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arma:terrain:wrptutorial [2009-04-18 14:29]
snakeman added editing_tools for wilbur link.
arma:terrain:wrptutorial [2022-06-25 13:50] (current)
snakeman added link.
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 Updated 07-13-07 09:29 Updated 07-13-07 09:29
  
-Tools needed: [[:editing_tools|Wilbur]], [[ofp:​tools:​wrptool|WrpTool]] latest, Unrap, [[arma:​tools:​cpbo|Cpbo]],​ [[arma:​tools:​eliteness|Eliteness]],​ hex and text editor. ​+Tools needed: [[:tools:​wilbur|Wilbur]], [[ofp:​tools:​wrptool|WrpTool]] latest, Unrap, [[arma:​tools:​cpbo|Cpbo]],​ [[arma:​tools:​eliteness|Eliteness]],​ hex and text editor. ​
  
-This tutorial assumes that person has already read through the complete WrpTool PDF manual that can be downloaded from [[http://tactical.nekromantix.com/​ofp/​wrp.php|WrpTool homepage]] and has some experience on OFP island editing. In this tutorial we bybass some obvious OFP wrp editing knowledges which can be found on the WrpTool manual. Please read the manual. Oh and you dont necessary need text editor like editpadpro, notepad will do just fine also hex editor does not need to be ultraedit, any will do. +This tutorial assumes that person has already read through the complete WrpTool PDF manual that can be downloaded from [[http://www.wrptool.com|WrpTool homepage]] and has some experience on OFP island editing. In this tutorial we bybass some obvious OFP wrp editing knowledges which can be found on the WrpTool manual. Please read the manual. Oh and you dont necessary need text editor like editpadpro, notepad will do just fine also hex editor does not need to be ultraedit, any will do. 
  
 ====== Create Initial Terrain ====== ====== Create Initial Terrain ======
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 ====== Import to WRP ====== ====== Import to WRP ======
    
-Use WrpTool to load the wilbur export file, use the [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=21135|Empty WRP files]] if you want 102km or 204km island created since WrpTool wont allow you to create such large islands by default. Texture the whole terrain with lets say for example O\b1.paa texture, do not use any other textures, just this one type for the whole island. Do any necessary elevation editing. ​+Use WrpTool to load the wilbur export file, use the [[https://www.pmctactical.org/​forum/​viewtopic.php?​t=21135|Empty WRP files]] if you want 102km or 204km island created since WrpTool wont allow you to create such large islands by default. Texture the whole terrain with lets say for example O\b1.paa texture, do not use any other textures, just this one type for the whole island. Do any necessary elevation editing. ​
  
 ====== Object Editing ====== ====== Object Editing ======
    
-WrpTool cannot read the ArmA ODOL format, so each and every time it discovers these p3d files, it gives "error reading vertexinfo"​ dialog which is annoying. Also all fancy object features like scale, align to ground and region tool's distance to next object will not work. You can see what OFP objects work in ArmA by looking at this [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=21132|OFP objects in ArmA]] topic. Make sure you do not use these included features in region tool or it will cause access violations or causes complete halt of WrpTool. ​+WrpTool cannot read the ArmA ODOL format, so each and every time it discovers these p3d files, it gives "error reading vertexinfo"​ dialog which is annoying. Also all fancy object features like scale, align to ground and region tool's distance to next object will not work. You can see what OFP objects work in ArmA by looking at this [[https://www.pmctactical.org/​forum/​viewtopic.php?​t=21132|OFP objects in ArmA]] topic. Make sure you do not use these included features in region tool or it will cause access violations or causes complete halt of WrpTool. ​
  
 It is recommended that you place the listed objects in OFP format (ie from data3d\ and O\ directorys) and manipulate them in WrpTool and only after all your editing is done you replace them with the ArmA equivalents. ​ It is recommended that you place the listed objects in OFP format (ie from data3d\ and O\ directorys) and manipulate them in WrpTool and only after all your editing is done you replace them with the ArmA equivalents. ​
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 ====== Evil Hex Editing ====== ====== Evil Hex Editing ======
    
-You need to hex edit the textures into WRP file since WrpTool only loads paa textures. So open up your WRP file in your favourite hex editor (I use ultraedit), search for "​.pa"​ string and replace that with what ever path you have made your rvmat texture. In PMC WRP Demo islands this directory+filename was "​PMC_wrpdemo\1.rvmat"​. Also its been said that the path+filename must be same lenght ​as the original, well what I understand it wont matter as long as its less than 32 characters and you edit the 00's into the WRP if your path+filename was shorter than original. ​+You need to hex edit the textures into WRP file since WrpTool only loads paa textures. So open up your WRP file in your favourite hex editor (I use ultraedit), search for "​.pa"​ string and replace that with what ever path you have made your rvmat texture. In PMC WRP Demo islands this directory+filename was "​PMC_wrpdemo\1.rvmat"​. Also its been said that the path+filename must be same length ​as the original, well what I understand it wont matter as long as its less than 32 characters and you edit the 00's into the WRP if your path+filename was shorter than original. ​
  
 ====== Config ====== ====== Config ======
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 If you want to use usermade OFP objects that are not in ArmA, then you need to have these obects as MLOD models in the pbo and otherwise working with ArmA also (I am not sure what is required out of them). Its really a difficult road to go with usermade objects. For example if you just take OFP objects in ODOL format into island (or other) pbo and try to run your island, ArmA will crash. Quick fix would be to convert the p3d to MLOD (ArmA or OFP version), remove any specific configs to these objects (cpp is always tricky and needs work) and then try. Check out more about porting objects in our [[arma:​ofpport|OFP Port]] tutorial. If you want to use usermade OFP objects that are not in ArmA, then you need to have these obects as MLOD models in the pbo and otherwise working with ArmA also (I am not sure what is required out of them). Its really a difficult road to go with usermade objects. For example if you just take OFP objects in ODOL format into island (or other) pbo and try to run your island, ArmA will crash. Quick fix would be to convert the p3d to MLOD (ArmA or OFP version), remove any specific configs to these objects (cpp is always tricky and needs work) and then try. Check out more about porting objects in our [[arma:​ofpport|OFP Port]] tutorial.
  
-This tutorial is work in progress, you are welcome to ask questions and we'll surely update this tutorial to the best of our knowledge to help you get further. We want to share information,​ we want you to enjoy creating islands for ArmA +This tutorial is work in progress, you are welcome to ask questions and we'll surely update this tutorial to the best of our knowledge to help you get further. We want to share information,​ we want you to enjoy creating islands for ArmA.
arma/terrain/wrptutorial.1240064981.txt.gz ยท Last modified: 2009-04-18 14:29 (external edit)