sausagekingofchicago 4711 Posted March 25, 2013 There are some Arma assets that BI has released. Grab the environment pack and look under Misc. Textures and an .rvmat would need to be made and the packing of the object may be different but that's a good place to start.http://forums.bistudio.com/showthread.php?61769-BI-Sample-Models&p=1147654&viewfull=1#post1147654 1 Share this post Link to post Share on other sites
Raged 187 Posted March 29, 2013 That billboard looks great Inga! Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted March 29, 2013 Thanks, I've unfortunately been away recently and haven't really had access to GIMP or stuff like that, hopefully I'll be able to churn a few more out before the next hurdle in my life! Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 1, 2013 Just gonna do a bit of a shameless bump. I've got nothing new to show unfortunately but I need others to catch on to this if it's gonna get going without me driving the whole thing. :D Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 3, 2013 https://github.com/R4Z0R49/DayZMod/pull/408Made a pull request for the textures. Didn't have a clue how/where/what to say though! Share this post Link to post Share on other sites
Powell (DayZ) 734 Posted April 3, 2013 everything looks too clean 1 Share this post Link to post Share on other sites
Raged 187 Posted April 3, 2013 everything looks too clean :| what? Like as in, lack of dirt/grime? Share this post Link to post Share on other sites
OrLoK 16182 Posted April 3, 2013 Hello there,That would be a comment from me too. I think that one needs to really look at real life composition/design styles of cans/containers etc to get a truly real feel.Also, wear and tear/crumples/crinkles/dents are key.I still think its a great effort though. 1 Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted April 4, 2013 Try messing with the _nohq image. You can get a lot of subtle detail like crumples and even a paper/fabric effects with it. For example, the rings on the sides of the tin cans in the communityassets are simulated this way. Editing it by hand can go a long way to show you how it all works and ties together but you might need a plugin to create your own proper _nohq texture in the Gimp. There's some decent modding tutorials for Skyrim that explain a lot of the same maps in a friendly way. They're worth watching if you want to pick up a bit of knowledge and if you just like to watch people make cool stuff. They've actually inspired me quite a bit and I'm going to try my hand at modeling in 3ds Max again when I try to mod Arma3. 2 Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 4, 2013 Yeah, bear in mind I have no idea what I'm doing when it comes to a lot of this. :blush:Thanks for the comments however, I'll see what I can do when I have a moment (which I currently don't). Saying that, I'm gonna look at the ingame pasta/frank+beans/beans etc and see what they're doing! 1 Share this post Link to post Share on other sites
OrLoK 16182 Posted April 4, 2013 (edited) Inga, you're doing a great job. dont stop.@sausage i zink ve are clearly both very vell adjusted in our mental attitudes todayL Edited April 4, 2013 by orlok too many both's 1 Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted April 4, 2013 Yeah, bear in mind I have no idea what I'm doing when it comes to a lot of this. :blush:Thanks for the comments however, I'll see what I can do when I have a moment (which I currently don't).Saying that, I'm gonna look at the ingame pasta/frank+beans/beans etc and see what they're doing!Same. I'm honestly not that far ahead of you on this little journey we're taking. :)@SeniorOrlok, I have no idea. It merely pleases me to behave in a certain way on what appears to be a forum of some sort. 1 Share this post Link to post Share on other sites
Perigrin 105 Posted April 7, 2013 (edited) http://thumbp18-bf1....=1416&fid=Inboxgive me some credit, i used paint and am a bad artist, so i mainly cut and pasted other things into one thinghow do i make it a picture, not a url?anyway, on topic, it is sopposed to look like the paint is wearing out in soem places. Edited April 7, 2013 by Perigrin Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 7, 2013 http://thumbp18-bf1....=1416&fid=Inboxgive me some credit, i used paint and am a bad artist, so i mainly cut and pasted other things into one thinghow do i make it a picture, not a url?anyway, on topic, it is sopposed to look like the paint is wearing out in soem places.I can't access the url. and the code is used. Share this post Link to post Share on other sites
Perigrin 105 Posted April 7, 2013 (edited) Edited April 7, 2013 by Perigrin Share this post Link to post Share on other sites
Perigrin 105 Posted April 7, 2013 (edited) sorry 2x post Edited April 7, 2013 by Perigrin Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 8, 2013 Haha, not a bad attempt - keep at it!I am looking at _nohq's at the moment. Joey's cans don't seem to have any. :huh: Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 8, 2013 Someone help me! The RVMAT I found with Joey's cans contain no reference to a nohq - I have created a normal map for it anyway on request. How would I modify the RVMAT to recognise this? Anyone? :rolleyes: Share this post Link to post Share on other sites
Private Evans 1303 Posted April 8, 2013 there should be two stage configs...the first one for the normal map, the second for the texture ( use "add stage" if there is only one) 1 Share this post Link to post Share on other sites
Talibambi 119 Posted April 8, 2013 (edited) Why isnt there a "Kevin Bacon Juice" yet? Im suprised. Genuinely. Edited April 8, 2013 by Talibambi Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 8, 2013 there should be two stage configs...the first one for the normal map, the second for the texture ( use "add stage" if there is only one)OK, what, in O2? Share this post Link to post Share on other sites
Private Evans 1303 Posted April 8, 2013 if you open your RVMAT (or Mat Editor in o2) you should see the stage config including your textures path, you have to add another stage config and add the path for the normal maps 1 Share this post Link to post Share on other sites
Private Evans 1303 Posted April 8, 2013 https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial#Get_texturesstep 6 of the tut is about RvMats :) 1 Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted April 8, 2013 Thanks, have some beans. :D Share this post Link to post Share on other sites
Perigrin 105 Posted April 8, 2013 (edited) NEW VERSION Edited April 8, 2013 by Perigrin 2 Share this post Link to post Share on other sites