Jump to content
Sign in to follow this  
Meatball0311

Do I need photoshop to make addons?

Recommended Posts

Tested with helmet having smooth edges and there didn't seem to be any problems in game, not sure if the rpt had anything to say about it though, tested unbinarized as well.

Hmmmm interesting. Thanks. I'll have to test

Share this post


Link to post
Share on other sites

just a little fyi to all of you in the ArmA2 community... I am getting married today and will be back home this Sunday. ttyl

Share this post


Link to post
Share on other sites

It's been awhile but I am back and am confident that I have finished my model and am ready to move on to the next phase. This is my first addon so the process I am still a little confused on, but I will fill you all on what I have completed so far.

1. Modeled a rucksack with a PRC-117 inside (I am not concerned with making the radio operational or the rucksack able to carry anything.. I am wanting the appearance of a backpack with a radio in it ).

2. gave it 4 resolution LOD's (0.000 - 3.000) with no open faces.

3. gave it a ShadowVolume 1.000 (with no open faces)

4. gave it a Geometry LOD.

Textures look great at all LOD's.

Now what do I have to do next?

Do I have to write a model.cfg and a config.cpp? If so I will need some direction on how to do that.

Do I need _nohq, _smdi and rvmat files? I also need help on how to do those.

Thanks for all of your help!

buldozer2010-06-0121-36-26-44.jpg

Share this post


Link to post
Share on other sites
It's been awhile but I am back and am confident that I have finished my model and am ready to move on to the next phase. This is my first addon so the process I am still a little confused on, but I will fill you all on what I have completed so far.

1. Modeled a rucksack with a PRC-117 inside (I am not concerned with making the radio operational or the rucksack able to carry anything.. I am wanting the appearance of a backpack with a radio in it ).

2. gave it 4 resolution LOD's (0.000 - 3.000) with no open faces.

3. gave it a ShadowVolume 1.000 (with no open faces)

4. gave it a Geometry LOD.

Textures look great at all LOD's.

Now what do I have to do next?

Do I have to write a model.cfg and a config.cpp? If so I will need some direction on how to do that.

Do I need _nohq, _smdi and rvmat files? I also need help on how to do those.

Thanks for all of your help!

http://i900.photobucket.com/albums/ac208/Meatball0311/RUM/buldozer2010-06-0121-36-26-44.jpg

You would need the model.cfg depending on what you are planning on using it for. If there are no animations, etc you shouldn't need it

Config.cpp, yes, you need it. Have a look over existing configs. I guess you want to use it withing ACE2, the same way backpacks are used. If not, well, as an object/item? Uncertain here

The texture you did is only the diffuse one. You would need the rvmat, together with nohq and smdi. If you don't have a hipoly to bake your normal map (nohq) from, you can always create nohq map with xNormal, PS plugins (ATI or Nvidia) or similar tools. Specular map can also be done quite easy using PS or Gimp or whatever from the existing diffuse map

Rvmat - is the material that links all the textures toghether. There are plenty of tuts around the web and those forums about those sort of files. You can always unbinarize an existing rvmat and use those values for your rvmat.

For further help, i guess you could post some aditional info about what you want to do with this radio...

Share this post


Link to post
Share on other sites

My plans atm is just to get this in game for cosmetic purposes and in the near future there will be a script added to the radio. So in short I am concerned with getting this model of a modeled ruck with a modeled radio in it into game. I have been talking with someone who has given me the advice of doing this. He also mentioned that you would be one of the people to talk to about this matter. So I am going to repost a message I just sent him... oh and a little fyi I am using gimp. So can anyone direct me to a tutorial for makeing rvmat, nohq and smdi using gimp?

1. Make a work folder - RUM_PRC117\addons\RUM_PRC117_Rucksystem

2. Create a prefix file named "$PBOPREFIX$". Add one line consisting of root to my pbo.- RUM_PRC117\addons\RUM_PRC117_Rucksystem

3. Ok here is where it gets confusing. I am atm concerned with getting my PRC117 rucksystem in game for cosmetic purposes (however in the near future there will be a script for the radio added). So defining the Standard Defines I dont need atm correct?

4. Then I need only just one config.cpp file? And if that is so it should look something like this:

class CfgPatches {

class RUM_Radio_Rucksack {

units[] = {};

weapons[] ={ "RUM_PRC117_Rucksystem" };

requiredVersion = REQUIRED_VERSION;

requiredAddons[] = {"ace_sys_ruck"};

version = VERSION;

author[] = {"Meatball0311"};

};

};

class CfgWeapons {

class ACE_Rucksack;

class RUM_PRC117_Rucksystem: ACE_Rucksack {

scope = 2;

ACE_PackSize = 20250;

ACE_Size = 20251;

ACE_Weight = 1.15;

displayName = "RUM_PRC-117";

model = "RUM_PRC117\addons\RUM_PRC117_Rucksystem\models\RU M_PRC117.p3d";

picture = "RUM_PRC117\addons\RUM_PRC117_Rucksystem\images\RU M_PRC117textures.paa";

descriptionShort = "RUM_PRC117_Ruck_v1";

};

5. How does this look? and after that I would move on packing the pbo file?

Thanks to all!

Share this post


Link to post
Share on other sites

yes, the above looks ok.

Share this post


Link to post
Share on other sites

Ok I unPBO ace_sys_ruck as an example of how to put the addon together. This is what I have done and these are the questions I have.

Steps:

1. created a folder named "RUM_PRC117_RUCK"

2. within that folder I created a folder named "x"

3. within that folder I created a folder named "RUM"

4. within that folder I created a folder named "addons"

5. within that folder I created a folder named "prc117_ruck"

6. inside folder "prc117_ruck" I will have:

- $PBOPREFIX$ File with one line statement "x\RUM\addons\prc117_ruck"

- config.cpp (I am using Eliteness so can this stay .cpp or do I need to make this .bin??) that looks like this:

#define _ARMA_

class CfgPatches {

class RUM_Radio_Rucksack {

units[] = {};

weapons[] ={ "RUM_PRC117_Rucksystem" };

requiredVersion = REQUIRED_VERSION;*** does this have to be the latest ACE version or is this my addon's version???? and if it is mine where do I define this?

requiredAddons[] = {"ace_sys_ruck"};

version = VERSION; Once again is this ACES version or my version?? and if it is mine where do I define this?

author[] = {"Meatball0311"};

};

};

class CfgWeapons {

class ACE_Rucksack;

class RUM_PRC117_Rucksystem: ACE_Rucksack {

scope = 2;

ACE_PackSize = 20250;

ACE_Size = 20251;

ACE_Weight = 1.15;

displayName = "RUM_PRC-117";

model = "\x\RUM\addons\prc117_ruck\prc117ruck_data\RUM_PRC117.p3d";

descriptionShort = "RUM_PRC117_Ruck";

};

- folder named "prc117ruck_data" and in this I will have my .p3d file and texture .paa

7. Now I do not have _nohq, _smdi and rvmat files yet, but will check out how to make them using gimp.

so how is that so far looking?? Am I getting close to finalizing and packing it as pbo?

Edited by Meatball0311

Share this post


Link to post
Share on other sites

You don't need the same path as ace has in the pbo prefix.

The only thing you need is having your addon.pbo same named the same in the pboprefix, and not really the whole path.

IE: if i should be having a file pufu_example.pbo, the pbo prefix content should be pufu_example

config wise, you would need your file (pbo) to be binariez anyway, so don't mess with it manually

I would suggest to use binpbo tool from bis tool pack for a2, since it is a bit more intuitive (if that can be said for anything Arma related), and will also allow you to sign your files.

requiredVersion is related to arma build version, not ace. Just leave blank or use a very low value such as 0.1

version is your addon version. you could use a number such as 1.0 for the first release or blank. It is NOT mandatory

i suggest you use "data" instead of "prc117ruck_data" (that is the most commonly used form)..

But if you insist you could easily split them like this:

rum_prc117ruck\m for model (p3d)

rum_prc117ruck\t for textures (rvmat and paas)

rum_prc117ruck\s for scripts (if any are to be used later on)

etc

Example of config.cpp where

name of pbo: rum_prc117ruck.pbo

name of p3d: rum_prc117.p3d

layout: \rum_prc117ruck\data\

pboprefix: rum_prc115ruck

gear picture name: thumbpic.paa

class CfgPatches 
       {
       class RUM_Radio_Ruck
              {
               units[] = {};
               weapons[] ={ "RUM_PRC117" };
               requiredVersion = 0.1;
               requiredAddons[] = {"ace_sys_ruck"};
               version = 1.0;
               author[] = {"Meatball0311"};
               };
       };

class CfgWeapons 
       {
        class ACE_Rucksack;
        class RUM_PRC117: ACE_Rucksack 
                {
                 scope = 2;
                 ACE_PackSize = 20250;
                 ACE_Size = 20251;
                 ACE_Weight = 1.15;
                 displayName = "PRC-117";
                 model = "\RUM_PRC117\data\RUM_PRC117.p3d";
                 picture = "\RUM_PRC117\data\thumbpic.paa";
                 descriptionShort = "PRC 117 radio pack";
                 };
         };
};

As a general rule, ACE is a bad example for ppl trying to sort out their first addon. The layout is a lot more complex than a single pbo needs (for a number reasons i am not gonna put here). So while you obviously need to look over it if you want it to work together with ACE (in terms of inheritance etc etc), i suggest not to follow the same layout, unless you want to create a similar sized project, together with repo, and a huge number of other persons working simultaneously on different components that in the end need to work as one

Edited by PuFu
iphone sux for typing long msgs.

Share this post


Link to post
Share on other sites

Thanks for the help. I had to go run errands so I just had a chance to check out your last post. But before I left I actually got it to show up in game, except it was attached a few meters to the left of the unit.

arma22010-06-0311-01-23-95.jpg

I was told that it might be something to do with .p3d file and where the center of the addon is placed... any suggestions?

Let me show how I did this once again...

1. Made a folder named "prc117_ruck"

2. created a folder named "x"

3. created a folder named "rum

4. created a folder named "addons"

5. created a folder named "prc117_ruck"

6. inside this folder I have:

$PBOPREFIX$.file

x\rum\addons\prc117_ruck

config.cpp

#include "script_component.hpp"

class CfgPatches {

class rum_prc117_ruck {

units[] = {};

weapons[] ={ "RUM_PRC117" };

requiredVersion = REQUIRED_VERSION;

requiredAddons[] = {"ace_sys_ruck"};

version = VERSION;

author[] = {"Meatball0311"};

};

};

class CfgWeapons {

class ACE_Rucksack;

class RUM_PRC117 : ACE_Rucksack {

scope = 2;

ACE_PackSize = 20250;

ACE_Size = 20251;

ACE_Weight = 1.15;

displayName = "RUM_PRC117";

model = "\x\rum\addons\prc117_ruck\models\RUM_PRC117.p3d";

picture = IS THIS THE ICON FOR THE RUCK?

descriptionShort = "RUM_PRC117_Rucksystem";

};

};

script_component.hpp

#define COMPONENT prc117_ruck

#include "\x\ace\addons\main\script_mod.hpp"

#ifdef DEBUG_ENABLED_PRC117_RUCK

#define DEBUG_MODE_FULL

#endif

#ifdef DEBUG_SETTINGS_PRC117_RUCK

#define DEBUG_SETTINGS DEBUG_SETTINGS_PRC117_RUCK

#endif

#include "\x\ace\addons\main\script_macros.hpp"

a folder named "models" with my RUM_PRC117.p3d and RUM_PRC117textures.paa

-------------------------------

Question:

How does it all look?

and how will I solve the issue with the ruck not being placed in the proper position?

Share this post


Link to post
Share on other sites
http://i900.photobucket.com/albums/ac208/Meatball0311/RUM/arma22010-06-0311-01-23-95.jpg

I was told that it might be something to do with .p3d file and where the center of the addon is placed... any suggestions?

Please post an image from O2 - wireframe.

Let me show how I did this once again...

1. Made a folder named "prc117_ruck"

2. created a folder named "x"

3. created a folder named "rum

4. created a folder named "addons"

5. created a folder named "prc117_ruck"

6. inside this folder I have:

$PBOPREFIX$.file

config.cpp

script_component.hpp

a folder named "models" with my RUM_PRC117.p3d and RUM_PRC117textures.paa

I guess i wrote the above code snippet for nothing...

1. you don't have the make a folder called x (for reason described in previous post)

2. you don't have to make a folder called "rum"

3. you don't have to create a folder called "addons"

ALL YOU NEED IS A FOLDER CALLED "prc117_ruck" FOR THE PBO CREATION.

You will need a model.cfg in the same folder as your p3d is.

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class CfgSkeletons
{ 
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class ace_ruck_skeleton: Default
{
	skeletonInherit = "Default";
	skeletonBones[]={};
};
};

class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class RUM_PRC117: Default {};

I would suggest you contact Evil Echo, who ported and improved ruck sys for A2

Share this post


Link to post
Share on other sites
Please post an image from O2 - wireframe.

dont understand what is wireframe?

I would suggest you contact Evil Echo, who ported and improved ruck sys for A2

Thanks for the explaination... I will use your code and a single folder named rum_prc117_ruck.

I have been in talks with Evil Echo and he has given me advice in making the multiple folders. I may misunderstood though since this is all new to me. The model.cfg is a new thing that I think may help out.

Also I have no proxy's in my O2 model... I dont understand them or know how to make them could you explain please. Once again thanks for your time.

Edited by Meatball0311

Share this post


Link to post
Share on other sites

I would suggest you posting in only one thread(out of the 2 you are posting now). Since this thread title is not appropriate anymore (and the last number of post are OT), the other is a worth it i guess.

Share this post


Link to post
Share on other sites

See the other thread you starter for my reply meatball

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×