User Tools

Site Tools


arma:modeling:damage_tut

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
Last revision Both sides next revision
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
Line 19: Line 19:
   * 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)\\
 +
 +
  
 ====== 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.
Line 37: Line 39:
   * 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\\
Line 116: Line 118:
 {{ 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"​
arma/modeling/damage_tut.txt · Last modified: 2008-12-10 17:20 by snakeman