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Author Topic: Putting an object into ARMA2?  (Read 7587 times)

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Offline Gnat

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Re: Putting an object into ARMA2?
« Reply #15 on: 08 Sep 2009, 14:23:18 »
Why can I get away with incorrectly texturing a simple cube and not a more complex geometry? The texture repeats itself properly on each face. No warping or otherwise goofy looking results.
Probably a lot to do with the method of "mapping" you described .... which far from the right way.
But then again UV Mapping is pretty difficult for a newbie .... hey, I don't even know how to properly use the UV map tool! lol
Don't recommend using JPGs. You get dodgy results.
When you figure out your TGA's, mapping simple models using the method I discribed in my last post is very easy, you can even see the texture in O2.
When you map a model with TGAs, O2 does the rest. You don't even have to tell it to re-convert it for you, it does it auto when you happen to re-edit your TGA texture.

As Planck and DB said, part of you problem may be texture size and depth.

Offline Absolution

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Re: Putting an object into ARMA2?
« Reply #16 on: 09 Sep 2009, 00:53:03 »
The challenge was figuring out GIMP. Turns out it saves TGA as 24bit unless I manually activate the alpha channel. Maybe there is another way but at least it works now.

I've learned a heck of a lot in the last few days. I am eager to start producing results.

Offline Gnat

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Re: Putting an object into ARMA2?
« Reply #17 on: 09 Sep 2009, 12:00:07 »
Good job. I'm affaid practice and trial-n-error is half of the learning experience :D
Keep going.

Offline Absolution

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Re: Putting an object into ARMA2?
« Reply #18 on: 23 Sep 2009, 01:42:56 »
Now that I've got a few models under my belt I need help getting them all into the same PBO. What does my config file need to look like in order to do this?

Code: [Select]
class CfgPatches {
class Test_Wall { //name of the addon
units[] = { //units which will get added
"Test_Wall",
                        "Test_Wall_2"
};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {}; //addons which are required when using your addon.
};
};

class CfgVehicleClasses {
class Test_OBJ { //Creates a new group under which it will be visible in the editor
displayName = "Test Objects";
};
};

class CfgVehicles {
class NonStrategic; //loading old class for inheritance
class Test_Wall : NonStrategic { //inherits Flag from FlagCarrier
scope = 2; //2: Visible in the editor | 1: Not visible in the editor | 0: Not visible, can't be used for inheritance
accuracy = 1; // never recognize
vehicleClass ="Test_OBJ"; //->CfgVehicleClasses
displayName ="Test Wall"; //name of the object
destrType = "DestructNo";
model = "\Wall\Test_Wall.p3d"; //path to the binarized model
                armor = 500;// strength of wall also effected by weight amount in geo lod
                mapsize = 2;// size of icon when placed in editor
}

class CfgVehicles {
class NonStrategic; //loading old class for inheritance
class Test_Wall : NonStrategic { //inherits Flag from FlagCarrier
scope = 2; //2: Visible in the editor | 1: Not visible in the editor | 0: Not visible, can't be used for inheritance
accuracy = 1; // never recognize
vehicleClass ="Test_OBJ"; //->CfgVehicleClasses
displayName ="Test Wall 2"; //name of the object
destrType = "DestructNo";
model = "\Wall\Test_Wall_2.p3d"; //path to the binarized model
                armor = 500;// strength of wall also effected by weight amount in geo lod
                mapsize = 2;// size of icon when placed in editor
};
};

This was the code I tried but I keep getting various "expecting A but received B" and "Vehicle class was destroyed but..." errors. Thoughts?

Offline i0n0s

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Re: Putting an object into ARMA2?
« Reply #19 on: 23 Sep 2009, 03:04:04 »
In line 21 is a { which is not closed.
At least if the } on line 30 is intended to close line 19.

Also you don't need class CfgVehicles again, you can add Test_Wall_2 to the previous CfgVehicles:
http://pastebin.jonasscholz.de/210

But the best would be to use inheritance:
http://pastebin.jonasscholz.de/211

Offline Absolution

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Re: Putting an object into ARMA2?
« Reply #20 on: 23 Sep 2009, 04:47:12 »
Oh! Despite taking a class in C++ programing I never did get a hang of it. Thank you for the response i0n0s, I learned something new.

Offline Trexian

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Re: Putting an object into ARMA2?
« Reply #21 on: 07 Oct 2009, 15:29:52 »
Indeed, this thread has helped me work out a Blender to O2 to A2 dev path! :)

Couple things - IMHO pngs from Gimp are easier to work through in the PAA converter than TGA, since there are more settings.  PNG works well, and in the Biki (someplace) I read that the converter prefers png.
Sic semper tyrannosauro.