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        <description>ArmA 1 Custom Texture

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Custom texture by Mateck

That custom texture is a very interesting thing, pretty nice and saves quite some megabytes.

Any details on how its done?

Yes it saves megabytes as we don&#039;t need to create .p3d models for every paint scheme in our addon.</description>
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        <description>ArmA 1 Alpha Channel

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ArmA 1 aka Armed Assault (ArmA)

Editing alpha channel to your image. Alpha channel is the transparent part of your image which for example OFP and ArmA uses for transparency like in vegetation or vehicle window textures.</description>
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        <description>ArmA 1 Material Editor Tutorial

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ArmA 1 aka Armed Assault (ArmA)

Material Editor Tutorial by Linker Split

Purpose of this tutorial

I decided to write this tutorial because it&#039;s a very useful program if you want a good model to be correctly rendered ingame.</description>
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        <title>merging_textures</title>
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        <description>ArmA 1 Merging Textures

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

In ArmA we should use 1 texture per 1 model to have best performance. So the old days OFP texturing of 75 textures puzzle of 64×64 res is not proper way anymore, we need to use one texture per model or at least trying to use one. Some BIS models use 2 textures like the UH60 b…</description>
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        <description>ArmA 1 Texturing Mud Tutorial

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ArmA 1 aka Armed Assault (ArmA)

Texturing Mud Tutorial by DaSquade

Tutorial: How the create realistic mud overlays on objects (samples included).

First of all you needs to know what type of mud you want to create as there are different types of mud effects, some examples:</description>
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        <description>ArmA 1 Normal Maps

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ArmA 1 aka Armed Assault (ArmA)

Overview

Normal Mapping

Say goodbye to dull surfaces with 3D World&#039;s high-speed tour of the games industry’s hottest new technique

If you aim to work in games, it’s worth playing around with normal mapping. Now one of the industry’s hottest topics, normal maps make the surface …</description>
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        <description>ArmA 1 Normal and Specular Mapping

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ArmA 1 aka Armed Assault (ArmA)

Normal and Specular mapping by Linker Split

Introduction

I decided to write this tutorial because I came into the deep process of normal and specular mapping with my</description>
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        <dc:date>2024-08-01T14:41:13+00:00</dc:date>
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        <title>reflective_glass_tut</title>
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        <description>ArmA 1 Reflective Glass Tutorial

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ArmA 1 aka Armed Assault (ArmA)

Reflective Glass Tutorial by Obmar

Virtual Reflective Glass.

I have put together a basic folder to be used with this tutorial. Please download RefGlasTut_glass.rar from bottom of this page and unpack to your models working folder in</description>
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        <title>reskin_tut</title>
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        <description>ArmA 1 Reskinning Tutorial

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ArmA 1 aka Armed Assault (ArmA)

By granQ, on behalf of IC ArmA

Introduction

Due to the recent release of all bis models my guess is that many people wish to atleast try their skills with making some new textures.</description>
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        <description>ArmA 1 Road Texturing

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ArmA 1 aka Armed Assault (ArmA)

About road texturing. I wanted to learn how BIS textured and setup their rvmats for roads, so I went into the roads.pbo and in data/ directory.

There we find road types of:</description>
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        <title>rvmat</title>
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        <description>ArmA 1 RVMAT

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ArmA 1 aka Armed Assault (ArmA)

RVMAT files are text format files, you can open them in the material editor or with text editor.

Material Theory

Lighting

Lighting and shading is what makes 3D scenes appealing. In real time render we still have to simplify so Artist must understand how shading works in engine to be …</description>
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        <dc:date>2024-08-01T14:46:19+00:00</dc:date>
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        <title>satellite_image_tutorial</title>
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        <description>ArmA 1 Photographic Image Editing

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ArmA 1 aka Armed Assault (ArmA)

Photographic image editing mini tutorial by Max Power

v1.0 Mar 6th, 2008.

Introduction

This tutorial will teach you how to quickly and easily remove lighting information from photographic texture sources. The raison d&#039;etre for this was to help someone with their …</description>
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        <dc:date>2024-08-01T14:47:02+00:00</dc:date>
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        <title>specular_maps</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:texturing:specular_maps&amp;rev=1722523622&amp;do=diff</link>
        <description>ArmA 1 Specular Maps

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ArmA 1 aka Armed Assault (ArmA)

Armored_Sheep (BIS Dev): Specular map is a complex bitmap. Each color channel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T14:47:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>texture_naming_rules</title>
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        <description>ArmA 1 Texture Naming Rules

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ArmA 1 aka Armed Assault (ArmA)

These “rules” are set by BIS and not PMC :)

The texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.</description>
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        <dc:date>2024-08-01T14:49:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>texturing_howto</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:texturing:texturing_howto&amp;rev=1722523744&amp;do=diff</link>
        <description>ArmA 1 Texturing HOW-TO

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ArmA 1 aka Armed Assault (ArmA)

Texturing HOW-TO For Armed Assault by Soul_Assassin

A few words before I begin. This “how-to” was conceived as part of the on-going Russian Airborne Armor Project. The project serves as a independent, unofficial base for learning and educating others of modding possibilities…</description>
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