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bludski

Objects that decal the ground like helipads.

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Does anybody have any experience with that? Is that a viable way to add things like paint on road or similar on your map?

 

I am working on objects for the airfields on my map and I wish to make the runways and taxiways as authentic as possible which means a lot of coloured paint on that tarmac texture.

 

any guides around for this? Thanks.

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Have you tried the "user Texture" in the editor..I know its for facing you but could it be possible to lay it flat? Ive used them for making my own graffiti on walls. Would be neat to include that in an Eden update to be able to make your own lines on roadways and such.

 

 

Diesel

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Have you tried the "user Texture" in the editor..I know its for facing you but could it be possible to lay it flat? Ive used them for making my own graffiti on walls. Would be neat to include that in an Eden update to be able to make your own lines on roadways and such.

 

 

Diesel

I guess I am looking for making a helipad object in every way except that ai will see it as a helipad. Then I could make about twenty of those as squares to detail my runway as styling and mark my taxiways etc.. I haven't taken apart the altis runway to see how they did any of those those things. I haven't even created runway scripts on my map yet but it seems to me there has to be a way to paint the ground like that seeing as helipads are.

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Hi Bludski,

 

If you're looking to add some decals for your airfield that serve no other function than simple aesthetics, you can use diesel tech JC's idea of inverting the 10M User Texture object. However, a limitation with this is that they don't work well in rainy weather (the texture will always appear in fron of the rain, no matter your proximity).

 

Perhaps a better solution is to create some simple objects in a free 3D modelling program like Blender (or O2 itself). All you need to do is create a square plane. Then, when it comes to creating and assigning a texture, make sure you start off with something like a png format, and then convert it to a paa format, with the important suffix _ca.

 

To achieve a working helipad that AI can interact with will mean defining it in the config. I'd recommend checking out the config for the vanilla helipad and see how it's done. I'd provide you with it myself, but my hard drive's out of commission at the moment!  

 

If you're a little apprehensive about tackling 3D modelling, I'd suggest sticking with the User Texture. Your helipad could be done by creating a new object config entry, borrowing from both the vanilla helipad and the 10M User Texture (just the model path).

 

Hope that helps, mate - good luck!

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kydoimos, I have done 3d for close to 20 years, I just haven't gone to the stage of having any of my own models in arma yet. I have been focusing on creating a working map with all features and are just beginning the process of my own objects and artwork on it. Creating the raw models and image maps is the least of the problem in a separate package.

 

I am just trying to harvest as much information as I can because doing things over and over ruins my day! :)

 

I am pretty certain there will soon be a pack of airport objects from me when I have this stuff figured out. I just need to know what I can and cannot do technically....

 

I recently discovered the crack clutter objects and I guess I will be trying to figure out how those were made.

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Hey bludski this can be done fairly easily, check out australia road markings, arrows and handicap carpark road markers etc. The biggest issue thou is transferring them to a satellite image to make sure they are seen from a distance when being used on  a runway.

 

You can take the A2 sample pack and look in MISC.pbo for the Heli_h_civil or Cross, open it up in O2 and resize and then UVMap a texture or decal on it

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Thanks @Auss! I´ve already had found the Arma 3 helipad files,

everything works alright, except for the most important thing.

The texture behaves like a normal model as you can change it´s

hight. It should automatically allign to the terrain.

 

Does anyone knows why? I have pretty much copied the A3 files...

 

Thanks for helping! :)

 

.rvmat

Spoiler


ambient[] = {1.0,1.0,1.0,1.0};
diffuse[] = {0.2,0.2,0.2,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {0.0,0.0,0.0,0.0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

 

config.cpp

Spoiler


class CfgEditorSubcategories
{
	class EdSubcat_EFM_Road_Decals
	{
		displayName = "Road Decals";
	};
};

enum {
	destructengine = 2,
	destructdefault = 6,
	destructwreck = 7,
	destructtree = 3,
	destructtent = 4,
	stabilizedinaxisx = 1,
	stabilizedinaxesxyz = 4,
	stabilizedinaxisy = 2,
	stabilizedinaxesboth = 3,
	destructno = 0,
	stabilizedinaxesnone = 0,
	destructman = 5,
	destructbuilding = 1
};

class CfgPatches
{
	class road_decals
	{
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {"A3_Structures_F_Mil"};
		units[] = 
		{
			"white_road_marker_straight",
			
			"white_road_marker_keep_clear",
			"white_road_marker_slow",
			"white_road_marker_stop",
		};

	};
};
class cfgVehicles
{
	class NonStrategic;
	class HeliH: NonStrategic{};
	class white_road_marker_straight : HeliH
	{
		author = "BS";
		_generalMacro = "road_decals";
		mapSize = 1;
		scope = 2;
		scopeCurator = 2;
		displayName = "Road Marker - Straight [EFM]";
		model = "\EFM_road_decals\data\white_road_marker_straight_F.p3d";
		icon = "iconObject_2x1";
		vehicleClass = "Signs";
		destrType = "DestructNo";
		accuracy = 0.2;
		animated = 0;
		cost = 0;
		editorCategory = "EdCat_Extended_Fortifications";
		editorSubcategory = "EdSubcat_EFM_Road_Decals";
	};
};

 

 

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u need the A2 files as that is a model issue, u cannot alter the A3 models as their binarized. creating a plane with land contact points (i think) will fix your issue

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So it ain´t possible to create your own model and export it?

I´ve looked into the A3 helipad.p3d file with some magic and made

the exact same on my own in Blender

 

Edit: I´ll try it out with a land contact LOD.

 

Thanks man!

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No, adding LandContact LOD poorly does not work for me.

(If I did it right, simply adding vertices to the corner and grid)

 

However, using the Helipad Model and setting the path to my

own materials and textures somehow works...So the point

MUST be in the .obj file (like youve said already).

 

Simply annoying as i´ve had all the decal files finished

already. Do you know an active BI Modeler in these forums? :)

 

Also, youve used the helipad files as a base for your decals

on the Australia Map aswell right? @Auss

 

 

Thanks again.

Benno

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yes Ive also used other p3d's from the Sample pack to make road decals

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