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arma:modeling:damage_tut [2008-06-21 09:16] snakeman created damage_tut initial page |
arma:modeling:damage_tut [2008-06-23 14:19] gnat |
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* Most if not all ArmA vehicles\\ | * Most if not all ArmA vehicles\\ | ||
* You can edit the P3D file (and have O2 installed)\\ | * You can edit the P3D file (and have O2 installed)\\ | ||
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====== Damage Textures ====== | ====== Damage Textures ====== | ||
- | Step 1 - Face selection\\ | + | __**Step 1 - Face selection**__\\ |
* In all your Resolution and XXXX View LODs ensure the WHOLE vehicle is highlighted (ALT-A) in O2 and the whole vehicle is named "zbytek"\\ | * In all your Resolution and XXXX View LODs ensure the WHOLE vehicle is highlighted (ALT-A) in O2 and the whole vehicle is named "zbytek"\\ | ||
* If at any time you add to the model, ensure you Redefine "zbytek" to be the whole model again. | * If at any time you add to the model, ensure you Redefine "zbytek" to be the whole model again. | ||
- | Step 2 - Material definitions\\ | + | __**Step 2 - Material definitions**__\\ |
* In every Resolution and XXXX View LOD ensure every texture you plan to make damaged has a MATERIAL definition\\ | * In every Resolution and XXXX View LOD ensure every texture you plan to make damaged has a MATERIAL definition\\ | ||
* This also typically means each texture will also have a "_NOHQ.paa" and a "_SMDI.paa" version of the textures. | * This also typically means each texture will also have a "_NOHQ.paa" and a "_SMDI.paa" version of the textures. | ||
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* If the texture does not have this, you probably have no choice except to create a Material definition. | * If the texture does not have this, you probably have no choice except to create a Material definition. | ||
- | Step 3 - Destruct RVMATs\\ | + | __**Step 3 - Destruct RVMATs**__\\ |
* Once all textures have been checked / fixed you don't need to re-enter O2\\ | * Once all textures have been checked / fixed you don't need to re-enter O2\\ | ||
* For each texture with a Materials definition you need to know 2 things\\ | * For each texture with a Materials definition you need to know 2 things\\ | ||
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{{ http://members.iinet.net.au/~nrspence/ArmA/DamageTut/DT_2.jpg }} | {{ http://members.iinet.net.au/~nrspence/ArmA/DamageTut/DT_2.jpg }} | ||
- | ====== Step 4 - CONFIG.CPP ====== | + | |
+ | __**Step 4 - CONFIG.CPP**__\\ | ||
* Not proven but likely in each CfgSkeletons you will need to inherit a BIS class, in this example "Car" | * Not proven but likely in each CfgSkeletons you will need to inherit a BIS class, in this example "Car" |