Vehicle Damage: Difference between revisions
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== Adding Damage to your Vehicle Addon - Tutorial == | == Adding Damage to your Vehicle Addon - Tutorial == | ||
Draft Revision 0 - | Draft Revision 0 - June 18, 2008 | ||
I won't pretended to be a definitive expert on this, but it seems no one else has compiled known bits all together. | I won't pretended to be a definitive expert on this, but it seems no one else has compiled known bits all together. | ||
Line 217: | Line 215: | ||
If you find working variations PLEASE let us all know. | If you find working variations PLEASE let us all know. | ||
[[User:Gnat}} 17:22, 19 June 2008 (CEST) | [[User:Gnat}} 17:22, 19 June 2008 (CEST) | ||
{{GameCategory|arma1|Addon_Editing}} |
Revision as of 08:55, 16 April 2021
Adding Damage to your Vehicle Addon - Tutorial
Draft Revision 0 - June 18, 2008
I won't pretended to be a definitive expert on this, but it seems no one else has compiled known bits all together.
What I will address in this tut;
- Adding damage textures over a model once fully damaged
- Animating sections of the model upon damage
- Basic windscreen damage
What I won't address (until further knowledge);
- Level 2 or intermediate damage textures
- Window armour
Scope
- Most if not all ArmA vehicles
- You can edit the P3D file (and have O2 installed)
ADDING DAMAGE TEXTURES
Step 1 - Face selection
- In all your Resolution and XXXX View LODs ensure the WHOLE vehicle is highlighted (ALT-A) in O2 and the whole vehicle is named "zbytek"
- If at any time you add to the model, ensure you Redefine "zbytek" to be the whole model again.
Step 2 - Material definitions
- In every Resolution and XXXX View LOD ensure every texture you plan to make damaged has a MATERIAL definition
- This also typically means each texture will also have a "_NOHQ.paa" and a "_SMDI.paa" version of the textures.
http://members.iinet.net.au/~nrspence2/ArmA/DamageTut/DT_1.jpg
-
- CTRL-Click on a Texture in the texture list
- From the menu select FACES -> FACE PROPERTIES
- Material definition appears in the lower right box
- If the texture does not have this, you probably have no choice except to create a Material definition.
Step 3 - Destruct RVMATs
- Once all textures have been checked / fixed you don't need to re-enter O2
- For each texture with a Materials definition you need to know 2 things
- the filename and location of the NOHQ file
- the dimensions of the texture (eg 1024x512 or 256x256 etc)
- Now create a FILENAME _destruct.rvmat for each texture using a copy of below
texturefilename_destruct.rvmat
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[]={1.0,1.0,1.0,0.0};
specularPower=40.0;
PixelShaderID="NormalMapMacroASSpecularDIMap";
VertexShaderID="NormalMapAS";
class Stage1
{
texture="XXXSIG_general\effects\bottom_nohq.pacXXX";
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="ca\data\destruct\vehicle_destrXXX256_256XXX_mc.paa";
uvSource="tex";
class uvTransform
{
aside[]={1.0,0.0,0.0};
up[]={0.0,1.0,0.0};
dir[]={0.2,0.0,0.0};
pos[]={0.2,0.0,0.0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(1,1,1,1)";
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 Stage4
{
texture="ca\data\destruct\vehicle_destrXXX256_256XXX_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};
};
};
- These new files will have to be in the same directory location as you other .rvmat files
- An example; If the main texture is bottom.pac and the rvmat is bottom.rvmat, the new file should be bottom_destruct.rvmat
There are 3 XXX Highlighted section in the above code you need to customize;
- The FIRST section needs to point to your relevant _NOHQ texture
- The SECOND and THIRD section should (not need) point to the default BIS texture of the same size as you texture
- i.e. 1024_512 or 2048_1024
- Most dimensions are covered by BIS from 2048x2048 through 256x256
- Be sure to remove the XXX
Once finished you should have 5 files for each texture;
- 1 main, 1 Normal Map (NOHQ), 1 Spectral Map (SMDI), 1 standard Material RVMAT and 1 Destroyed RVMAT
http://members.iinet.net.au/~nrspence2/ArmA/DamageTut/DT_2.jpg
Step 4 - CONFIG.CPP
- Not proven but likely in each CfgSkeletons you will need to inherit a BIS class, in this example "Car"
CfgSkeletons partial
class CfgSkeletons
{
class car;
class MyAddonSkeleton: car
{
isDiscrete=1;
skeletonInherit = "";
- Again not proven but likely in each CfgModels you will need to inherit a BIS class, in this example "Car" again
CfgModels partial
class CfgModels
{
class default{};
class Vehicle: Default
{
sectionsInherit="";
sections[] = {xxxx, xxxxx, xxxxxx, xxxxxx};
};
class Car: Vehicle
{
sectionsInherit="Vehicle";
sections[]=
{xxxxxx, xxxxx, xxxxx, xxxxx, xxxxxx};
};
class MyAddonP3D: Car
{
skeletonName = "MyAddonSkeleton";
sectionsInherit="car";
- Under CfgVehicles you then need to make a class Damage definition.
- Below is an example
CfgVehicles partial
class CfgVehicles
{
class Landrover; // extended class
class MyAddon: Landrover
{
............
............
class Damage
{
tex[] = {};
mat[] = {
"SIG_general\effects\bottom.rvmat",
"SIG_general\effects\bottom.rvmat",
"SIG_general\effects\bottom_destruct.rvmat",
.............
............
.............
"SIG_general\effects\LastDamageTexture.rvmat",
"SIG_general\effects\LastDamageTexture.rvmat",
"SIG_general\effects\LastDamageTexture_destruct.rvmat"
};
};
............
............
- The definitions are done in groups of 3 definitions;
- First definition is NO damage
- Second definition is HALF damage
- Third definition is FULL damage
- In the example above there is no HALF damage definition, it simply copies the NO damage definition.
- For half damage you could experiement with another "half" RVMAT file and reference it in the second line.
- The definitions are done in groups of 3 definitions;
With above complete for ever texture, this should now mean that you will see damage on your vehicle.
EXCLUSION - GLASS - PENDING being written
- Glass needs extra work, I will describe one way to get "broken glass" effect
NEXT - Animation - PENDING being written
- Covers HIDING sections of the vehicle once damaged (i.e. unnessisary model detail)
- Also covers animating things like LANDCONTACTs etc
..... if I didn't forget something;
Example Finished Product
http://members.iinet.net.au/~nrspence2/ArmA/DamageTut/DT_6.jpg
Final Note:
No doubt some of above is simply a "Parrot copy" and can in reality be changed and IT WILL STILL WORK, but without spending hours upon hours finding out what bits can be changed or altered slightly I have simple written down what works for me.
If you find working variations PLEASE let us all know.
[[User:Gnat}} 17:22, 19 June 2008 (CEST)