals header. |
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If you have already binarized p3d model you can check section count with [[arma3:tools:mikero-tools|Mikero Tools Eliteness]]. | If you have already binarized p3d model you can check section count with [[arma3:tools:mikero-tools|Mikero Tools Eliteness]]. | ||
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+ | ===== Texture Without a Path ===== | ||
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+ | If your P3D includes TGA / PAA texture without a path, moveobject will not list this texture, neither does pboproject binarization complain about it (Mikero said something about procedural textures). | ||
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+ | Use powergrep to search it. Include files: *.p3d, action type: simple search and search type: binary data. You must turn the texture name into HEX codes, you cant just search the real texture name. | ||
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+ | ===== Decals ===== | ||
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+ | Object builder P3D property, On surface and Decal are not needed anymore. | ||
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+ | {{ https://pmc.editing.wiki/images/Object-Builder-Face-Properties.png }} | ||
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+ | Just use named properties from below. | ||
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+ | Decal Named Properties:\\ | ||
+ | class = land_decal\\ | ||
+ | map = hide | ||
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+ | But make sure your rvmat dont have procedural texture that turns it into red :-) |