Eden Editor: Configuring Asset Previews

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This guide is work in progress and steps described here will not work yet!

Picture Production

  1. Run arma3diag.exe
  2. Set the following video settings
    • 16:9 aspect ratio
    • Object, texture and shadow quality to at least Very High
    • FSAA at 8x
    • PPAA disabled (brightens the image too much)
    • Bloom disabled
  3. Open Eden Editor on VR terrain
  4. Run the BIS_fnc_exportEditorPreviews function to capture images. Code examples:
    // All objects
    0 = [] spawn BIS_fnc_exportEditorPreviews;
     
    // All characters and vehicles. Capturing delay will be 0.5 seconds
    0 = [0.5,"vehicles"] spawn BIS_fnc_exportEditorPreviews;
     
    // BLUFOR characters and vehicles
    0 = [nil,"vehicles",[west]] spawn BIS_fnc_exportEditorPreviews;
     
    // Props in Karts DLC
    0 = [nil,"props",[],["kart"]] spawn BIS_fnc_exportEditorPreviews;
     
    // All objects in specified addons
    0 = [nil,"all",[],[],["A3_Armor_F_Slammer","A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;
     
    // BLUFOR vehicles in Marksmen DLC
    0 = [nil,"vehicles",[west],["mark"]] spawn BIS_fnc_exportEditorPreviews;
    
  5. The function will go through given objects and automatically create screenshots for them in editorPreviewsfolder or in one of the mod subfolders. This operation can take several minutes.
  6. Resize all images to 455x256 and save them in JPG format.
  7. Move pictures to your addon.
  8. Add editorPreview config property to all your objects. Let it point to a picture which belongs to the object.
    class CfgVehicles
    {
    	class MyObject
    	{
    		editorPreview = "\A3\EditorPreviews_F\Data\myObject.jpg";
    	};
    };
    
  9. Pack your addon. Don't forget to set JPG files to be packed as well.