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Armed Assault Info Forums _ Addons - Work in progress _ Tutorial Links

Posted by: d@nte Nov 12 2006, 03:47

Last update : 24.11.2008:

Normal Mapping:

http://www.bencloward.com/tutorials_normal_maps1.shtml
http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm
http://www.doom3world.org/phpbb2/viewtopic.php?t=483
http://www.armedassault.info/index.php?cat=articles&class=tutorials&id=3
ftp://www.armedassault.info/armad/other/Gimp_Normal_Map_Plugin_Tutorial.pdf
http://www.armedassault.info/index.php?cat=articles&class=tutorials&id=29
http://www.paultosca.com/makingofvarga.html


3D Studio Max :

ftp://www.armedassault.info/armad/other/JdB_3dsmax_shortcut.pdf
http://www.turntool.com/files/TurnToolManual_3DSMax.pdf
http://www.3d-resources.com/3d_studio_max_tutorials/uv_mapping_the_easy_way_tutorial.html
http://www.game-artist.net/forums/spotlight-articles/2329-3ds-max-unwrapping-techniques.html

How to model with various programs :

http://www.3dtutorials.sk/
http://67.15.36.49/ffa/tutorials/tutorialsmax_text1.asp
http://www.3dbuzz.com/vbforum/sv_home.php


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
http://www.imageafter.com/
http://free-textures.got3d.com/index.html
http://www.bencloward.com/resources_textures.shtml
http://www.texturewarehouse.com/gallery/index.php

Texture Tutorials (Photoshop) :

http://www.threedy.com/site/forum/showthread.php?t=24410
http://www.flay.com/getarticle.cfm?articleid=5
http://forums.cgsociety.org/showthread.php?t=77484
http://www.pslover.com/tutorials/Textures/11/
http://www.photoshopcafe.com/tutorials.htm
http://www.tutorialized.com/tutorials/Photoshop/1
http://www.pixel2life.com/tutorials/Adobe_Photoshop/All/ really good
http://www.totaltutorials.com/
http://www.psworkshop.net/

Resources
http://www.armedassault.info/index.php?cat=news&id=558&newlang=eng (to be used in/for ArmA only!)

ArmA specific tutorials :
http://www.ofpec.com/ed_depot/index.php?action=details&id=481&game=ArmA
http://www.aos.armaholic.eu/tutorial2.html
http://www.ofpec.com/ed_depot/index.php?action=details&id=465&game=ArmA
http://ofp.gamepark.cz/_hosted/ofpmm//BHD_MOD/Downloads/MaterialEditor_tutorial0.5.rar
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
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=76;t=71603
http://www.armedassault.info/index.php?cat=news&id=1139
http://www.ofpec.com/ed_depot/index.php?action=details&id=507&game=ArmA
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=57170;hl=seam

Island Making
http://www.armedassault.info/index.php?cat=articles&class=tutorials&id=28
http://www.ofpec.com/ed_depot/index.php?action=list&game=ArmA&cat=tu&type=is
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=68535

General BIS addonmaking tutorials :
http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm

Posted by: Linker Split Nov 12 2006, 11:52

Wow good links D@nte... smile.gif always our m8 you are!
here is another link:
http://www.turntool.com/files/TurnToolManual_3DSMax.pdf wink.gif

Posted by: JdB Nov 12 2006, 13:34

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.

Posted by: d@nte Nov 13 2006, 07:52

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.

Posted by: Nuker Nov 13 2006, 08:46

Seems to be pretty tough to create addons with normal-maps. But then, I am not really an experienced modeller.

Posted by: d@nte Nov 13 2006, 08:59

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 cry3.gif

Posted by: JdB Nov 13 2006, 17:16

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.... dance.gif

Posted by: surpher Nov 13 2006, 20:45

Tutorial sites
http://www.3dtutorials.sk/
http://67.15.36.49/ffa/tutorials/tutorialsmax_text1.asp

Lots of links to blueprints & some tutorials on this forum.
http://www.military-meshes.com/

Texture Resources
http://www.psicosonic.net/index.php?zona=00products#zona - 25 free per day
http://www.mayang.com/textures/
http://www.imageafter.com/
http://free-textures.got3d.com/index.html
http://www.bencloward.com/resources_textures.shtml
http://www.texturewarehouse.com/gallery/index.php

Posted by: d@nte Nov 14 2006, 10:09


I did not know the first, thx smile.gif

Posted by: Nuker Nov 15 2006, 15:17

QUOTE(d@nte @ Nov 13 2006, 08:59) *

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 cry3.gif


Thats the downside of new 'technologies' thumbsdownsmileyanim.gif But oh well, seems we need to study some more!

Posted by: Serial Killer Nov 16 2006, 09:17

Does anyone know any good texturing tutorials, especially for clothing textures?

Posted by: surpher Nov 16 2006, 12:08

Clothing tutorials
http://www.threedy.com/site/forum/showthread.php?t=24410
http://www.flay.com/getarticle.cfm?articleid=5

Posted by: d@nte Nov 16 2006, 12:10

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 smile.gif

Posted by: Serial Killer Nov 16 2006, 12:16

Good, these will come useful for sure. Thanks! smile.gif

More would be appriciated, of course... tongue.gif

Posted by: d@nte Nov 16 2006, 19:00

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

Posted by: Serial Killer Nov 16 2006, 19:36

QUOTE(d@nte @ Nov 16 2006, 20:00) *

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.

Posted by: d@nte Nov 16 2006, 19:57

ok Copy of rolleyes.gif


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/

smile.gif

Posted by: Helping Hand Nov 17 2006, 14:32

These are all good tuts people there are quite a few i need to use

Posted by: Blackjack Nov 17 2006, 23:38

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.

Posted by: Linker Split Nov 18 2006, 09:25

The problem is...
How many of Us can use 3DStudio max????
angry.gif
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) cry3.gif

Posted by: d@nte Nov 18 2006, 13:00

it's not difficult, follow the tuts.

Posted by: Linker Split Nov 18 2006, 19:53

Ok, I'll do it! thanks wink.gif

Posted by: JdB Nov 18 2006, 22:07

QUOTE(Linker Split @ Nov 18 2006, 09:25) *

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.

Posted by: Guy Nov 20 2006, 23:24

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

Posted by: Gielovic Nov 21 2006, 13:51

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

Posted by: SpecOp9 Nov 23 2006, 07:48

GIMP 2.0 auto-creates normal maps I believe.

Posted by: d@nte Nov 23 2006, 10:51

hum! i don't think, you need a plug-in like for photoshop. smile.gif

Posted by: Blackjack Nov 25 2006, 15:11

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:
-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 smile.gif

Posted by: UNIT-716 Jul 2 2007, 01:39

does anyone have any good UV mapping tutorials or programs?

Posted by: Jukka Jul 2 2007, 10:43

Here is something:

http://www.3d-resources.com/3d_studio_max_tutorials/uv_mapping_the_easy_way_tutorial.html

Posted by: UNIT-716 Jul 3 2007, 18:14

Thanks Jukka, very useful tut there

Posted by: Elliot Carver Jul 8 2007, 09:32

Cheers SS happy.gif I'll pass the link onto him
Rock on,
Carver


EDIT: User banned so post as been trashed rolleyes.gif

Posted by: JdB Jul 8 2007, 17:23

QUOTE(Elliot Carver @ Jul 8 2007, 10:32) *
EDIT: User banned so post as been trashed rolleyes.gif


Long live my bookmarks:

http://www.game-artist.net/forums/spotlight-articles/2329-3ds-max-unwrapping-techniques.html

Posted by: Linker Split Jul 15 2007, 14:59

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 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.


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. wink.gif

______________________________
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:
http://www.armedassault.info/pics/news/picmn7.jpg
(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 biggrin.gif)
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:

weirdsmiley.gif IT SCARES ME!

Ok, let's proceed to make a lifting for it! cool.gif
______________________________
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:
http://www.armedassault.info/pics/news/piceu9.jpg
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 wink.gif
______________________________
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! wink.gif

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 http://community.bistudio.com/wiki/ArmA:_RVMAT. I don't want to repeat what is written there wink.gif

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:
http://www.armedassault.info/pics/news/63449582fh1.jpg
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:


ftp://www.armedassault.info/armad/other/BOX_example.rar
________________________________________________________________

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... smile.gif

I hope this tutorial helps!


Cheers all, Linker Split

Posted by: AtStWalker Jul 15 2007, 15:19

QUOTE(SpecOp9 @ Nov 23 2006, 08:48) *
GIMP 2.0 auto-creates normal maps I believe.


http://nifelheim.dyndns.org/~cocidius/normalmap/ thumbsup.gif

Posted by: Linker Split Jul 15 2007, 15:36

HERE IT IS MY TUTORIAL IN A SINGLE PDF FILE (THANKS DEADEYE! wink.gif)

ftp://www.armedassault.info/armad/other/LS_Normal_Specular_Mapping_Tutorial.pdf

Posted by: Marco Cattaneo Jul 15 2007, 18:38

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

Posted by: Linker Split Jul 15 2007, 19:17

QUOTE(Marco Cattaneo @ Jul 15 2007, 19:38) *
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:

http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps
Or this:
http://en.wikipedia.org/wiki/Bump_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 smile.gif

Posted by: Marco Cattaneo Jul 15 2007, 19:45

QUOTE(Linker Split @ Jul 15 2007, 20:17) *
Well, if you are handy with google, see this:

http://wiki.blender.org/index.php/Manual/Bump_and_Normal_Maps
Or this:
http://en.wikipedia.org/wiki/Bump_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 smile.gif



I can assure you that I know what normal maps are and how to make them happy.gif


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..


Posted by: xEnigmax Jul 17 2007, 09:50

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.

Posted by: JdB Jul 17 2007, 20:14

QUOTE(xEnigmax @ Jul 17 2007, 10:50) *
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.

Posted by: Linker Split Jul 17 2007, 22:47

http://img508.imageshack.us/my.php?image=tree1eg7.jpg
first effect on a tree... smile.gif

Posted by: Deadeye Jul 19 2007, 11:10

Linker Split : This topic is not here to show off your texturing skills. Post the pics in your HDS thread blink.gif

BTW: I listed every tutorial, link.... whatever in the first page. Time to get some structure in this tuts thread smile.gif


Posted by: Linker Split Jul 19 2007, 23:20

QUOTE(Deadeye @ Jul 19 2007, 12:10) *
Linker Split : This topic is not here to show off your texturing skills. Post the pics in your HDS thread blink.gif

BTW: I listed every tutorial, link.... whatever in the first page. Time to get some structure in this tuts thread smile.gif

yeah sorry man, you are right... anyway, I'm discovering noew important things about the normal mapping process... smile.gif

Posted by: hoz Aug 27 2007, 01:06

Shouldn't you be using rvmat files instead of sections in the config for cfgtexturetomaterial and cfgmaterials?

Posted by: Linker Split Aug 27 2007, 21:53

QUOTE(hoz @ Aug 27 2007, 02:06) *
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 wink.gif

Posted by: Linker Split Sep 9 2007, 21:35


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:

http://ofp.gamepark.cz/_hosted/ofpmm/BHD_MOD/Downloads/MatEditor_tutorial.rar


cheers all
Linker Split


Posted by: Bracken Sep 9 2007, 22:41

Thanks Linker Split thumbsup.gif

Very well written and easy to follow.

Posted by: Rellikki Sep 19 2007, 23:51

Added your tutorial on our http://www.armedassault.info/index.php?cat=articles&class=tutorials. Good job! smile.gif

Posted by: Linker Split Sep 20 2007, 18:43

QUOTE(Rellikki @ Sep 20 2007, 00:51) *
Added your tutorial on our http://www.armedassault.info/index.php?cat=articles&class=tutorials. Good job! smile.gif

Well thanks m8!!!!
and thanks also deadeye wink.gif

Posted by: Deadeye Sep 20 2007, 18:47

You got that wrong mate wink.gif 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.

Posted by: Linker Split Oct 14 2007, 10:23

UPDATED TUTORIAL!

Fixed:
*changed the options to get all the templates working

Download Link:
http://ofp.gamepark.cz/_hosted/ofpmm//BHD_MOD/Downloads/MaterialEditor_tutorial0.5.rar

cheers all
Linker Split


Posted by: JdB Oct 29 2007, 02:49

Noticed this tutorial for getting a soldiermodel ingame: http://www.aos.armaholic.eu/tutorial2.html

Posted by: Linker Split Oct 31 2007, 23:47

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

Posted by: Raptor Nov 15 2007, 08:01

I also make short list of some Mappint tutorials.

Basics:
http://en.wikipedia.org/wiki/Bump_mapping
http://en.wikipedia.org/wiki/Normal_mapping

Community Tut's (ArmA)
http://www.young.cliranet.com/tutoriaux/UV_Editor_Tutorial.pdf
ftp://www.armedassault.info/armad/other/LS_Normal_Specular_Mapping_Tutorial.pdf
http://fab.ofp.free.fr/Tutorials/Textures.htm

3D Total (3Dmax):
http://www.3dtotal.com/team/Tutorials/vaults/vaults_01.asp
http://www.3dtotal.com/team/Tutorials/defreitas/defreitas_1.asp
http://www.3dtotal.com/team/tutorials/plane/ronnie_tex_01.asp
http://www.3dtotal.com/team/Tutorials/totaltextips/totaltextips_1.asp
http://www.3dtotal.com/team/tutorials/noeltutorial/noel_garbage_01.asp

More examples:
http://www.3dtotal.com/team/Tutorials/simple_scene/simplescene_01.asp
http://www.3dtotal.com/team/Tutorials/Building_ferenc/building_p1.asp
http://www.3dtotal.com/team/Tutorials/v8_reeves/reeves01.asp
http://www.3dtotal.com/team/Tutorials/v8_buick-wildcat/buick_wildcat01.asp
http://www.3dtotal.com/team/tutorials/lisuli/lisuli.asp

Texturing basics ( 3DTotal):
http://www.3dtotal.com/team/tutorials/proced_wood/proced_wood.asp
http://www.3dtotal.com/ffa/tutorials/max/UVW_mapping_an_object/UVW_mapping_an_object1.asp
http://www.3dtotal.com/ffa/tutorials/photoshop/worn_metal/metal.asp
http://www.3dtotal.com/ffa/tutorials/max/metal_surfaces/lotsmetal.asp

Some Resources:
http://www.highend3d.com/maya/tutorials/texturing/
http://www.3dtotal.com/ffa/tutorials/max/metal_surfaces/lotsmetal.asp
http://www.tutorialized.com/tutorials/3DS-MAX/1
http://www.3dm3.com/tutorials/

Some more links:
http://www.i.nation.btinternet.co.uk/tutorials/tutorial_00.htm
http://forums.cgsociety.org/showthread.php?f=46&t=373024

Maybe helpfull for some of you. mellow.gif

Posted by: JB™ Nov 16 2007, 14:30

here is a tutorial I just wrote added to my website.

maybe of some use here?

http://www.aos.armaholic.eu/tutorial3.html


Posted by: Deadeye Nov 16 2007, 20:27

QUOTE(JB™ @ Nov 16 2007, 14:30) *
here is a tutorial I just wrote added to my website.

maybe of some use here?

http://www.aos.armaholic.eu/tutorial3.html

Great job JB, added it to our tutorial section wink.gif Will add the first one too ! (later)

Posted by: JB™ Nov 17 2007, 17:44

QUOTE(Deadeye @ Nov 16 2007, 19:27) *
Great job JB, added it to our tutorial section wink.gif Will add the first one too ! (later)


Thank you, very much appreciated smile.gif




Posted by: GIJOE94 Dec 13 2007, 20:07

Su-25 conversion tutorial. http://dodownload.filefront.com/9218177//9cc010a43d4eedf795a31bd690b56d18caf939c58fda0b2c117974fa0cb4c8a73d13b48dad433771

Posted by: USSRsniper Jan 10 2008, 14:44

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.

Posted by: Eddie Jan 28 2008, 20:15

how do i use texview to turn a paa into an editable format?

Posted by: JdB Jan 28 2008, 20:28

QUOTE(Eddie @ Jan 28 2008, 20:15) *
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.

Posted by: surpher Jan 30 2008, 17:41

I found this low-poly game character tutorial http://www.paultosca.com/makingofvarga.html, it's mainly about workflow and tangent space normal maps.

Posted by: Linker Split Jan 30 2008, 23:59

QUOTE(surpher @ Jan 30 2008, 17:41) *
I found this low-poly game character tutorial http://www.paultosca.com/makingofvarga.html, it's mainly about workflow and tangent space normal maps.

well, not so much low-poly, it's around 6000 verticles tongue.gif

Thanks for the tut wink.gif

Posted by: Eddie Feb 2 2008, 02:33

anybody know of a plug in for paint shop pro and ot a tutorial

Posted by: Linker Split Feb 2 2008, 11:38

QUOTE(Eddie @ Feb 2 2008, 02:33) *
anybody know of a plug in for paint shop pro and ot a tutorial


http://www.google.it/search?hl=it&q=Paint+shop+pro+tutorials&btnG=Cerca+con+Google&meta=

http://hem.passagen.se/grafoman/plugtool/plugs.html

thumbsup.gif

Posted by: Eddie Feb 3 2008, 21:41

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?

Posted by: -=engener=- Feb 3 2008, 22:11

glare.gif

QUOTE(Eddie @ Feb 3 2008, 21:41) *
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?
USe paa plugin for photoshop

Posted by: Eddie Feb 4 2008, 02:52

QUOTE(-=engener=- @ Feb 3 2008, 22:11) *
glare.gif USe paa plugin for photoshop



does that work with paint shop pro .... i do not have photo shop

Posted by: Eddie Feb 4 2008, 03:08

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

Posted by: surpher Feb 4 2008, 11:17

QUOTE(Eddie @ Feb 4 2008, 02:08) *
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.

http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=57170;hl=seam by Ebud

Posted by: JdB Feb 4 2008, 15:07

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 smile.gif

Posted by: ObmaR Feb 13 2008, 09:09

ftp://www.armedassault.info/_hosted/bushwars/tut/glass_damage_tutorial.pdf

Here is the Glass Damage Tutorial I promised, I have converted it to .pdf for easier reading and downloading as well as online viewing.

ftp://www.armedassault.info/_hosted/bushwars/tut/glass_damage_tutorial.pdf

Posted by: Deadeye Feb 13 2008, 10:40

Added to the tutorial section :

http://www.armedassault.info/index.php?cat=articles&id=24&setlang=en

Thx for your time ObmaR smile.gif

Posted by: JdB Feb 22 2008, 00:20

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.

Posted by: TankCommander Feb 29 2008, 04:22

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 smile.gif

Posted by: Deadeye Feb 29 2008, 15:59

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 :



Posted by: Eddie Mar 29 2008, 18:59

anybody have a tut for doing damage textures and applying them?

Posted by: Linker Split Jun 6 2008, 00:18

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 smile.gif

Check yourself:

Before:


After:

Posted by: Mustang60348 Jul 26 2008, 22:32

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

Posted by: Fabiantronc Jul 26 2008, 23:45

QUOTE(Mustang60348 @ Jul 26 2008, 18:32) *
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.

Posted by: Mustang60348 Jul 27 2008, 00:19

QUOTE(Fabiantronc @ Jul 26 2008, 18:45) *
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

Posted by: bdfy Jul 27 2008, 12:47

2Mustang
maybe you can reupload your Crysis tutes to vimeo too ? veoh do not work with a lot of the countries for some reason

Posted by: Mustang60348 Jul 27 2008, 15:00

QUOTE(bdfy @ Jul 27 2008, 07:47) *
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

Posted by: Mustang60348 Jul 27 2008, 21:04

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

Posted by: Deadeye Jul 27 2008, 23:04

Great ! I hope you don't mind the news I made wink.gif

http://www.armedassault.info/index.php?cat=news&id=1091&setlang=en

Also please don't doublepost..use the edit button in the futur

Cheers Deadeye

Posted by: Dwarden Jul 29 2008, 15:13

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

Posted by: Mustang60348 Aug 4 2008, 21:49

QUOTE(Dwarden @ Jul 29 2008, 10:13) *
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


Not sure what your question is. I can't update the news I don't think, only a mod can do that.

Posted by: Binkowski11 Oct 29 2008, 02:05

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.

Posted by: -=engener=- Oct 29 2008, 10:30

QUOTE(Binkowski11 @ Oct 29 2008, 02:05) *
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?)

Posted by: Deadeye Oct 29 2008, 16:49

Please use the Modelling/Question thread for these issues...only Tutorial links in here wink.gif

http://forum.armedassault.info/index.php?showtopic=850

Posted by: randy Jan 10 2009, 18:27

QUOTE(UNIT-716 @ Jul 1 2007, 18:39) *
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/140/forumid/15/postid/11287/view/topic/Default.aspx

Posted by: SaS TrooP Feb 26 2009, 19:05

DO you know any cloth and vehicle (metal & rust) for GIMP?

Posted by: Aloha! Jan 10 2010, 19:50

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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