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Nov 12 2006, 11:52
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#2
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 12 2006, 13:34
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#3
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
I made a list for myself of my most used shortcuts for 3DSMAX:
QUOTE 7 = show facecount of currently selected object
Alt+Middle mouse button = Rotate view Ctrl+Middle mouse button = Pan view Middle mouse button = Zoom in/out Alt+W = Maximize active viewport Shift+Move = Copy selected object Ctrl+D = Deselect all 1 = Modify Panel F = Front L = Left T = Top P = Perspective C = Camera view M = Material editor Q = Select object W = Move object E = Rotate object R = Change scale mode H = Edit selection/select by name M= Material Editor O= adaptive degeneration toggle Also bind the "\" key to "Keyboard Shortcut Override", which is essential for unwrapping. Delete unnesessary polygons before Welding/Target welding in Editable Poly. -------------------- |
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Nov 13 2006, 07:52
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#4
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
posted by Araon from BIS, in the BIS forum
QUOTE Araon 3D/2D artist Group: ModMaker Posts: 170 Joined: April 2003 Posted: Nov. 12 2006,16:55 Our normalmaps are used as normalmaps, but there is more ways of creating them. On some objects (mostly on soldiers) are normalmaps created from hi poly mesh, on other objects are normalmaps just generated from grayscale map handpainted in photoshop (for example is way faster draw dots on the texture than actually model 2000 rivets on blackhawk), and sometimes it's combination of those two (when you need to add button on the sleeve, is easier to paint it than model it). So in short - yes, our normalmaps are real normalmaps, but in many cases they weren't created from hi poly model and theoretically plain bump map would do the same effect. But our engine doesn't have support for them. -------------------- |
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Nov 13 2006, 08:46
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#5
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Member Group: Members Posts: 86 Joined: 12-November 06 From: Groningen, The Netherlands Member No.: 95 |
Seems to be pretty tough to create addons with normal-maps. But then, I am not really an experienced modeller.
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Nov 13 2006, 08:59
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#6
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
QUOTE Seems to be pretty tough to create addons with normal-maps yeah, but with the game, that will be easier to see exactly how they made their models and textures. for the moment, i don't understand a lot of things
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Nov 13 2006, 17:16
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#7
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
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....
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Nov 13 2006, 20:45
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#8
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New Member Group: Members Posts: 4 Joined: 13-November 06 Member No.: 161 |
Tutorial sites
3dtutorials.sk 3D Total tutorials Lots of links to blueprints & some tutorials on this forum. Military-Meshes.com Texture Resources PsicoSonic Textures - 25 free per day Mayang's Free Texture Libary Image * After Got3d - Free Textures Ben Cloward Textures TextureWarehouse - Free Textures -------------------- |
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Nov 14 2006, 10:09
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#9
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
I did not know the first, thx -------------------- |
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Nov 15 2006, 15:17
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#10
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Member Group: Members Posts: 86 Joined: 12-November 06 From: Groningen, The Netherlands Member No.: 95 |
yeah, but with the game, that will be easier to see exactly how they made their models and textures. for the moment, i don't understand a lot of things Thats the downside of new 'technologies' But oh well, seems we need to study some more! -------------------- |
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Nov 16 2006, 09:17
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#11
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Does anyone know any good texturing tutorials, especially for clothing textures?
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Nov 16 2006, 12:08
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#12
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New Member Group: Members Posts: 4 Joined: 13-November 06 Member No.: 161 |
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Nov 16 2006, 12:10
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#13
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
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
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Nov 16 2006, 12:16
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#14
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Good, these will come useful for sure. Thanks!
More would be appriciated, of course... |
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Nov 16 2006, 19:00
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#15
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
what d o you need, photoshop tutorials? or 3dsmax tutorials?
photoshop tutorials: http://www.pslover.com/tutorials/Textures/11/ http://www.photoshopcafe.com/tutorials.htm http://www.tutorialized.com/tutorials/Photoshop/1 -------------------- |
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Nov 16 2006, 19:36
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#16
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
what d o you need, photoshop tutorials? or 3dsmax tutorials? photoshop tutorials: http://www.pslover.com/tutorials/Textures/11/ http://www.photoshopcafe.com/tutorials.htm http://www.tutorialized.com/tutorials/Photoshop/1 Photoshop, yes. Thanks. |
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Nov 16 2006, 19:57
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#17
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
ok
I had forgotten these websites: http://www.pixel2life.com/tutorials/Adobe_Photoshop/All/ really good http://www.totaltutorials.com/ a browser for tutorials (good too) http://www.psworkshop.net/ -------------------- |
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Nov 17 2006, 14:32
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#18
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
These are all good tuts people there are quite a few i need to use
-------------------- -------------------- Heed my words or risk being beaten with a stick then fed to my associate D@V£ The Rules - Most places have rules, these are ours Read them! Moderation Feedback Thread - Let everyone know how much you don't like D@V£ -------------------- |
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Nov 17 2006, 23:38
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#19
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New Member Group: Members Posts: 4 Joined: 17-November 06 Member No.: 216 |
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. |
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Nov 18 2006, 09:25
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#20
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
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) -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 18 2006, 13:00
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#21
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
it's not difficult, follow the tuts.
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Nov 18 2006, 19:53
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#22
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Ok, I'll do it! thanks
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 18 2006, 22:07
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#23
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
The problem is... How many of Us can use 3DStudio max???? That's not a problem, if you never try then you'll never learn. You can't learn anything by crying and whining. Same goes for Photoshop/textures. -------------------- |
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Nov 20 2006, 23:24
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#24
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Junior Member Group: Members Posts: 17 Joined: 20-November 06 Member No.: 241 |
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! Guy |
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Nov 21 2006, 13:51
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#25
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Member Group: Members Posts: 64 Joined: 14-November 06 Member No.: 187 |
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 |
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Nov 23 2006, 07:48
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#26
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New Member Group: Members Posts: 6 Joined: 23-November 06 Member No.: 265 |
GIMP 2.0 auto-creates normal maps I believe.
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Nov 23 2006, 10:51
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#27
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head in the stars Group: Members Posts: 549 Joined: 12-November 06 From: Bittany Member No.: 32 |
hum! i don't think, you need a plug-in like for photoshop.
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Nov 25 2006, 15:11
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#28
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New Member Group: Members Posts: 4 Joined: 17-November 06 Member No.: 216 |
u can get it here... normal maps plugin for gimp
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: -open image -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 |
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Jul 2 2007, 01:39
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#29
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Member Group: Members Posts: 32 Joined: 1-July 07 From: Yeovil, Somerset, SW England Member No.: 946 |
does anyone have any good UV mapping tutorials or programs?
-------------------- - HDS Model Maker
aka -GP- and UNIT-Y |
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Jul 2 2007, 10:43
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#30
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Member Group: Members Posts: 111 Joined: 2-March 07 Member No.: 637 |
-------------------- Свинья спайдера, свинья спайдера, делает свинья спайдера делает, может он отбрасывает от стержня, никакого он не может он будет свиньей, взглядом вне, котор он будет свиньей спайдера.
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Jul 3 2007, 18:14
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#31
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Member Group: Members Posts: 32 Joined: 1-July 07 From: Yeovil, Somerset, SW England Member No.: 946 |
Thanks Jukka, very useful tut there
-------------------- - HDS Model Maker
aka -GP- and UNIT-Y |
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Jul 8 2007, 09:32
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#32
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Record Holder for the most Pornstars ever contacted Group: Newshound Posts: 567 Joined: 12-November 06 From: Beyond the event horizon Member No.: 56 |
Cheers SS I'll pass the link onto him
Rock on, Carver EDIT: User banned so post as been trashed -------------------- |
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Jul 8 2007, 17:23
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#33
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
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Jul 15 2007, 14:59
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#34
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Normal and Specular mapping in Armed Assault By Linker Split Introduction I decided to write this tutorial because I came into the deep process of normal and specular mapping with my HDT island. 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. Some definition 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. Let's start! 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 Kegetys ArmA tool (in particular PAAPlug) Download and install Adobe Photoshop Normal Map and DDS Authoring Plug-ins (for users with a NVIDIA GPU) OR Download and install ATI’s normal map generator program (for users with an ATI GPU) ______________________________ Point 2: Now Open your Adobe Photoshop 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 Brsseb tutorials) ______________________________ 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): CODE sp = 10; p = src pixel [u,v]; x = 1 - green p; y = green p * ((sp * blue p + 1) / (sp + 1)); c = color[x,y,blue p,1]; QUOTE Basically, this code is a bit difficult to understand. But... sp: specular. p: pixel. x: X axis. y: Y axis. c: combined color. This is what I understood so far Now save the new obtained texture as tex1_smdi.paa WHY DID WE SAVE IT WITH _SMDI.PAA EXTENSION? It's easy, cause in TexView 2, this extension means: optimised specular map for better bitdepth ou should obtain something like this: with this particular red tone applied. Copy and paste the file into BOX folder (as for all files) Now textures creation is completed. We must proceed to configure the model, to have it ingame! Configuring the model! Open the notepad, and write in it: QUOTE #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class Linker_test1 { units[] = {"BOX_BOX"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgVehicleClasses { class Simple_box_class { displayName = "SIMPLE BOX"; }; }; class CfgDestroy { class BuildingHit { sound[] = {}; }; }; class CfgTextureToMaterial { class BOX_material { textures[] = {"BOX\tex1_co.paa"}; material = "#BOX_material"; }; }; class CfgMaterials { class BOX_material { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "BOX\tex1_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "BOX\tex1_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "BOX\tex1_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building{class DestructionEffects;}; class HouseBase; class Land_VASICore; class House : HouseBase{class DestructionEffects;}; class BOX_BOX : House { scope = public; simulation = "house"; vehicleClass = "Simple_box_class"; model = "\BOX\box.p3d"; displayName = "Simple box!"; }; }; Ok, some explanation: class CfgTextureToMaterial { class BOX_material { textures[] = {"BOX\tex1_co.paa"}; material = "#BOX_material"; }; }; This part of the config is needed to define the conversion of the textures to the material defined in the CfgMaterials class. QUOTE class BOX_material { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; To understand the use of numbers in this class, go to Biki about RVMAT file. I don't want to repeat what is written there QUOTE class Stage1 { texture = "BOX\tex1_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "BOX\tex1_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "BOX\tex1_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; This part is needed to define the stages of a single texture: in our case is tex1_co.paa. You have to add 3 stages for a single texture, because we have 3 different files: the nohq one, and the smdi one. With this simple config we will have this result: But, if we play with specular and specularpower, defining them in this way: QUOTE specular[] = {0.2, 0.3, 0.3, 0.6}; //{0.2, 0.3, 0.3, 0.6}; specularPower = 10.0; we will have this amazing result: HERE IT IS THE BOX FINISHED, AND THE FOLDER WITH THE FILES IN IT! ________________________________________________________________ Ok, this tutorial is enough to understand the basis of Normal and specular mapping in Armed Assault First time i found it difficult, but now I know it isn't! You only have to sit in front of your PC, and try, try, try... I hope this tutorial helps! Cheers all, Linker Split -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jul 15 2007, 15:19
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#35
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Moderatore .it Group: Addon Maker Posts: 65 Joined: 12-November 06 From: Italy Member No.: 45 |
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Jul 15 2007, 15:36
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#36
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jul 15 2007, 18:38
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#37
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New Member Group: Members Posts: 2 Joined: 15-July 07 Member No.: 985 |
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. Some links http://en.wikipedia.org/wiki/Normal_mapping http://www.bencloward.com/tutorials_normal_maps1.shtml -------------------- |
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Jul 15 2007, 19:17
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#38
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
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. Some links http://en.wikipedia.org/wiki/Normal_mapping http://www.bencloward.com/tutorials_normal_maps1.shtml Well, if you are handy with google, see this: Blender wiki about normal and bump mapping Or this: Wiki about bump and normal mapping It's basically the same. ArmA uses Normal mapping, and the results are the images I put in this tutorial... I know it would be better to use a bump map, but a color one is ok too (for not wasting time)... since there aren't any tutorials about this hard argument, I decided to write one -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jul 15 2007, 19:45
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#39
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New Member Group: Members Posts: 2 Joined: 15-July 07 Member No.: 985 |
Well, if you are handy with google, see this: Blender wiki about normal and bump mapping Or this: Wiki about bump and normal mapping It's basically the same. ArmA uses Normal mapping, and the results are the images I put in this tutorial... I know it would be better to use a bump map, but a color one is ok too (for not wasting time)... since there aren't any tutorials about this hard argument, I decided to write one I can assure you that I know what normal maps are and how to make them Using a bump map it's fine since height informations are traslated into normal infos by the plug in. Colour informations are useless for a normal map, it's like creating a bump map from the colour map, the colour hue/saturation of the texture cannot reproduce a correct height representation of the surface you are working on.. -------------------- |
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Jul 17 2007, 09:50
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#40
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Member Group: Members Posts: 87 Joined: 3-July 07 From: Bristol,UK Member No.: 952 |
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. -------------------- WW2 Fanatic. |
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Jul 17 2007, 20:14
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#41
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
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. That is using a shadow map to base a normal map on, which would work, but not like a true normal map (it would also make surfaces that are meant to be out of contact with direct sunlight due to shadow even deeper). Not all shadow is supposed to create the effects of normal mapping. The same goes for parts reflecting light. -------------------- |
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Jul 17 2007, 22:47
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#42
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jul 19 2007, 11:10
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#43
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
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 -------------------- |
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Jul 19 2007, 23:20
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#44
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
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 yeah sorry man, you are right... anyway, I'm discovering noew important things about the normal mapping process... -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Aug 27 2007, 01:06
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#45
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New Member Group: Members Posts: 1 Joined: 27-August 07 Member No.: 1,069 |
Shouldn't you be using rvmat files instead of sections in the config for cfgtexturetomaterial and cfgmaterials?
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Aug 27 2007, 21:53
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#46
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Shouldn't you be using rvmat files instead of sections in the config for cfgtexturetomaterial and cfgmaterials? yes hoz, now is possible, thanks to the new Oxygen -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 9 2007, 21:35
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#47
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
Hi Folks! 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: Material Editor tutorial (220 Kb) cheers all Linker Split -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 9 2007, 22:41
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#48
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Member Group: Members Posts: 45 Joined: 13-July 07 Member No.: 981 |
Thanks Linker Split
Very well written and easy to follow. |
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Sep 19 2007, 23:51
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#49
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Group: Addon Maker Posts: 1,148 Joined: 4-November 06 Member No.: 13 |
Added your tutorial on our Tutorials section. Good job!
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Sep 20 2007, 18:43
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#50
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 20 2007, 18:47
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#51
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
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.
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Oct 14 2007, 10:23
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#52
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
UPDATED TUTORIAL!
Fixed: *changed the options to get all the templates working Download Link: Material Editor Tutorial v0.5 cheers all Linker Split -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Oct 29 2007, 02:49
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#53
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Noticed this tutorial for getting a soldiermodel ingame: [Tutorial]
-------------------- |
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Oct 31 2007, 23:47
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#54
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 15 2007, 08:01
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#55
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Junior Member Group: Members Posts: 15 Joined: 11-November 06 Member No.: 27 |
I also make short list of some Mappint tutorials.
Basics: Bump Mapping Normal Mapping Community Tut's (ArmA) UV-Mapping Normal und Spectual Mapping -> old but very good Paintutorial with many tips 3D Total (3Dmax): Texturing Tutorial 1 Texturing Tutorial 2 Texture Mapping a 3D Aircraft Texturing Tips1 Texturing Tips2 More examples: create a simple scene The Building Sl500 Texturing/Lightning Buick 1966 Wildcat Texturing Lane Texturing basics ( 3DTotal): Procedural Texturing UV Mapping Metal Surface 1 Metal Surface 2 Some Resources: highEnd 3D Resource Site 3DTotal.com Tutorialized.com 3dm3 ( many HD-Tutorials!) Some more links: nice tutorial with some tips for creating textures -> Very nice Hard Surface Mapping tutorial! Maybe helpfull for some of you. |
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Nov 16 2007, 14:30
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#56
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Junior Member Group: Members Posts: 17 Joined: 13-November 06 From: UK Member No.: 145 |
here is a tutorial I just wrote added to my website.
maybe of some use here? Making a stand-alone Unit in ArmA -------------------- |
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Nov 16 2007, 20:27
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#57
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
here is a tutorial I just wrote added to my website. maybe of some use here? Making a stand-alone Unit in ArmA Great job JB, added it to our tutorial section Will add the first one too ! (later) -------------------- |
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Nov 17 2007, 17:44
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#58
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Junior Member Group: Members Posts: 17 Joined: 13-November 06 From: UK Member No.: 145 |
Great job JB, added it to our tutorial section Will add the first one too ! (later) Thank you, very much appreciated -------------------- |
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Dec 13 2007, 20:07
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#59
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Senior Member Group: Members Posts: 312 Joined: 18-April 07 From: Birmingham, England Member No.: 767 |
Su-25 conversion tutorial. click here
-------------------- "Our business in the field of fight, is not to question, but to prove our might." Alexander Pope
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Jan 10 2008, 14:44
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#60
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New Member Group: Members Posts: 4 Joined: 10-January 08 Member No.: 2,082 |
here is another usefull website, 3d Buzz
If you register you will get access for free video tutorials for Maya, and 3ds max. Which can be found in video section. |
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Jan 28 2008, 20:15
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#61
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
how do i use texview to turn a paa into an editable format?
-------------------- wld427 on BI forums
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Jan 28 2008, 20:28
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#62
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
how do i use texview to turn a paa into an editable format? Change the extension from "filename.paa" to "filename.tga" by hand when saving, there is (still) no drop-down list option for this. -------------------- |
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Jan 30 2008, 17:41
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#63
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New Member Group: Members Posts: 4 Joined: 13-November 06 Member No.: 161 |
I found this low-poly game character tutorial Making Of Varga, it's mainly about workflow and tangent space normal maps.
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Jan 30 2008, 23:59
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#64
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
I found this low-poly game character tutorial Making Of Varga, it's mainly about workflow and tangent space normal maps. well, not so much low-poly, it's around 6000 verticles Thanks for the tut -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Feb 2 2008, 02:33
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#65
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
anybody know of a plug in for paint shop pro and ot a tutorial
-------------------- wld427 on BI forums
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Feb 2 2008, 11:38
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#66
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Feb 3 2008, 21:41
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#67
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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? -------------------- wld427 on BI forums
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Feb 3 2008, 22:11
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#68
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
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...... USe paa plugin for photoshopcan anybody help? -------------------- |
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Feb 4 2008, 02:52
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#69
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
USe paa plugin for photoshop does that work with paint shop pro .... i do not have photo shop -------------------- wld427 on BI forums
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Feb 4 2008, 03:08
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#70
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
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 -------------------- wld427 on BI forums
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Feb 4 2008, 11:17
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#71
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New Member Group: Members Posts: 4 Joined: 13-November 06 Member No.: 161 |
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. Unit texture uniform seams template by Ebud -------------------- |
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Feb 4 2008, 15:07
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#72
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
This thread is not for asking help in making something, it's for depositing helpful links and information. For getting help, we have the [Modeling/Texturing Problem Thread]
-------------------- |
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Feb 13 2008, 09:09
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#73
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Member Group: Addon Maker Posts: 32 Joined: 12-November 06 From: London, UK Member No.: 61 |
Here is the Glass Damage Tutorial I promised, I have converted it to .pdf for easier reading and downloading as well as online viewing. Glass_Damage_Tutorial -------------------- |
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Feb 13 2008, 10:40
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#74
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Added to the tutorial section :
http://www.armedassault.info/index.php?cat...&setlang=en Thx for your time ObmaR -------------------- |
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Feb 22 2008, 00:20
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#75
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Not so much a tutorial, but rather a very good source of information for ArmA addonmakers are the [MLOD models released by BIS].
-------------------- |
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Feb 29 2008, 04:22
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#76
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Member Group: Members Posts: 73 Joined: 24-November 07 From: Australia Member No.: 1,781 |
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
-------------------- |
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Feb 29 2008, 15:59
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#77
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
un-pbo SLX People from Solus and have a look at the model (with selections....)
To get the unit ingame JB's tuts might be helpful : -------------------- |
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Mar 29 2008, 18:59
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#78
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Senior Member Group: Addon Maker Posts: 201 Joined: 9-October 07 Member No.: 1,420 |
anybody have a tut for doing damage textures and applying them?
-------------------- wld427 on BI forums
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Jun 6 2008, 00:18
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#79
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
this is a little little tutorial on how to increase your vegetation performance impact on FPS:
QUOTE I noticed one thing:
What really causes lag is the Pixel shader and Vertex Shader of the _ca texture (the vegetation): they normally have VertexShader: NormalMapSpecularThroughNoFade and PixelShader: NormalMapSpecularThrough. If instead of that PixelShader, we add the simple PixelShader: NormalMapThrough but with the flag NoAlphaWrite, we will have the SAME effect, but with an increase of FPS and performance Check yourself: Before: After: -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jul 26 2008, 22:32
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#80
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Junior Member Group: Members Posts: 19 Joined: 21-July 08 From: Canada Member No.: 3,694 |
New Video Tutorial. First in the series. This one is preparing your model in 3ds Max for import into Oxygen.
http://www.veoh.com/videos/v152992166rBQkjah Second in the series http://www.vimeo.com/1417473 http://www.veoh.com/videos/v15306810rRWK4P96 Third in Series http://www.vimeo.com/1465487 http://www.veoh.com/videos/v15488991EHpMdjhq This post has been edited by Mustang60348: Aug 4 2008, 21:47 |
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Jul 26 2008, 23:45
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#81
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Junior Member Group: Members Posts: 27 Joined: 21-October 07 From: Conce, Chile. Member No.: 1,514 |
New Video Tutorial. First in the series. This one is preparing your model in 3ds Max for import into Oxygen. http://www.veoh.com/videos/v152992166rBQkjah I can't see the video, the site say me than my country it's blocked and proxy don't want load the video, Can you may upload it to vimeo or youtube, Please. -------------------- |
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Jul 27 2008, 00:19
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#82
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Junior Member Group: Members Posts: 19 Joined: 21-July 08 From: Canada Member No.: 3,694 |
I can't see the video, the site say me than my country it's blocked and proxy don't want load the video, Can you may upload it to vimeo or youtube, Please. http://www.vimeo.com/1413486 This post has been edited by Mustang60348: Jul 27 2008, 01:03 |
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Jul 27 2008, 12:47
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#83
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Member Group: Members Posts: 104 Joined: 13-November 07 Member No.: 1,712 |
2Mustang
maybe you can reupload your Crysis tutes to vimeo too ? veoh do not work with a lot of the countries for some reason |
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Jul 27 2008, 15:00
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#84
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Junior Member Group: Members Posts: 19 Joined: 21-July 08 From: Canada Member No.: 3,694 |
2Mustang maybe you can reupload your Crysis tutes to vimeo too ? veoh do not work with a lot of the countries for some reason I will have a look at doing that today #1 Done - http://www.vimeo.com/1415990 #2 Done - http://www.vimeo.com/1416200 #3 Done - http://www.vimeo.com/1416166 #4 Done - http://www.vimeo.com/1416247 This post has been edited by Mustang60348: Jul 27 2008, 16:18 |
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Jul 27 2008, 21:04
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#85
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Junior Member Group: Members Posts: 19 Joined: 21-July 08 From: Canada Member No.: 3,694 |
My second tutorial for the series of exporting from 3ds max to Armed Assault
http://www.vimeo.com/1417473 http://www.veoh.com/videos/v15306810rRWK4P96 This one is how to import into Oxygen and how to get the textures working This post has been edited by Mustang60348: Jul 27 2008, 22:22 |
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Jul 27 2008, 23:04
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#86
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Great ! I hope you don't mind the news I made
http://www.armedassault.info/index.php?cat...&setlang=en Also please don't doublepost..use the edit button in the futur Cheers Deadeye -------------------- |
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Jul 29 2008, 15:13
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#87
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New Member Group: Members Posts: 1 Joined: 13-March 08 Member No.: 2,642 |
thanks mustang for using the vimeo and vimeoHD service!
btw are there both videos ? and could You update the news with these links ? t thanks |
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Aug 4 2008, 21:49
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#88
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Junior Member Group: Members Posts: 19 Joined: 21-July 08 From: Canada Member No.: 3,694 |
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Oct 29 2008, 02:05
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#89
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Junior Member Group: Members Posts: 19 Joined: 16-October 08 From: Indiana, USA Member No.: 4,357 |
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.
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Oct 29 2008, 10:30
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#90
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Member Group: Addon Maker Posts: 133 Joined: 11-September 07 From: Mother Russia Member No.: 1,136 |
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. tru use rvmat confector tool by... (kegeuts?)-------------------- |
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Oct 29 2008, 16:49
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#91
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Please use the Modelling/Question thread for these issues...only Tutorial links in here
http://forum.armedassault.info/index.php?showtopic=850 -------------------- |
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Jan 10 2009, 18:27
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#92
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New Member Group: Members Posts: 2 Joined: 12-February 08 Member No.: 2,353 |
does anyone have any good UV mapping tutorials or programs? here is an easy uv mapping tutorial for 3ds max http://www.mg-motorsports.net/Forum/tabid/...ic/Default.aspx |
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Feb 26 2009, 19:05
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#93
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N00b always & everywhere Group: Members Posts: 430 Joined: 30-October 07 From: Wodzisław Śl. - Poland Member No.: 1,589 |
DO you know any cloth and vehicle (metal & rust) for GIMP?
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Jan 10 2010, 19:50
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#94
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New Member Group: Members Posts: 9 Joined: 16-December 09 Member No.: 6,913 |
Hi Sir D@nte,
At first.. 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 Kind Regards Paolo |
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