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Thread: ArmA Modelling Basics

  1. #1
    Hello everyone,

    i once tried modelling for opf but due to rl stuff i did not have the time to finish my first attempt. With ArmA being quite nice i want to give modelling a second try and got some very basic questions - i hope this is the right forum and i haven't overseen a topic already covering my questions, allthough even if using the search-function it is really hard to gather all the bits and pieces together....

    now to my questions:

    1. what is the avarage polycount for the different vehicles and their lod's? !ok explained!
    2. how many lod's are used? !ok explained!
    3. what different textures (spec, normal,...) are supported by the engine and what texturesizes are used? !ok explained!
    4. is it possible the detect how a vehicle was destroyed, p.e. by mines, rockets or normal bullets?

    thx in advance

    cl10k

    PS: if there is already such a topic, a link would be very nice^^

    @mods: if this is the wrong forum, please move it to an appropriate place ;-)




  2. #2
    Hello cl10k,

    Fist just let me say modding for ArmA is not going to be as easy as the old OFP days, you need to know so much more, its not like in ofp were all you needed was a model, main textures and a config. ArmA has many more aspects you're going to need and understand how to make them, for all the eye candy you see.

    The pipe line for ArmA is not a very long one, or an easy one, but in the long run you will have an addon you can do just about anything you want to in ArmA.

    ArmA is not going to care all that much about poly counts, some-what how ofp was, its not going to stop you from making a 25k poly model of shinRaiden in the shower, and ArmA wont bitch to you too much, but why go that high? you wont need to ArmA now supports normal mapping. so that 20k model of shinRaiden in the shower holding a ducky can be 2k and normal mapped to look like a 25k model.

    I'm not about to start stating rules on what needs to be done, what will work and what will not work. this is more of a guideline on how i model, and i dont have much of a "max" poly count... i ask myself how many times the model is going to be used in a mission, sometimes if at all!! and go from there, if im modeling a tank i'll go to a 10/12K poly count, but not all tanks need to be 12k. this is there you have to ask yourself "Do i need to have 40 side wheels? cant i normal map the nuts and bolts on?" and be honest to yourself, the community does not need l33t n00ber pwnting models, they need great models that work on any server at any time.

    Lod's are something all models need, i've seen so many that have 2 or 3 lods on a model that has a good 9k poly count, in the long run that would just kill the server and users off if you had many of the same model ingame. all models i make have 7 LODs, the last one being 100 polys. and all lods need to be modeled down, not deleting part of the model (you can do that to some of the model) but its much cleaner if you were to properly modeled them down for much cleaner and better looking Lod. you don't wanna see a box at 1500 view do you? i don't think so, thats why taking the time to make proper Lods is the way to go.

    ArmA now supports a wide verity of textures (normal map, ambient shadow, specular map) for all the eye candy, and can take a fair bit of time to understand what they mean, and how they work, what models needs what AND how to apply the materials.

    Max texture size is an easy one, thanks to ATI its 2048X2048. now does that mean you can texture every model you make at 2048x2048? hell no! you'd kill us all, why? you have to think about all the materials you are applying, you have normal map, ambient shadow and specular all at the same res. on top of the shaders, having a texture size rule may come in handy, but at the end of the day its just more rules? as long as you think before you do, none of us will have to bitch about lag in mp.

    Well, i know i said rules suck, but this rule every one must go by, it's the amount of texture used per model, you can not have 70 or 80 textures for a tank model, this is why some of the bigger mods like BAS have banned all imports to ArmA, i think all mods should do the same. ArmA has come a long way and mass importing of unoptimized addons would set us all back years.

    As i said before im not here to start stating rules, this is just a guideline... having too many rules will just take the fun out of modding games, and if your not having fun whats the point?




  3. #3
    Quote Originally Posted by (Sniper Skull @ May 24 2007,12:16)
    its not going to stop you from making a 25k poly model of shinRaiden in the shower
    If anyone needs reference pictures for this project, please PM Sniper Skull

  4. #4
    Sergeant cl10k's Avatar
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    wow Sniper Skull thank you so much for your detailed describtion. this is really appreciated! as for the modelling aspects i am quite used to modern day normal-mapping-modelling, allthough maya is still a bit bitchy with normal maps on my comp...
    i modelled alot but never really succeeded in modelling for a game engine accept my poor attempts on my vodnik model for opf. there is simply so much to be aware of...
    at the moment i am redoing/adjusting my old vodnik model to the new engine.

    One of the big problems i have to deal with is texturing - i never really was disciplined enough to completly finish my textures, due to the lack of (some basic) knowledge.

    I still have one question regarding texturing in Arma: Is it possible to combine different texture-resolution on one model? p.e. 1024^2 normal map and 512^2 shadow map? or is there any engine limitation?




  5. #5
    you can't use a normal map 512x512 for a 1024x1024 texture; because you need to use the uvmapping to put the normal map on your model (low polys model).

    but of course you can have different texture sizes on 1 model. for example for a tank:

    1024x1024 for the hull or 2048x2048 the hull + something else.
    512x512 for a wheel etc. and the normal mapping is not useful for a whole model, because some parts don't need that.

    and of course you can use the bump mapping instead of the normal mapping (high polys model- low polys model method), and you can edit it to have different heights on a texture.

    the only limitation is our creativity
    Sennacherib aka d@nte

    Un ali mat zo mat bepred Ha pa ve digant ur sot e ve

    (Good advice is always good, even though it comes from an idiot).

  6. #6
    Major DM's Avatar
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    Oh dear

    YES you CAN use a smaller normal map with a larger texture, <span style='font-size:9pt;line-height:100%'>AS LONG AS THE RATIOS REMAIN THE SAME</span>. I.e. if you have a 1024x512 texture, then the normal map needs to be 512x256, or 256x128, or ofcourse 1024x512.

    [Edit to add] Although this brings little to no benefit (aside from saving a little bit of gfx RAM) so theres really not much point. [/Edit]

    And lets not even begin to go down this "Bump mapping Vs. Normal mapping" road (again, for the 4346456456 gajillionth time) ArmA supports a very specific set of normal maps, as listed on the wiki:

    # _NO - normal map
    # _NS - normal map specular (with alpha)
    # _NOF - normal map faded (mipmaps fade the texture in distance, usefull for terrain)
    # _NOHQ - normal map high quality
    # _NOVHQ - normal map high quality

    However, technically speaking, normal mapping is a variation of Bump mapping. But for simplicities sake, lets just call it "Normal mapping" since thats the standard used throughout the engine.

    What you describe as the "high polys model- low polys model method" is not called "bump mapping" but is a method for generating bump (or more usually) normal maps, by using the details of a high-poly, high-detail model to generate a normal map for a lower poly mesh.



    Quote Originally Posted by ***LeGeNDK1LLER*** View Post
    well you are 1 of the greatest examples that pressing the reply button doesn't mean necessarily answering.

  7. #7
    2x deadmeat

    actually it would make more sense using a smaller diffuse map
    and punching in a larger normalmap since this gives you most of the details in nowadays engines.

    but once again is dependant on what you want to achieve
    and personal taste

    about the size ration im different minded.. :P
    since the UVW space is always based on a 2*2 ratio
    so it actually doesnt matter if your texture is 1024*512 OR 512*512, the uvw space will always be in 2*2 format.
    but again (:P) it might be usefully if you want to map certain long objects like rifles for example

    cheers

  8. #8
    Major DM's Avatar
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    Quote Originally Posted by (nephilim @ May 25 2007,08:54)
    about the size ration im different minded.. :P
    since the UVW space is always based on a 2*2 ratio
    so it actually doesnt matter if your texture is 1024*512 OR 512*512, the uvw space will always be in 2*2 format.
    The point was not the actual size of the map, but that the ratios of the lengths of the sides HAVE to remain the same. It just happened that I used 1024x512 as an example.

    For further examples:

    a 2048 x 2048 diffuse map could be used with: 2048 x 2048, 1024 x 1024, 512 x 512 (and so on) normal and specular maps.

    a 2048 x 512 diffuse map could be used with: 2048 x 512, 1024 x 256, 512 x 128 (and so on) normal and specular maps.

  9. #9
    Talking about maps. Do you know how to get dammageHalf and dammageFull texture swapping working? Simply listing what is changed to what is not doing the trick.

    So far about a week with this and no progress. I must be really stupid

  10. #10
    Sergeant cl10k's Avatar
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    i agree with neph. my plan was to use a smaller diffuse and quite a big normal map.... but so far thx to everyone for answering my questions. But what about the detection of how a vehicle was destroyed (4. question in 1. post) - for example by the amount of damage that was inflicted to it with the last critical hit(s)? IS IT POSSIBLE?




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