arma:modeling
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- | ====== 3D Modeling in ArmA ====== | ||
- | The Armed Assault 3D modeling, not a big topic to cover eh? :) | ||
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- | ====== Overview ====== | ||
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- | Modeling in ArmA is not going to be an easy as in OFP, a lot have changed and you need to know more than before. In ArmA the rumour is that it can handle any polycount you create, even like 25,000 polys, but you don’t need to have that many polys as you can use normal maps to create the small details, so just do 2000 poly model with good normal maps. | ||
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- | All models should have 7 LODs, the last one being 100 polys. And all LODs need to be modeled down, not deleting part of the model (you can do that to some of the model) but its much cleaner if you were to properly modeled them down for much cleaner and better looking LOD. You don't want to see a box at 1500 view do you? I don't think so, that’s why taking the time to make proper LODs is the way to go. | ||
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- | ArmA now supports a wide verity of textures (normal map, ambient shadow, specular map) for all the eye candy, and can take a fair bit of time to understand what they mean, and how they work, what models needs what AND how to apply the materials. | ||
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- | Max texture size is an easy one, thanks to ATI its 2048X2048. Now does that mean you can texture every model you make at 2048x2048? Hell no! You'd kill us all, why? you have to think about all the materials you are applying, you have normal map, ambient shadow and specular all at the same res. on top of the shaders, having a texture size rule may come in handy, but at the end of the day its just more rules? As long as you think before you do, none of us will have to bitch about lag in mp. | ||
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- | One rules is that the amount of texture used per model, you can not have 70 or 80 textures for a tank model, ArmA has come a long way and mass importing of unoptimized addons would set us all back years. | ||
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- | **Ebud** said in BIS forum: The weapons are nice, but don't have proper lods for ARMA. They' | ||
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- | **Skaven** said in BIS forum: All LODS modeled down, so it means the plain texture is over, I will wright a tutorial later explaining how I did it, basically I used p2m tool, [[http:// | ||
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- | About texture merge: I've been checking your textures carefully and I think probably just one 2048x2048 file will do for all the tank however, if you decide to do merge them you should do it in steps and not all at the same time since you have two problems, 1 there are away too many texture files and 2 they have many different sizes. If you decide to merge them I think you should merge them by groups (sizes) first and than in the end join all of them. | ||
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- | ArmA doesn' | ||
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- | Once you normal map 1 or 2 models the rest is all the same you may increase or decrease the filter effect darken or lighter some spots but in reality it's really really easy, merging textures is also a piece of cake some code and a larger photoshop texture file is all you need in here. | ||
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- | **Solus** with XMS/Beretta [[http:// | ||
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- | **Armored_Sheep** (BIS dev) about pilot proxy: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in Oxygene using simple " | ||
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- | **Armored_Sheep** (BIS dev) about suspension/ | ||
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- | //Error: Warning: < | ||
- | **Armored_Sheep** (BIS dev): Engine calculates Tangent space for each face. It is needed for Normal maps shading. This warning message is logged for each face that has mapping (UV coordinates) and orientation of normals that cannot be used for this calculation. If you don’t use normal map on reported faces you don’t have to bother with those warnings. | ||
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- | Characters that are scope private (are not present in editor) don’t have full functionality as regular models. | ||
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- | ====== Misc Stuff ====== | ||
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- | In roads, bridges or for example Vietnam ricepaddy trails, you need to add **geometry** LOD property name entry of **class = road** and **map = road** if you wish them to appear ingame map. Otherwise your terrain might look bit pale. | ||
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- | If you wish to use 50m x 50m forest/ | ||
- | forest = nothing.\\ | ||
- | forest square = nothing.\\ | ||
- | forest border = nothing.\\ | ||
- | forest triangle = nothing.\\ | ||
- | bush = single small bush.\\ | ||
- | tree = diamond shape, but small, not same size as geometry model. | ||
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- | **placement** Assigns specific deformation according to the terrain shape map surface. | ||
- | < | ||
- | slope | ||
- | // the model is SKEWed according to the terrain shape, vertical lines remain vertical. | ||
- | // Better than vertex property "Keep height" | ||
- | </ | ||
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- | Unfortunately the ArmA engine apparently does not align the 50m x 50m " | ||
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- | If your [[arma: | ||
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- | ====== BIS MLOD Models ====== | ||
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- | BIS Example MLOD models was released with the official tools, read our analysis of them [[arma: | ||
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- | ====== Model Config ====== | ||
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- | Check out more details [[arma: | ||
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- | ====== Model Conversions ====== | ||
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- | Converting 3DS Max or OFP model to ArmA, you need to read [[arma: | ||
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- | ====== Shadows ====== | ||
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- | Shadows LOD tutorial [[arma: | ||
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- | ====== Damage Model ====== | ||
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- | Vehicle damage model information [[arma: | ||
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- | [[arma: | ||
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- | ====== Trigger Animation ====== | ||
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- | Personal weapon trigger animation information can be found [[arma: | ||
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- | ====== Selections ====== | ||
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- | Selections information can be found [[arma: | ||
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- | ====== Token Names ====== | ||
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- | Token name value types can be found [[arma: | ||
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- | ====== Turrets ====== | ||
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- | Basic understanding how to create multiple gunners (turrets) in helicopters is [[arma: | ||
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- | ====== Muzzle Flash ====== | ||
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- | Muzzle flash information can be found [[arma: | ||
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- | ====== Lights ====== | ||
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- | Vehicle lights information can be found [[arma: | ||
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- | ====== Proxy ====== | ||
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- | Proxys on the BIS vehicles is listed [[arma: | ||
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- | ====== Making Big Ships ====== | ||
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- | We still have the 50m geometry limit. Read more [[arma: | ||
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- | ====== Grass Tutorial ====== | ||
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- | [[arma: | ||
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- | ====== Section Fixing ====== | ||
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- | [[arma: | ||
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- | ====== How To Import 3DS Model ====== | ||
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- | [[arma: | ||
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- | ====== Glass Damage Tutorial ====== | ||
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- | [[arma: | ||
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- | ====== Destroyed Building ====== | ||
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- | How to create animation for destroyed building when it collapses. Read [[arma: |
arma/modeling.txt · Last modified: 2024/08/01 10:16 by snakeman