Quick camo selection definition guide: Difference between revisions

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Line 73: Line 73:
NamedSelectionsOverview.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)
NamedSelectionsOverview.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)


#include "std\lodNames.inc"
_createOverviewForCurrentLOD =
{
private["_object"];
_object = _this select 0;
{
private["_selectionName","_textures","_selection","_selectedFaces"];
_selectionName = _x;
_textures = [];
_selection = _object loadSelection _selectionName;
_selectedFaces = getSelectedFaces _selection;
{
private["_face","_texture"];
_face = _x;
_texture = getTexture (_object face _face);
if (!(_texture in _textures)) then
{
_textures set [count _textures,_texture];
};
} forEach _selectedFaces;
console<<"_selectionName: "<<_selectionName<<eoln;
{
private["_texture"];
_texture = _x;
if (_texture != "") then
{
console<<"_textures: "<<_texture<<eoln;
};
} forEach _textures;
} forEach (getSelections _object);
};
  _sourcePath = this@0;
  _sourcePath = this@0;
   
   
Line 88: Line 129:
  _currentResolution = _resolutions @ _i;
  _currentResolution = _resolutions @ _i;
   
   
//do something for specific LOD(s) (use of std\lodNames.inc)
  if (IS_LOD_RESOLUTION(_currentResolution)) then
  if (IS_LOD_RESOLUTION(_currentResolution)) then
  {
  {
echo str _currentResolution;
  console<<"_currentResolution: "<<str _currentResolution<<eoln;
  console<<"_currentResolution: "<<str _currentResolution<<eoln;
   
   

Revision as of 12:10, 18 October 2016

Intention

This guide describes a process to easily create camo selections for models to allow reskinning even for a large amount of assets.

Scope

1. This is not a beginners guide. Please refer to related information section at the end to learn the basics. 2. This is not about creating textures. 3. This is not about explaining tools usage. 4. This is not explaining config basics. 5. This does not (yet) include the definition of selections for materials.

What are camo selections

Camo selections are term to describe named selections to be used to apply different textures to a model. This can be done by either means of config or [[setObjectTexture|scripting].

Process

Get texture list

Requirement: You need the paid subscriber versions of mikero's tools. Namely dep3d.

DeP3d [-options..] AnyFolder | Anyfile[.p3d] | any list | "comma,separated,list"
Options
...
-FL[nn] list files (see readme)

Sample calls:

DeP3d.exe -P -FL p:\namespace\path\modelName.p3d
DeP3d.exe -P -FL p:\namespace\path\ >> TextureListForPath.txt

Alternatives:

  • Get the textures assigned to the model via ObjectBuilder or some other tool.
  • Use a hex/text editor and search for paa.

Update model

Model.cfg

See also: ArmA: Howto Model Config - CfgModels explanations - sections

Config

See also: CfgVehicles_Config_Reference#hiddenSelections

IMPORTANT: Define the correct loading order via requiredAddons in the cfgPatches header to make sure your definition overwrites potential other definitions.

Create named selections overview

If a model already has named selections defined, you can use this batch script to list them/log them to file.

ListNamedSelectionsMapping.bat

// Adjust path
cd /D "c:\Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\"

O2Script.exe -a O2Scripts\NamedSelectionsOverview.bio2s p:\namespace\path\modelName.p3d >> NamedSelectionsOverview.txt

exit

Sample output:

p:\namespace\path\modelName.p3d	badge	namespace\path\textureName.paa
p:\namespace\path\modelName.p3d	camo	namespace\path\textureName.paa
p:\namespace\path\modelName.p3d	ranks_shoulder	namespace\path\textureName.paa

NamedSelectionsOverview.bio2s (create a text file, paste the following content, save as the said filename with bio2s as extension and move to the O2Scripts folder of ObjectBuilder)

#include "std\lodNames.inc"

_createOverviewForCurrentLOD =
{
	private["_object"];

	_object = _this select 0;

	{
		private["_selectionName","_textures","_selection","_selectedFaces"];
		_selectionName = _x;

		_textures = [];
		_selection = _object loadSelection _selectionName;
		_selectedFaces = getSelectedFaces _selection;

		{
			private["_face","_texture"];
			_face = _x;

			_texture = getTexture (_object face _face);
			if (!(_texture in _textures)) then
			{

				_textures set [count _textures,_texture];
			};
		} forEach _selectedFaces;

		console<<"_selectionName: "<<_selectionName<<eoln;

		{
			private["_texture"];
			_texture = _x;
			if (_texture != "") then
			{
				console<<"_textures: "<<_texture<<eoln;
			};
		} forEach _textures;
	} forEach (getSelections _object);
};

_sourcePath = this@0;

_p3d = newLODObject;
_p3d loadP3D _sourcePath;

_LODs = getObjects _p3d;
_resolutions = getResolutions _p3d;

console=openStandardIO;

for "_i" from 0 to ((count _p3d) - 1) do
{
	_currentLOD = _LODs @ _i;
	_currentResolution = _resolutions @ _i;

	if (IS_LOD_RESOLUTION(_currentResolution)) then
	{
		console<<"_currentResolution: "<<str _currentResolution<<eoln;

		[_currentLOD] call _createOverviewForCurrentLOD;
	};
};

Related information

Videos

Text