Last update : 24.11.2008:
3D Studio Max :
How to model with various programs :
Texture Resource Sites:
http://www.psicosonic.net/index.php?zona=00products#zona - 25 free per day
http://www.mayang.com/textures/ - 20 files a day limit
Texture Tutorials (Photoshop) :
http://www.pixel2life.com/tutorials/Adobe_Photoshop/All/ really good
http://www.armedassault.info/index.php?cat=news&id=558&newlang=eng (to be used in/for ArmA only!)
ArmA specific tutorials :
http://forum.armedassault.info/index.php?showtopic=1144&st=0&gopid=26398&#entry26398 by ObmaR
http://www.armedassault.info/index.php?cat=articles&id=24&setlang=en by ObmaR
General BIS addonmaking tutorials :
Wow good links D@nte... always our m8 you are!
here is another link:
I made a list for myself of my most used shortcuts for 3DSMAX:
posted by Araon from BIS, in the BIS forum
Seems to be pretty tough to create addons with normal-maps. But then, I am not really an experienced modeller.
I've been saying all along that it won't be as easy as people think (also to convert addons to ArmA standards), but would they listen? ....of course not....
Lots of links to blueprints & some tutorials on this forum.
http://www.psicosonic.net/index.php?zona=00products#zona - 25 free per day
I did not know the first, thx
Does anyone know any good texturing tutorials, especially for clothing textures?
i didn't find a link for this kind of tuts. but maybe, you could find what you need here: http://forums.cgsociety.org/showthread.php?t=77484
Good, these will come useful for sure. Thanks!
More would be appriciated, of course...
what d o you need, photoshop tutorials? or 3dsmax tutorials?
I had forgotten these websites:
http://www.pixel2life.com/tutorials/Adobe_Photoshop/All/ really good
a browser for tutorials (good too)
These are all good tuts people there are quite a few i need to use
i have some videos and webtutorials related to the techniques involved here. i would recomend 2 kind of tutorials to you guys.
1- creating bumpmaps with greyscale textures- its really easy to do, and results are good. i think u need the nvdia plugin for photoshop. anyway i have that video tutorial link somewhere, but its in portuguese...but u can understand almost everything just by watching it.
2-creating normalmaps from the high resolution models- this is the process that gives us a way to extract the perfect normal maps textures, directly from a 200.000 tris model to a low resolution model. i use this daily, so i'm very pleased with the results. it gives a lot of work ( creating a very high resolution model), but worth the trouble. but i agree that modeling 2000 rivets isnt the smart option. u gota learn to mix techniques.
there are enough xsi tutorials for that, and even more tutorials for max i'm sure
i dont have any suport from softimage, but xsi is really the best software i could buy now. the essentials version costs only 500dolars!! xsi is a professional tool, that was market leader few years ago (in anination industry)...max isnt for my wallet, so my option went directly to xsi. i was a max user before, so i know all that max can give... the point here is the $ ...
cant wait to have the game in my hands...and the basic moding editor tools for the addons...
maybe one day i'll try to compile it, in english.who know...
i'll post links when i found them. cya all soon.
The problem is...
How many of Us can use 3DStudio max????
I still can't, since I create addons for COD2 and FarCry... but I just don't even know how to:
map a solid (even a cube)
it's not difficult, follow the tuts.
Ok, I'll do it! thanks
Well, ive been using 3ds max for about a year now, and im studying 'computer games design' at college using 3ds max etc. and all i can say is that it looks complicated, but when you have spent an hour or two in it, you will soon start to pick it up dont worry!
So for all those of you who wanna learn 3ds max, or who dont know much about it. Go out there and download the free trial! hop on to www.3dtotal.com and have a look at some of the tutorials. And i can promise you, you will be fast on your way!
Be confident, anyone can learn it!
i tried a while ago also with a trail-version...But 3d-moddeling is definately not my thing (enligh isn't either)
I'll stick to mission editing, coding and perhaps island making:D
GIMP 2.0 auto-creates normal maps I believe.
hum! i don't think, you need a plug-in like for photoshop.
u can get it here... http://nifelheim.dyndns.org/%7ecocidius/normalmap/
its very simple to use, but the results can be very tricky...all depends on the image ur starting from. the best option is start from a greyscale bump map image . if u start from a color image, u will have a normal map, but it wont have much "realism". it will calculate the normals anyway, but what's suposed to be "in" can show up "out" and viceversa.
so in gimp do this:
-go the layer panel and u will be looking to your image in an autocreated layer.
-right click the image in the layer panel and "add layer mask"---"grayscale copy of layer"
-now u will see there's a copy of the layer (greyscale) attached to the image in layer panel
-click the layer again and then go to "filters-maps-normal maps"
-a window pops out and u will see a preview of the normal map and some parameters to change. play around, raise the scale a bit. filter depends on the starting image and so do the other options. u can have a 3d preview, so my advise is click the light button and drag mouse around. it will simulate the light influence in the normal texture. when ur happy click done.
-voilá, u have a normal map now, but probably it will look faded, that's because of the mask u created before, so click on top of the maks layer (in the layer window) and remove your mask.
-now u'll have the normal map texture rdy to be saved and used.
like i said before, this is the more inacurate way of extracting normal maps. the best way is always extracting from a high resolution model to a low resolution. but if the starting map is a bump map texture, the results are very good.
i hope to start seeing some works here with this techniques, and some discussions about it. arma is almost on our machines, rdy to be moded
does anyone have any good UV mapping tutorials or programs?
Here is something:
Thanks Jukka, very useful tut there
Cheers SS I'll pass the link onto him
EDIT: User banned so post as been trashed
I decided to write this tutorial because I came into the deep process of normal and specular mapping with my ftp://www.armedassault.info/armad/addons/High_Def_Tropic_island_objects.exe.
The process isn't easy, since you should have experience with many graphic tools like Adobe Photoshop©, or Maya© and 3DStudio max©.
ArmA, unfortunately, use a different method of applying NormMap: you'll have to write some C++ code lines into your main config.cpp in order to define it, but I'll clear it up afterwards.
Before starting, it would be good to make you understand what we are going to do:
Normal mapping: is the technique to replace the existing normals on model. It can be used to greatly enhance the appearance of a low poly model without using more polygons, so we could have a 2.000 poly model (very poor model) with a lot of details.
Specular mapping: basically in real life every highlight in an object is actually a reflection of a light source and specularity is a way to fake those reflections by placing a highlight in the position that the giving object would be reflecting the virtual light.
Bump Mapping: are textures that store an intensity, the relative height of pixels from the viewpoint of the camera. The pixels seem to be moved by the required distance in the direction of the face normals. You may either use greyscale pictures or the intensity values of a RGB-Texture.
Ok, in this tutorial, we are going to make a simple normal mapped cube with a texture applied to it.
I can assure the results will be very good.
Point 1: First of all, make sure you installed all the required tools:
Download and install http://www.kegetys.net/dl.php/tools30032007.zip
Download and install http://developer.nvidia.com/object/nv_texture_tools.html (for users with a NVIDIA GPU) OR Download and install http://www2.ati.com/developer/NormalMapper-3_2_2.zip (for users with an ATI GPU)
Point 2: Now Open your http://www.adobe.com/products/photoshop/index.html and create a new image, 256x256 px, and paint something like in this one:
(remember to have it in RGBA format, neither greyscale or other formats)
Point 3: Now save your Image as TGA, so: tex1.tga, 32 bits/pixels. Then open TexView 2 and save the file as tex1_co.paa
NOW, WHY DID WE SAVE IT WITH _CO.PAA EXTENSION?
It's easy, cause in TexView 2, this extension means: color (difuse map)
Point 4: Now that the texture has been done, create a folder, call it BOX, and cut and paste the file in it. (se we have ..\BOX\tex1_co.paa)
open up Oxygen, create a new cube, and apply the texture. Save the model as box.p3d:
(if you can't use Oxygen, I invite you to follow http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm)
Point 5: Well, we created a very simple model (indeed for a tutorial we don't need a UBER 30000 poly one )
Cut and paste it into the BOX folder (as for texture tex1_co.paa).
And the little part of the addon has been done. Now let's proceed to the difficult one.
Creating Normal Maps
Since now, we've just created a simple cube that will appear very ugly in ArmA game:
IT SCARES ME!
Ok, let's proceed to make a lifting for it!
Point 1: Open up your Photoshop, and open the texture tex1_co.paa thanks to PAAplug by Kegetys.
Now, I have a NVIDIA Graphic Card, so I'll explain the process for NVIDIA USERS, even if I think for ATI USERS would be the same.
Go to the Photoshop menu Filter and then NVIDIA tools-->Normalmapfilter:
A new tab will come up, the NormMap filter interface: configure it as in the image below:
Then apply it:
Ok some explanation:
Filter type defines the size of the pixel depth.
Scale defines the pixel depth.
Average Source defines the source from which the filter takes the colours to be normal mapped.
Other options seems not to work in ArmA.
Point 2: Now that the normal map texture has been done, save it as tex1_nohq.paa (using PAAplug, and leaving all the options as they are)
Then cut and paste the file into BOX folder.
You'll notice that if you'll try to open the texture with texView 2, the program will crash: don't worry, it's not a problem
Point 3: let's create the Specular map.
Open texView 2, then tex1_co.paa, and go to EDIT-->FILTER... and write in the box (repacing the exiting code):
HERE IT IS MY TUTORIAL IN A SINGLE PDF FILE (THANKS DEADEYE! )
This tutorial it's not correct, and kinda misleading.
The correct way to create a normal map is by making a Hi poly model to bake the normals, OR to transform a BUMP MAP into a normal map using the Nvidia photoshop filter (or gimp).
Just creating a normal map using a color map as a base, it's useless.
i'm pretty sure that i've read you can take a decent normal map off of a Desaturated colour map,
yet to try it as of yet though.
first effect on a tree...
Linker Split : This topic is not here to show off your texturing skills. Post the pics in your HDS thread
BTW: I listed every tutorial, link.... whatever in the first page. Time to get some structure in this tuts thread
Shouldn't you be using rvmat files instead of sections in the config for cfgtexturetomaterial and cfgmaterials?
Due to the enormous requests I had in these weeks about the use of the MatEditor (included with Oxygen2PE), I finally wrote a tutorial!
Here is the download link:
Thanks Linker Split
Very well written and easy to follow.
Added your tutorial on our http://www.armedassault.info/index.php?cat=articles&class=tutorials. Good job!
You got that wrong mate The author refers to the person that added the tut o the section. If you open up the dteails you will clearly see, that you are presented as the tutorial author.
*changed the options to get all the templates working
Noticed this tutorial for getting a soldiermodel ingame: http://www.aos.armaholic.eu/tutorial2.html
there's also Opteryx Tutorial on how to make an island in ArmA:
grab it http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=68535
I also make short list of some Mappint tutorials.
Community Tut's (ArmA)
3D Total (3Dmax):
Texturing basics ( 3DTotal):
Some more links:
Maybe helpfull for some of you.
here is a tutorial I just wrote added to my website.
maybe of some use here?
Su-25 conversion tutorial. http://dodownload.filefront.com/9218177//9cc010a43d4eedf795a31bd690b56d18caf939c58fda0b2c117974fa0cb4c8a73d13b48dad433771
here is another usefull website, http://www.3dbuzz.com
If you register you will get access for free video tutorials for Maya, and 3ds max. Which can be found in video section.
how do i use texview to turn a paa into an editable format?
I found this low-poly game character tutorial http://www.paultosca.com/makingofvarga.html, it's mainly about workflow and tangent space normal maps.
anybody know of a plug in for paint shop pro and ot a tutorial
i think i went thru every link on that page and i still cannot find a .paa file plug in for paint shop pro 7......
can anybody help?
I am looking for a tutorial that covers changing just the uniform texture. for example i want to take the default unit and change his uniform to cadpat. Does anybody have a tutorial to cover this? I dont want to create a new unit, just edit the one i already have.
also does anybidy have layered templates to do this? i used to edit race cars for NR2003 and there were plyered templates that added all the shadowing and rough edges.
i understand how to import convert and export the textures. What i dont understand is i dont think everybody paints each individual stitch in the uniform or molle pouch
This thread is not for asking help in making something, it's for depositing helpful links and information. For getting help, we have the http://forum.armedassault.info/index.php?showtopic=850&st=0&start=0
Here is the Glass Damage Tutorial I promised, I have converted it to .pdf for easier reading and downloading as well as online viewing.
Added to the tutorial section :
Thx for your time ObmaR
Not so much a tutorial, but rather a very good source of information for ArmA addonmakers are the http://www.armedassault.info/index.php?cat=news&id=558&newlang=eng.
Any tutes on taking a unique character model and getting it walking within Arma? I'm thinking of making some sci-fi soldiers or something
un-pbo http://www.armedassault.info/index.php?cat=addons&id=325 from Solus and have a look at the model (with selections....)
To get the unit ingame http://www.aos.armaholic.eu/tutorial2.html might be helpful :
anybody have a tut for doing damage textures and applying them?
this is a little little tutorial on how to increase your vegetation performance impact on FPS:
New Video Tutorial. First in the series. This one is preparing your model in 3ds Max for import into Oxygen.
Second in the series
Third in Series
maybe you can reupload your Crysis tutes to vimeo too ? veoh do not work with a lot of the countries for some reason
My second tutorial for the series of exporting from 3ds max to Armed Assault
This one is how to import into Oxygen and how to get the textures working
Great ! I hope you don't mind the news I made
Also please don't doublepost..use the edit button in the futur
thanks mustang for using the vimeo and vimeoHD service!
btw are there both videos ? and could You update the news with these links ? t
I need RVMAT files that I can open with the MatEditor that comes with O2. I unpbo'd the ones I needed from the ArmA Addons folder, but they do not work. I can't edit them in the program. I get an I/O error and i have to edit them in the text editor.
Please use the Modelling/Question thread for these issues...only Tutorial links in here
DO you know any cloth and vehicle (metal & rust) for GIMP?
Hi Sir D@nte,
I'm sorry fro annoying You,
but I don't know how to do,
though I read many forums and guides about my problem;
Could You help me for this basic editing problem?:
I have doubts about starting to edit an already existing Arma1 map;
This is my doubt:
All objects (men, tanks, groups and so on), by default
are invisible (deactivated); then go to activate (spawn for the first time) with Bluefor presence in town... OK
Instead, it doesn't happen for my objects? (addons):
All my placed addons, stay already there just when I start the mission! - And I think, later a few minutes I'm playing... the map becomes heavy and losts fluidity! (though I've initializing many things by "doStop" and "doFollow" commands).
I know I'm a noob..., but:
Which one is the metod to keep the AI no-spawned just start the mission?
Do exist a simple way to keep all disactivated.. or invisible, till Bluefor come around enemy? Just like the default objects?
For example.. An easy way by a big trigger or similars... to keep
all Ai addons disabled ?
I've seen many forums and explainings, but nowhere it's explained how to start editing and what "logic" needs like base for the new Units and vehicles to create!
Please Sir... if You could tell me an easy and "genial" solution...
.. mmhh.. am I too much noob?!?!
All my hope in Your hands!!
I'm sorry for my bad English
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