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arma:editing_beginners [2008-01-06 14:30]
snakeman added binpbo link
arma:editing_beginners [2022-06-25 13:54] (current)
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 **ArmA Editing Tutorial: Beginners** by PMC. **ArmA Editing Tutorial: Beginners** by PMC.
  
-This tutorial //should// get a complete newbie into ArmA editing. While it might not do Newbie -> Hardcore conversion, it is still vital for anyone getting into ArmA editing.+This tutorial //should// get a complete newbie into ArmA editing. While it might not do Newbie -> Hardcore conversion, it is still vital for anyone getting into ArmA editing. While this is not a tutorial to get some specific task done, its the core essence of editing, if you don't know absolutely anything, this will get you started.
  
  
 ====== PBO's what are these? ====== ====== PBO's what are these? ======
  
-PBO files are addons in a packet. PBO file can be uncompressed or compressed.+PBO files are addons in a packet.
  
-PBO files are located in the <arma root>​\addons\ directory, or in any directory you specify to be used with the -mod parameter.+PBO files are located in the <arma root>​\addons\ directory, or in any directory you specify to be used with the -mod parameter. More info in [[arma:​startup_parameters|startup parameters]] and in [[arma:​moddirs|mod folders]] pages.
  
-Dont confuse the pbo files to the <​addon_name>​.pbo.bi as those are the signature key files.+Dont confuse the pbo files to the <​addon_name>​.pbo.bi.bisign ​as those are the signature key files for multiplayer purposes.
  
  
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 Config.cpp is the games configuration file for the given addon. Config.cpp can be also found in the <arma root>​\bin\ directory which is the games main configuration file. Config.cpp is what makes the addon work. Config.cpp is the games configuration file for the given addon. Config.cpp can be also found in the <arma root>​\bin\ directory which is the games main configuration file. Config.cpp is what makes the addon work.
  
-If config.cpp file is binarized it will become "​config.bin"​ and cannot be read with text editor. You can create text format config.cpp file from the .bin file with Unrap tool. You really ​dont have to worry about creating bin out of cpp file right now.+If config.cpp file is binarized it will become "​config.bin"​ and cannot be read with text editor. You can create text format config.cpp file from the .bin file with deRapify ​tool. You really ​don'​t ​have to worry about creating bin out of cpp file right now.
  
 Config.cpp file can be (usually) found on each addon'​s PBO root directory. Config.cpp file can be (usually) found on each addon'​s PBO root directory.
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 P3D files are the 3D models. P3D files are the 3D models.
  
-P3D files can be found really in any dir, in BIS addons they are in the root of the PBO file.+P3D files can be found really in any dir, in BIS addons they are //​usually// ​in the root of the PBO file.
  
  
 ====== Textures? ====== ====== Textures? ======
  
-Textures are in .paa or .pac filename ​extensions. Also .rvmat files are sort of textures, as they control many things related to the materials and stuff, while these arent specificly ​textures, they are absolutely related to textures.+Textures are in .paa or .pac file name extensions. Also .rvmat files are sort of textures, as they control many things related to the materials and stuff, while these aren't specifically ​textures, they are absolutely related to textures.
  
 Textures can be found in any dir but in BIS addons they are under data\ directory. Textures can be found in any dir but in BIS addons they are under data\ directory.
 +
 +
 +====== Terrains? ======
 +
 +Terrains are always in WRP files, like sara.wrp for Sahrani. Terrains are edited in Visitor 3.
 +
 +You need to create elevation'​s for your terrain, this can be done either in [[:​tools:​wilbur|Wilbur]] or in gray scale image on your favorite image editor. Then you import this elevation into [[arma:​tools:​visitor3|Visitor 3]] (v3), place your objects and finally import big satellite mask and satellite texture images. Just before you bring your terrain into in-game, you need to export the actual WRP file out of v3, then pack all to pbo and you're done.
  
  
 ====== Missions? ====== ====== Missions? ======
  
-Missions can be unpacked in their directory format or as in PBO files. ​Dont confuse mission pbo into addon pbo. Also to confuse you... mission dir can be included in addon pbo... :)+Missions can be unpacked in their directory format or as in PBO files. ​Do not confuse mission pbo into addon pbo. Also to confuse you... mission dir can be included in addon pbo... :) 
 + 
 +Missions will be on two locations, in <arma root>​\Missions\ and <arma root>​\MPMissions\ directories,​ its quite self explanatory but single player missions go to "​Missions"​ dir and multiplayer missions go to "​MPMissions"​ dir. These dirs can have sub directories if you wish to sort your many missions. Also these dirs can have mission directories or pbo's.
  
-Missions will be on two locations, in <arma root>​\Missions\ and <arma root>​\MPMissions\ directories,​ its quite self explanatory but single player missions go to "​Missions"​ dir and multiplayer missions go to "​MPMissions"​ dir. These dirs can have subdirectories if you wish to sort your many missions. Also these dirs can have mission directories or pbo's.+//Please read below for Mission Editing for additional details.//
  
  
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 ====== arma.RPT file? ====== ====== arma.RPT file? ======
  
-arma.RPT file found in your arma root directory is very important when you want to debug your work, just run the addon/​mission ​ingame ​for a moment (even few seconds should be enough) and then exit game, then open the arma.RPT file with any text editor and look for warning/​error lines in there which are related to your addon. //Take a note that the <​arma>​.RPT file is the filename ​of your ArmA executable, usually and default its "​arma"​ but it can be anything else too.//+arma.RPT file found in your arma root directory is very important when you want to debug your work, just run the addon/​mission ​in-game ​for a moment (even few seconds should be enough) and then exit game, then open the arma.RPT file with any text editor and look for warning/​error lines in there which are related to your addon. //Take a note that the <​arma>​.RPT file is the file name of your ArmA executable, usually and default its "​arma"​ but it can be anything else too.//
  
 For more details check out [[arma:​arma.rpt|arma.RPT]] page for some errors we have found. For more details check out [[arma:​arma.rpt|arma.RPT]] page for some errors we have found.
- 
  
  
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 [[arma:​tools:​oxygen2|Oxygen 2]] (o2) edits and saves MLOD format P3D 3d model files.\\ [[arma:​tools:​oxygen2|Oxygen 2]] (o2) edits and saves MLOD format P3D 3d model files.\\
 [[arma:​tools:​texview2|TexView 2]] loads tga images and saves paa/pac texture files.\\ [[arma:​tools:​texview2|TexView 2]] loads tga images and saves paa/pac texture files.\\
-[[arma:​tools:​unrap|Unrap]] unpacks the binary config.bin and .rvmat files. You can use your favourite ​text editor to edit config.cpp and non binary .rvmat files.+[[arma:​tools:​unrap|Unrap]] unpacks the binary config.bin and .rvmat files. You can use your favorite ​text editor to edit config.cpp and non binary .rvmat files
 + 
 +For text file editing (scripts sqs, sqf, mission.sqm,​ rvmat'​s and config.cpp) we highly recommend using good editor like [[:​editing_tools#​text_editing|EditPadPro or Notepad++]] so it will highlight the syntax for you and most importantly formats the text properly, notepad is NOT suitable for ArmA editing.
  
 Graphical editing tools beyond ArmA is PaintShop Pro and Adobe PhotoShop. There is also GIMP which is free for download. Please refer to our [[:​editing_tools|editing tools]] section for more information about other tools. Graphical editing tools beyond ArmA is PaintShop Pro and Adobe PhotoShop. There is also GIMP which is free for download. Please refer to our [[:​editing_tools|editing tools]] section for more information about other tools.
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-====== ​Config Editing ​======+====== ​What you should NOT do! ======
  
-Its quite easy to make config edits, just open the cpp and edit awayHeh well almostSome parts of the config are rather self explanatory,​ like the magazines for example, its easy to tweak your soldier config to have three magazines and three grenades instead of three magazines and four smoke shells.+Many times it happens that beginners start to edit the original ArmA filesThis is not necessary or "​allowed"​If you mess around with original files you only harm your ArmA installation.
  
-You can start by editing the existing configs so in fact you are not creating any new addon pbo's to be used, this is very easy. Just unpack lets say addons\weapons.pbo,​ then unrap the config.bin and now you are ready to load the cpp into text editor. Then just edit what you like, for example M16A4 fire rates or dispersion values for the weapons. When you're done, just pack the "​weapons" ​directory ​into pbo packet again and you are ready to try the edited config / weapons.pbo ingame.+**Do not edit files in <​ArmA_root>​\addons\ directory!**
  
 +You can copy the pbo's from there, put them in <​ArmA_root>​\x\addons\ and launch ArmA with parameter -mod=x to see your edits ingame.
  
-====== Texturing ====== 
  
-Just open TexView2, load up existing paa/pac texture and see how it is done. When you are ready to modify the texture, save it to TGA so you can load it to your favourite image editing program. Also it would be good idea to get the [[arma:​tools:​paaplugin|PAAPlugin]] for photoshop so you can directly load, edit and save paa/pac files with it.+====== Config Editing ======
  
-The basic textures are in <​something>​_CO.paa/​pac filenamethen the normal maps are in <​something>​_NOHQ.paa/​pac filename ​and the specular map is <​something>​_SMDI.paa/pac filenameFor more details check out [[arma:​texture_naming_rules|Texture Naming Rules]].+Its quite easy to make config editsjust open the cpp and edit awayHeh well almostSome parts of the config are rather self explanatory,​ like the magazines for example, its easy to tweak your soldier config to have three magazines and three grenades instead of three magazines and four smoke shells.
  
-At start you should do just fine editing the _CO texture and lateron when you are ready to make normal/​specular mapsyou'll use for example ​the NVIDIA plugin for photoshop to create normal map and TexView2 ​to create specular map. +You can start by editing the existing configs so in fact you are not creating any new addon pbo'​s ​to be usedthis is very easy. Just unpack lets say addons\weapons.pbo,​ then unRap the config.bin ​and now you are ready to load the cpp into text editorThen just edit what you like, for example M16A4 fire rates or dispersion values for the weaponsWhen you're done, just pack the "​weapons" ​directory ​into pbo packet again and you are ready to try the edited config / weapons.pbo ​in-game.
- +
-If you create brand new textures, keep resolutions in specific size like 512x2561024x512 and so on. Dont use 350x993 ​or other such strange resolutions. +
- +
-Quick help is that unit/​character textures can be found from the characters.pbo under the data\ directory. Helicopter textures can be found from air.pbo under the data\ directory. Vehicle textures can be found from wheeled or tracked .pbo files under the data\ directory. And finally weapon textures can be found from weapons.pbo ​under the data\ directory.+
  
  
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 So where to get MLOD models!? Well for example from the [[arma:​modeling:​bismodels|BIS example models]] which include good range of examples for you. Then you can search around for user made addons, since last quarter of 2007 there were quite few addons released in MLOD format. At this last quarter of 2007 you cannot "​unbinarize"​ or convert ODOL to MLOD as there is no such tools released to the public. So where to get MLOD models!? Well for example from the [[arma:​modeling:​bismodels|BIS example models]] which include good range of examples for you. Then you can search around for user made addons, since last quarter of 2007 there were quite few addons released in MLOD format. At this last quarter of 2007 you cannot "​unbinarize"​ or convert ODOL to MLOD as there is no such tools released to the public.
 +
 +
 +====== Texturing ======
 +
 +Just open TexView2, load up existing paa/pac texture and see how it is done. When you are ready to modify the texture, save it to TGA so you can load it to your favorite image editing program. Also it would be good idea to get the [[arma:​tools:​paaplugin|PAAPlugin]] for Photoshop so you can directly load, edit and save paa/pac files with it.
 +
 +The basic textures are in <​something>​_CO.paa/​pac file name, then the normal maps are in <​something>​_NOHQ.paa/​pac filename and the specular map is <​something>​_SMDI.paa/​pac file name. For more details check out [[arma:​texturing:​texture_naming_rules|Texture Naming Rules]].
 +
 +At start you should do just fine editing the _CO texture and later on when you are ready to make normal/​specular maps, you'll use for example the NVIDIA plugin for Photoshop to create normal map and TexView2 to create specular map.
 +
 +If you create brand new textures, keep resolutions in specific size like 512x256, 1024x512 and so on. Do not use 350x993 or other such strange resolutions.
 +
 +Quick help is that unit/​character textures can be found from the characters.pbo under the data\ directory. Helicopter textures can be found from air.pbo under the data\ directory. Vehicle textures can be found from wheeled or tracked .pbo files under the data\ directory. And finally weapon textures can be found from weapons.pbo under the data\ directory.
 +
 +
 +====== Terrain Editing ======
 +
 +You need to create elevation'​s for your terrain, this can be done either in Wilbur or in gray scale image on your favorite image editor. Then you import this elevation into Visitor 3 (v3), place your objects and finally import big satellite mask and satellite texture images. Just before you bring your terrain into in-game, you need to export the actual WRP file out of v3, then pack all to pbo and fire up ArmA.
  
  
 ====== Mission Editing ====== ====== Mission Editing ======
  
-Mission editing is really easy, ingame ​just open mission editor and off you go. As long as you have one unit selected as "​Player"​ you can use the preview button to play your mission normally.+Mission editing is really easy, in game just open mission editor and off you go. As long as you have one unit selected as "​Player"​ you can use the preview button to play your mission normally.
  
-When you save a mission, the dropdown ​menu gives you choices for export to missions directory ​or mpmissions ​directory, this creates the pbo file out of the mission and placed it to the proper dir for you. If you just choose the directory name, it just saves the mission into the Users\<​YOURNAME>​\Missions\ directory. This users dir is controlled through -profiles parameter.+When you save a mission, the drop down menu gives you choices for export to Missions ​or MPmissions ​directory, this creates the pbo file out of the mission and placed it to the proper dir for you. If you just choose the directory name, it just saves the mission into the Users\<​YOURNAME>​\Missions\ directory. This users dir is controlled through -profiles parameter
 + 
 +When you play multiplayer (MP), any played missions are downloaded from the server and placed on MPMissionsCache directory. If you want to edit or play these missions on your computer, you need to unpack the pbo and move the created directory into Users\<​YOURNAME>​\Missions\ directory. If you want to host MP session with these missions, copy them into MPMissions directory.
  
 Of course when you get more deeper into mission editing there is all kinds of trickery with scripts and stuff. Of course when you get more deeper into mission editing there is all kinds of trickery with scripts and stuff.
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 ====== Notes ====== ====== Notes ======
  
-As you see this tutorial is //very// beginner stuff in attempt to just orientate the newbie ArmA editor into the basic concepts, so feel free to ask more specific questions in our forums ​[[http://tactical.nekromantix.com/​forum/​viewforum.php?​f=29|ArmA Editing]] area. We would like to write a bit more advanced tutorial next, to go through few specific things, your questions in the forum would really help us to focus on what is important.+As you see this tutorial is //very// beginner stuff in attempt to just orientate the newbie ArmA editor into the basic concepts, so feel free to ask more specific questions in [[http://www.pmctactical.org/​forum/​viewforum.php?​f=29|PMC Tactical forums ​ArmA Editing]] area. We would like to write a bit more advanced tutorial next, to go through few specific things, your questions in the forum would really help us to focus on what is important.
  
 //In PMC Tactical no newbie is looked down upon, we were all newbies once. Its our goal to build this wiki so it will help even the complete beginner guys to learn how to edit.// //In PMC Tactical no newbie is looked down upon, we were all newbies once. Its our goal to build this wiki so it will help even the complete beginner guys to learn how to edit.//
- 
arma/editing_beginners.1199629815.txt.gz · Last modified: 2008-01-06 14:30 (external edit)