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arma3:modeling [2017-11-06 07:02]
snakeman added header.
arma3:modeling [2019-01-26 21:05]
snakeman added building object draw distance header.
Line 77: Line 77:
  
 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]].
 +
 +
 +===== Texture Without a Path =====
 +
 +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).
 +
 +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.
 +
 +
 +===== Decals =====
 +
 +Object builder P3D property, On surface and Decal are not needed anymore.
 +
 +{{ https://​pmc.editing.wiki/​images/​Object-Builder-Face-Properties.png }}
 +
 +Just use named properties from below.
 +
 +Decal Named Properties:​\\
 +class = land_decal\\
 +map = hide
 +
 +But make sure your rvmat dont have procedural texture that turns it into red :-)
 +
 +
 +===== Building Object Draw Distance =====
 +
 +HOWTO increase your building object draw distance for terrains by Opteryx
 +
 +First inherit Land_spp_Tower_F,​ then have this in the config:
 +<code cpp>
 +accuracy = 1000;
 +featureSize = 100;
 +featureType = 2;
 +</​code>​
 +Then these named properties in Geometry:
 +{{ https://​pmc.editing.wiki/​images/​ArmA-3-Building-Object-Draw-Distance-Geometry.png }}
 +
 +This only applies for max 500 static objects per terrain.
arma3/modeling.txt ยท Last modified: 2022-05-14 23:37 by snakeman