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chOdec

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About chOdec

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  1. chOdec

    Building tips. A to Z

    Please, where exactly I can find these files at DevHeaven? I was trying to find it, but withou succes.. thanx a lot.. *edit Ok, sorry for that and thank you very much ;)
  2. Guys, does anyone have any idea where I did something wrong? I have two rvmat files with different textures. Each is attached to it's own faces. Without rvmat its ok, because there is only diffuse map (no spec or normal map). This is only with rvmat.. I don't know, if the problem is in rvmat definition or in normal/specular maps.. example of rvmat which I used: surfaceInfo = "DDD_Domecek\DDD_Drevo.bisurf"; //Definition od physical properties ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]= {0.536604, 0.600000, 0.480000, 1.000000}; specularPower=850; /// Glossiness; 1 = high, 64 = middle, 1000 = none PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader // The pixelshader tells what stages (modes) the face should use. VertexShaderID = "NormalMap"; class Stage1 { // The "NormalMap" texture="DDD_Domecek\DDD_wall02_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { // The "Detail" texture="DDD_Domecek\DDD_wall02_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { // The "SpecularDIMap" texture="DDD_Domecek\DDD_wall02_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; };
  3. Wow, guys, thanks!!! Finally success!!! Now i can start to work on right proportions, specular and normal maps etc.. Thanks again and have a nice day..
  4. Ok guys, thanx a lot, I made everything like you said, but still I can't find addon in editor.. I have last version of code in cfd from PvPscene, but tell me - where I can find this building in editor? cfg file: class CfgPatches { class DDD_Domecek { units[] = {"DDD_Domecek"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAStructures_E"}; }; }; class CfgVehicleClasses { class DDD_DomecekClass { displayName = "Muj domecek"; }; }; class CfgVehicles { class House_EP1; class Land_DDD_Domecek: House_EP1 { scope = 2; armor = 500; displayName="Domecek"; vehicleClass="DDD_DomecekClass" model="\DDD_Domecek\domecek.p3d"; class DestructionEffects {}; class Damage {}; }; };
  5. Oh man, thanx a lot, I am going to work on it right now!! ;)
  6. Thanx man, I had allready that declaration in cfg file, but during many changes I deleted it. Anyway, after putting that back, it still doesn't work, I can't find that addon in editor. I am talking about Arma 2 OA - are there any main changes - in classes etc..? Because I think that I must have some problem in these classes, I don't know how it's work.. :(
  7. Hi guys, I cannot find any way how to create cfg file for addon which would be possible to find in editor. I just found few tutorials where was example of one specific cfg file (for example for car) but no explanation of system how is cfg file created generally. I was trying to use these few examples, with no success. I am trying to use my own building as addon in Arma 2 OA editor, but I cannot find it anywhere (Men, Car, Support,...) in editor. Please, is there anybody who is familiar with this and could help me? I really don't know, how to write cfg file in a correct way..
  8. chOdec

    Arma2 buldozer and O2

    Hi, guys, it seem's that this problem isn't still solved. At least I have this problem and haven't found yet any solution. Does anybody know some way how to solve it? *edit: sorry, I had propably bad version of Arma Tools, now with v2.5 it seem's working..
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