Linker Split 0 Posted July 15, 2007 <span style='font-size:12pt;line-height:100%'>HERE IS THE TUTORIAL IN PDF FORMAT</span> HOPE IT HELP CREATING AMAZING ADDONS, SINCE TOOLS ARE NOT OUT YET! Linker Split Share this post Link to post Share on other sites
blackjack-VS- 0 Posted July 15, 2007 Very cool tutorial Linker Split, easy to read and understand...I think i'll finally try to import some models and see what happens with the textures. What's still missing are the named selections list, and an updated o2 version, but i'm sure bis is working on that.. Thanks for putting this tut up, really apreciated! Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 15, 2007 Very Nice ! Instead of Photoshop I used GIMP with the Normal map plugin and it worked pretty well. Be good it someone would host this as a web page. If none of the big name ArmA sites don't, I would. Share this post Link to post Share on other sites
Linker Split 0 Posted July 16, 2007 Gnat @ July 16 2007,01:55)]Very Nice !Instead of Photoshop I used GIMP with the Normal map plugin and it worked pretty well. Be good it someone would host this as a web page. If none of the big name ArmA sites don't, I would. [APS]Thanks Gnat! Share this post Link to post Share on other sites
sander 14 Posted July 17, 2007 This is very helpful. Thank you for the tutorial. Regards, Sander Share this post Link to post Share on other sites
Guest RKSL-Rock Posted July 17, 2007 Gnat @ July 16 2007,00:55)]Be good it someone would host this as a web page.If none of the big name ArmA sites don't, I would. I'd be happy to host it. I'm still writing various tut's for animations etc and gathering together various tutorials. @Linker if you would like me to host it let me know. Share this post Link to post Share on other sites
Linker Split 0 Posted July 18, 2007 Gnat @ July 16 2007,00:55)]Be good it someone would host this as a web page.If none of the big name ArmA sites don't, I would. I'd be happy to host it. I'm still writing various tut's for animations etc and gathering together various tutorials. @Linker if you would like me to host it let me know. Ok do it then and really thanks all! Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 19, 2007 Better option ... Rocks got more "profile" than me Share this post Link to post Share on other sites
SouthSaturnDelta 1 Posted August 3, 2007 Hi guys, Been looking into Linkers guide to transferring OFP stuff into Arma but got to the point where in the PDF ~ Photoshop menu filter - nvidia tools - normalmapfilter is mentioned. I dont have this option appearing though,so how can I get it ? Is it a codec or something I need from Nvidia,or from adobe? If so,which one? I have an Nvidia 7600GS at the mo. Â Â Â Â Â Â Many thanks, SSD Share this post Link to post Share on other sites
DBO_ 0 Posted August 3, 2007 its a plugin . find it here Adobe Photoshop Normal Map and DDS Authoring Plug-ins Share this post Link to post Share on other sites
SouthSaturnDelta 1 Posted August 3, 2007 Thanks ofp2,I can get on with some simple projects now. Actually suprised this thread isnt lit up with folks clammering to get the loot from OFP converted? Great work there Linker (much hat doffing to you sir ! SSD Share this post Link to post Share on other sites
Linker Split 0 Posted August 3, 2007 Thanks ofp2,I can get on with some simple projects now.Actually suprised this thread isnt lit up with folks clammering to get the loot from OFP converted? Great work there Linker (much hat doffing to you sir ! SSD for any helps, tips and tricks, contact me Share this post Link to post Share on other sites
SouthSaturnDelta 1 Posted August 3, 2007 Cheers Linker, Â Followed your tut ,got the object ingame and it looks really good. With multiple textures,would the config be altered to accomodate each one for each class ~ <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> textures[] = {"prc_25\radio_co.paa","prc_25\radio2_co.paa"}; ////// class Stage1 { texture = "prc_25\radio_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}; }; { texture = "prc_25\radio2_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 = "prc_25\radio_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}; }; { texture = "prc_25\radio2_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 = "prc_25\radio_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}; }; { texture = "prc_25\radio2_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}; }; }; }; }; Like this above? How do you add multiple textures to your P3D's? Oh yeah, in the editor I get this message ~ no entry 'bin\config.bin/CFGmodels.default' but it still works after retrying preview. Cheers, SSD Share this post Link to post Share on other sites
Linker Split 0 Posted August 3, 2007 there's no cfgModels class in ArmA for objects anyway, to add different textures, you must do this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgTextureToMaterial { class tex1 { textures[] = {"path\tex1.paa"}; material = "#tex1"; }; class tex2 { textures[] = {"path\tex2.paa"}; material = "#tex2"; }; }; then specify the class CfgMaterials <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMaterials { class tex1 //material #tex1 { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.61, 0.45, 0.38, 1.0}; specularPower = 30.0; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "path\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 = "path\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 tex2 //material #tex2 { ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.41, 0.39, 0.29, 1.0}; specularPower = 30.0; PixelShaderID = "NormalMapSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "path\tex2_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 = "path\tex2_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}; }; }; }; yeah you must configure the normal map and specular map for each texture... Share this post Link to post Share on other sites