meshcarver 12 Posted January 19, 2013 (edited) Hi guys, I'm not sure if this is the correct place for this, or it should go into the O2 modelling section..? Anyway, I've built and textured a fair few structures now for ARMA 2(3 really), and want to take one of them out of the 3D app and go through the process of placing a simple building fully working/functioning into the game. Rather than me wasting time just LOOKING for correct tutorials, I was hoping I could have at least some pointers to relevant topics/threads/tuts etc and any advice is welcome about things like resLODS/fireLODS/roadLODS also... I've got a slight grasp on the process of getting an object in, as I've placed a custom barrel (lol), but it had no resLODS or roadLODS obviously, so if it's ok, could someone experienced answer these basic questions please? (Please bear in mind I intent to write down this entire process in a clear concise way so as to help other new starters in this process, as it's got a rep for having a vertical learning curve still..! -How many res(geo?)LODS do I need for a building..? I've read 5 but I've also read 3, and to be honest I've even read 2 is sufficient, as apparently 3 makes no difference over 2... -For the lower levels of detail meshes, do I need to create a smaller texture sheet, or is it ok to use just the one large 1024*2048 still..? -For the lower res models, do I also need to have more basic FIRE/SHADOW lods etc..? -Is the process for creating a building to be placeable in the editor (For my own testing/viewing purposes) the same as creating a building to be permanently placed in a custom terrain map..? -Is there an extra process needed to make this building enterable/usable for AI..? For things like the FIRElods, the geometry of some of my structures are quite detailed, like individual planks of wood sticking out etc. Can I have all of these in the FIRElods or will it simply get too expensive..? Is it best to make an "approximation" of the form (This would be terrible game play wise imo...)? -Are there ANY BASIC example sheets of RVMats available..? Atm, I don't plan on having anything destructible so this should make it easier. Ok, I'm really sorry if this reheats what's been asked elsewhere, but if so I genuinely cannot find it. I go after information myself, but thought in this case it best to get some direct feedback that I can filter down, follow and then format the results for other peoples benefit..! For the record, this is the simple building I wish to place in the editor: http://www.flickr.com/photos/86890612@N02/8341647902/in/photostream Thanks very much for your time gentlemen..! Marc Edited January 19, 2013 by meanmachine1 Share this post Link to post Share on other sites
saltatormortis 12 Posted January 19, 2013 i think you will get no real responses on this thread! you don't even have the patience to scan the sticky thread titles. Mondkalb's "How to create an Addon from scratch" is the second. even the Thread Arma2 YouTube tutorials would help you. and for a bonus i point you to the arma 1/2 Sample Models PS nice model Share this post Link to post Share on other sites
meshcarver 12 Posted January 19, 2013 Fair enough, but I've actually done the Addons tut three times, and gone thru youtube tuts galore lol... nevermind Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 19, 2013 Open the BIS samples. Best way to learn what "normal" Share this post Link to post Share on other sites
meshcarver 12 Posted January 19, 2013 I got some great help from max, konrad and peter..! Thanks guys, very much appreciated... Close this thread please mods. Share this post Link to post Share on other sites
das attorney 858 Posted January 19, 2013 So how will this help anyone in future? All people will do is try and PM Max, Konrad and Peter.... Can you post up something they helped you with so people in your current position can learn in future? Share this post Link to post Share on other sites
meshcarver 12 Posted January 19, 2013 Yes, Things i found out were; Supershader is the way to go, i was using an old Arma1 shader lol. Google supershader arma2. You do not need to have lower versions of fire/shadow lods, but you do need lower reslods obviously. Basically, if you have diffuse(co), normal map(nohq) and specular map(sdmi) then that is sufficient to texture an object! To make the building enterable, youll need a roadlod and also paths for the AI. You can have any amount of reslods, but it depends on the building type. Thats basically it, doesnt seem much like this but it meant a lot to me today as the info i found myself just wasn't clear... Share this post Link to post Share on other sites
das attorney 858 Posted January 19, 2013 Super, thanks :) Share this post Link to post Share on other sites
max power 21 Posted January 19, 2013 So how will this help anyone in future?All people will do is try and PM Max, Konrad and Peter.... Can you post up something they helped you with so people in your current position can learn in future? Yes, please don't PM me. He did not receive help from me through PMs. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 20, 2013 Thats basically it, doesnt seem much like this but it meant a lot to me today as the info i found myself just wasn't clear... Its a lot, especially for someone searching for similar answers. Very important factor with these forum, answers/solutions are GOLD, even if you found them yourself ;) Share this post Link to post Share on other sites
meshcarver 12 Posted January 20, 2013 Update, as I am doing buildings, apparently Multishader is better/more efficient? Could someone confirm this please.? Share this post Link to post Share on other sites