Synide – User talk

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m (Lou Montana moved page User talk:Sy to User talk:Synide: Name standard)
 
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The following is temporary...
<blockquote>Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.  
----
This is my init.sqf file I use in all my missions.
It correctly identifies in what context the init.sqf file is being run.
 
<code><nowiki>/*
        Synide
        11/6/2007
        v1.0
       
Things to note...
 
If you are there at mission launch from that point on your 'Context'
will always be 'MP_CLIENT' and will stay as such even when you respawn.
If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission
and select a new playable character or the same playable character you will
become a 'JIP_CLIENT'.
If you join an inprogress mission you will be a 'JIP_CLIENT' from that
point till the mission ends.
*/
//init.sqf
debug=false;
 
if (isServer) then
{
  if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";};
}else{
  if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";};
};
 
call compile preprocessFileLineNumbers "scripts\common\init.sqf";
call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context];
 
processInitCommands;
finishMissionInit;
</nowiki></code>
 
Things to note about the above for MP only.
 
*If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
*If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
 
 
 
----
 
{{unsupported-doc}}
 
 
=== LOD Stuff ===
 
A typical 'character' model has approx. '''16''' LOD's.
 
<b>10000</b> is the 'Stencil Shadow' LOD.
* What is LOD <b>10010</b>?
 
What is the <b>11000</b> LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.
 
What is LOD <b>11010</b>?
 
 


As written in http://community.bistudio.com/wiki/ArmA:_RVMAT
value of each pixel is calculated with RVMAT values and engine lighting values.


Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular.


=== Model Stuff ===
When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.</blockquote> [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}134290c3fb57034d4ebf2ab6bf49ea89;act=ST;f=76;t=68158; Specular Map info. from Armoured Sheep]


[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}df217ce91fb8aa1c98a227c3387ceab3;act=ST;f=76;t=68241; Shadow Volume info from Armoured Sheep]


*'''OFP2_ManSkeleton''' (has 75 Bones)
(Note to self)
 
At some stage it might be a good idea (of course it may just as well not be...) to have a listing of common rvmat material settings with a reference picture.
**neck
Maybe specifying shaders, values etc. for common materials such as metals, masonary etc.
***neck1
Might be something OFPEC might be more suited too as it may get 'out of hand' with a 'thousand' blood textures/materials or something just as stupid... anyhow, this is a reminder note to look at it in the future...
****head
*****lbrow
*****mbrow
*****rbrow
*****lmouth
*****mmouth
*****rmouth
*****eyelids (10)
*****llip
**weapon
**launcher
**camera
**spine
**spine1
**spine2
**spine3
**pelvis
**leftshoulder (20)
**leftarm
**leftarmroll
**leftforearm
**leftforearmroll
**lefthand
**lefthandring
**lefthandring1
**lefthandring2
**lefthandring3
**lefthandpinky1 (30)
**lefthandpinky2
**lefthandpinky3
**lefthandmiddle1
**lefthandmiddle2
**lefthandmiddle3
**lefthandindex1
**lefthandindex2
**lefthandindex3
**lefthandthumb1
**lefthandthumb2 (40)
**lefthandthumb3
**rightshoulder
**rightarm
**rightarmroll
**rightforearm
**rightforearmroll
**righthand
**righthandring
**righthandring1
**righthandring2 (50)
**righthandring3
**righthandpinky1
**righthandpinky2
**righthandpinky3
**righthandmiddle1
**righthandmiddle2
**righthandmiddle3
**righthandindex1
**righthandindex2
**righthandindex3 (60)
**righthandthumb1
**righthandthumb2
**righthandthumb3
**leftupleg
**leftuplegroll
**leftleg
**leftlegroll
**leftfoot
**lefttoebase
**rightupleg (70)
**rightuplegroll
**rightleg
**rightlegroll
**rightfoot
**righttoebase (75)


(Another Note to self)
Start a discussion at some stage on the forums regarding bringing new character models in.
Specificaly, different sized models from the current BIS content.
This discussion would result in some general consensus regarding one (or more) 'sizes'.
That is, all current rtm's and units are based around a model size of 1.8 metres. (apart from some which are unit specific ones...)If there was some community consensus, then perhaps (as an example) one could have some 5'6" (165cm) characters, or 4-5 ft. characters.
Also, a characters volume would need to agreed upon. These, sorts of issues would only be necessary if there was a desire to have rtm's that could work with models from disparate sources. Also, a naming convention, similar maybe to bis's but also including a size reference.
----
----
[quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need:


== M1_Abrams.p3d ==
1) selection on your model that contains faces with animated material (switch one rvmat to another)
 
2) damage materials
:* Has <b>19</b> LOD's.
3) section defined in model.cfg for the animated selection
:* 1,2,3.5,7,10,15,20,1000,1200,10000,10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry),11000 and 11010.
4) hitzone definition in config.cpp in class HitPoint* where the selection is written
 
5) class dammage in config.cpp where switching materials are defined
:* <b>The first LOD in the file</b> (which ever LOD that might be...) has <b>6302</b> Poly's.
6) Model and all its sources must be binarised (packed) in PBO[/quote]
:: This first LOD has 20 Components
::: otochlaven (has 735 selected faces)
::: otocvez (has 1634 selected faces)
::: zasleh (has 1 selected face)
::: otocvelitele (has 651 selected faces)
::: poklop_commander (has 432 selected faces)
::: poklop_gunner (has 170 selected faces)
::: proxy:\ca\temp\proxies\abrams\gunner.01
::: proxy:\ca\wheeled\flag_alone.01
::: proxy:\ca\temp\proxies\abrams\commander.01
::: otochlavenvelitele (has 2668 selected faces)
::: feedtray_cover (has 85 selected faces)
::: bolt (has 6 selected faces)
::: charging_handle (has 50 selected faces)
::: \ca\weapons\m2_static.01 (has 1158 selected faces)
::: zasleh_1 (has 1 selected face)
::: telo (has 6297 selected faces)
::: damagehide (has 792 selected faces)
::: damagevez (has 317 selected faces)
::: proxy:\ca\weapons\zasleh2_proxy.001 (has 1 selected face)
::: proxy:\ca\weapons\zasleh2_proxy.002 (has 1 selected face)
 
:* Has 1 property. (lodnoshadow=1)
 
 
<b>M1A1Skeleton</b> (has 81 Bones)
 
*koll1
*koll2
*koll3
*koll4
*koll5
*koll6
*koll7
*koll8
*kolp1
*kolp2 (10)
*kolp3
*kolp4
*kolp5
*kolp6
*kolp7
*kolp8
*podkolol1
**kolol1
**podkolol1_hide
*podkolol2 (20)
**kolol2
**podkolol2_hide
*podkolol3
**kolol3
**podkolol3_hide
*podkolol4
**kolol4
**podkolol4_hide
*podkolol5
**kolol5 (30)
**podkolol5_hide
*podkolol6
**kolol6
**podkolol6_hide
*podkolol7
**kolol7
**podkolol7_hide
*podkolol8
**kolol8
**podkolol8_hide (40)
*podkolop1
**kolop1
**podkolop1_hide
*podkolop2
**kolop2
**podkolop2_hide
*podkolop3
**kolop3
**podkolop3_hide
*podkolop4 (50)
**kolop4
**podkolop4_hide
*podkolop5
**kolop5
**podkolop5_hide
*podkolop6
**kolop6
**podkolop6_hide
*podkolop7
**kolop7 (60)
**podkolop7_hide
*podkolop8
**kolop8
**podkolop8_hide
*ukaz_rychlo
*ukaz_rychlo2
*ukaz_rpm
*ukaz_radar
*hodinova
*minutova (70)
*kompas
*ukazsmer
*damagehide
*otocvez
**otochlaven
**otocvelitele
***otochlavenvelitele
***poklop_commander
**poklop_gunner
**damagevez (80)
*poklop_driver
 
 
<b>Animation Selections</b> (61 in total)
 
{| border="1"
! No. !! AnimSelection !! AnimSource
|-
|-
|align="middle"| [0] ||align="middle"| damageHide ||align="middle"| damage
|-
|align="middle"| [1] ||align="middle"| HatchDriver ||align="middle"| hatchDriver
|-
|align="middle"| [2] ||align="middle"| Wheel_kolL1 ||align="middle"| wheelL
|-
|align="middle"| [3] ||align="middle"| Wheel_koloL1  ||align="middle"| wheelL
|-
|align="middle"| [4] ||align="middle"| Wheel_podkoloL1 ||align="middle"| damper
|-
|align="middle"| [5] ||align="middle"| Wheel_kolP1 ||align="middle"| wheelR
|-
|align="middle"| [6] ||align="middle"| Wheel_koloP1  ||align="middle"| wheelR
|-
|align="middle"| [7] ||align="middle"| Wheel_podkoloP1 ||align="middle"| damper
|-
|align="middle"| [8] ||align="middle"| Wheel_kolL2 ||align="middle"| wheelL
|-
|align="middle"| [9] ||align="middle"| Wheel_kolP2 ||align="middle"| wheelR
|-
|align="middle"| [10] || align="middle"| Wheel_koloL2  ||align="middle"| wheelL
|-
|align="middle"| [11] || align="middle"| Wheel_koloL3  ||align="middle"| wheelL
|-
|align="middle"| [12] || align="middle"| Wheel_koloL4  ||align="middle"| wheelL
|-
|align="middle"| [13] || align="middle"| Wheel_koloL5  ||align="middle"| wheelL
|-
|align="middle"| [14] || align="middle"| Wheel_koloL6  ||align="middle"| wheelL
|-
|align="middle"| [15] || align="middle"| Wheel_koloL7  ||align="middle"| wheelL
|-
|align="middle"| [16] || align="middle"| Wheel_koloP2  ||align="middle"| wheelR
|-
|align="middle"| [17] || align="middle"| Wheel_koloP3  ||align="middle"| wheelR
|-
|align="middle"| [18] || align="middle"| Wheel_koloP4  ||align="middle"| wheelR
|-
|align="middle"| [19] || align="middle"| Wheel_koloP5  ||align="middle"| wheelR
|-
|align="middle"| [20] || align="middle"| Wheel_koloP6  ||align="middle"| wheelR
|-
|align="middle"| [21] || align="middle"| Wheel_koloP7  ||align="middle"| wheelR
|-
|align="middle"| [22] || align="middle"| Wheel_podkoloL2 ||align="middle"| damper
|-
|align="middle"| [23] || align="middle"| Wheel_podkoloL3 ||align="middle"| damper
|-
|align="middle"| [24] || align="middle"| Wheel_podkoloL4 ||align="middle"| damper
|-
|align="middle"| [25] || align="middle"| Wheel_podkoloL5 ||align="middle"| damper
|-
|align="middle"| [26] || align="middle"| Wheel_podkoloL6 ||align="middle"| damper
|-
|align="middle"| [27] || align="middle"| Wheel_podkoloL7 ||align="middle"| damper
|-
|align="middle"| [28] || align="middle"| Wheel_podkoloL8 ||align="middle"| damper
|-
|align="middle"| [29] || align="middle"| Wheel_podkoloP2 ||align="middle"| damper
|-
|align="middle"| [30] || align="middle"| Wheel_podkoloP3 ||align="middle"| damper
|-
|align="middle"| [31] || align="middle"| Wheel_podkoloP4 ||align="middle"| damper
|-
|align="middle"| [32] || align="middle"| Wheel_podkoloP5 ||align="middle"| damper
|-
|align="middle"| [33] || align="middle"| Wheel_podkoloP6 ||align="middle"| damper
|-
|align="middle"| [34] || align="middle"| Wheel_podkoloP7 ||align="middle"| damper
|-
|align="middle"| [35] || align="middle"| Wheel_podkoloP8 ||align="middle"| damper
|-
|align="middle"| [36] || align="middle"| podkoloL1_hide_damage ||align="middle"| damage
|-
|align="middle"| [37] || align="middle"| podkoloL2_hide_damage ||align="middle"| damage
|-
|align="middle"| [38] || align="middle"| podkoloL3_hide_damage ||align="middle"| damage
|-
|align="middle"| [39] || align="middle"| podkoloL4_hide_damage ||align="middle"| damage
|-
|align="middle"| [40] || align="middle"| podkoloL5_hide_damage ||align="middle"| damage
|-
|align="middle"| [41] || align="middle"| podkoloL6_hide_damage ||align="middle"| damage
|-
|align="middle"| [42] || align="middle"| podkoloL7_hide_damage ||align="middle"| damage
|-
|align="middle"| [43] || align="middle"| podkoloL8_hide_damage ||align="middle"| damage
|-
|align="middle"| [44] || align="middle"| podkoloP1_hide_damage ||align="middle"| damage
|-
|align="middle"| [45] || align="middle"| podkoloP2_hide_damage ||align="middle"| damage
|-
|align="middle"| [46] || align="middle"| podkoloP3_hide_damage ||align="middle"| damage
|-
|align="middle"| [47] || align="middle"| podkoloP4_hide_damage ||align="middle"| damage
|-
|align="middle"| [48] || align="middle"| podkoloP5_hide_damage ||align="middle"| damage
|-
|align="middle"| [49] || align="middle"| podkoloP6_hide_damage ||align="middle"| damage
|-
|align="middle"| [50] || align="middle"| podkoloP7_hide_damage ||align="middle"| damage
|-
|align="middle"| [51] || align="middle"| podkoloP8_hide_damage ||align="middle"| damage
|-
|align="middle"| [52] || align="middle"| damageVez ||align="middle"| damage
|-
|align="middle"| [53] || align="middle"| MainTurret  ||align="middle"| mainTurret
|-
|align="middle"| [54] || align="middle"| MainGun ||align="middle"| mainGun
|-
|align="middle"| [55] || align="middle"| ObsTurret ||align="middle"| obsTurret
|-
|align="middle"| [56] || align="middle"| ObsGun  ||align="middle"| obsGun
|-
|align="middle"| [57] || align="middle"| HatchCommander  ||align="middle"| hatchCommander
|-
|align="middle"| [58] || align="middle"| OtocVelitele_damage ||align="middle"| damage
|-
|align="middle"| [59] || align="middle"| poklop_commander_damage ||align="middle"| damage
|-
|align="middle"| [60] || align="middle"| poklop_driver_damage  ||align="middle"| damage
|-
|}
 


[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}80c14cab8ca372df9a0a12fad8eda748;act=ST;f=80;t=72938; Damage Textures]
----
----


== UH_60MG.p3d ==
== Undocumented O2Script 'callRuntime' command parameters ==


Basically a good Air Model should have about <b>8</b> LOD's + the necessary LOD's.
Following is a list of (so far anyway) undocumented O2 commands that can be called via the O2Script command 'callRuntime'.


:* Has <b>24</b> LOD's.
eg.
:* 1,2,3,4,5,6,7,8, 1000, 1100, 1200, 10000, 10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry), 8.0e15 (View Cargo-Geometry), 1.3e16 (View Pilot-Geometry), 1.5e16 (View Gunner-Geometry), 11000 and 11010.


:* Has approx. <b>14768</b> Poly's in most detailed LOD.
_LoD callRuntime "isolatedpts";


<b>UH60MGSkeleton</b> (has 34 Bones)
:: From O2Script make a call to the runtime to 'select isolated points'.


*velka vrtule
facegraph
*mala vrtule
*otocvez
**otochlaven
***gatling_1
*alt
*alt2
*nm_alt
*nm_alt2
*mph (10)
*mph2
*vert_speed
*vert_speed2
*rpm
*rpm2
*horizont_dive
**horizont
*horizont2_dive
**horizont2
*kompas (20)
*kompas2
*hodinova
*hodinova2
*minutova
*minutova2
*damagehide
*rotorshaft
*dampers
*damper_rear
*elevator (30)
*horizont_dive2
*otocvez_1
**otochlaven_1
***gatling_2 (34)


hidesel


----
unhidesel


locksel


== ODOL v40 File Format ==
unlocksel


{{unsupported-doc}}
recalcnorms


=== Introduction ===
sortanims


The general file format of a ArmA ODOL v40 p3d model file is similar to the ODOL v7 format.
squarizesel
The major differences are that in ArmA models there is now included (but not always) a model.cfg and the resolutions are ordered in the file in reverse numerical order.


The order of resolutions denoted in the header portion of the file is <b>not</b> necessarily the numerical order of the resolutions. (often the 11,000 resolution is the last in the header array)
triangulatesel
The header resolutions need to be sorted in descending order. The resultant sorted array of resolutions is the order in which they appear in the file.


selhidden


==== Legend ====
checkclosed


{| border="0"
closetopo
!width="100"|Type
!width="300" align="left"|Description
|-
|-
|align="middle"|byte||align="left"| 8 bit (1 byte)
|-
|align="middle"|ushort||align="left"| 16 bit unsigned short (2 bytes)
|-
|align="middle"|int||align="left"| 32 bit signed integer (4 bytes)
|-
|align="middle"|float||align="left"| 32 bit signed single precision floating point value (4 bytes)
|-
|align="middle"|asciiz||align="left"| Null terminated (0x00) variable length ascii string
|-
|-
|}


removecompo


createcompo


=== Enums ===
compoconvexhull


<code><nowiki>
checkconvexcompo
int enum PixelShaderId
{
  Normal = 0x00,
  NormalMap = 0x02,
  NormalMapMacroASSpecularMap = 0x14,
  NormalMapSpecularDIMap = 0x16,
  NormalMapMacroASSpecularDIMap = 0x18,
  AlphaShadow = 0x0C,
  AlphaNoShadow = 0x0D,
  Glass = 0x38,
  Detail = 0x06,
  NormalMapSpecularMap = 0x12
}
</nowiki></code>


<code><nowiki>
checkconvexity
int enum VertexShaderId
{
  Basic = 0x00,
  NormalMap = 0x01,
  NormalMapAS = 0x0F
}
</nowiki></code>


autosharp


=== Structures ===
makesharp


==== structP3DHeader ====
mirroranim
<code><nowiki>
struct structP3DHeader
{
  asciiz                  Filetype; //eg. ODOL
  int                      Version;    //eg. 0x2800 0000 = 40
  int                      NoOfResolutions;
  float[NoOfResolutions]  HeaderResolutions;
}
</nowiki></code>


==== structBone ====
halfrateanim
<code><nowiki>
  structBone
  {
    asciiz Bone;
    asciiz Parent;
  }
</nowiki></code>


==== structSkeleton ====
texlist
<code><nowiki>
  structSkeleton
  {
    asciiz                  SkeletonName;
    bool                    isInherited;
    int                    NoOfBones;
    structBone[NoOfBones]  Bones;
  }
</nowiki></code>


==== structAnimation ====
matlist
<code><nowiki>
  structAnimation
  {
    int        AnimTransformType;
    asciiz      AnimSelection;
    asciiz      AnimSource;
    if (AnimTransformType == 9)
      {
        float[6] Transforms;
      }
      else
      {
        float[7] Transforms;
      }
  }
</nowiki></code>


==== structProxy ====
proxylist
<code><nowiki>
  structProxy
  {
    asciiz      ProxyName;
    float[12]  ModelProxyUnknown1;
    int[4]      ModelProxyUnknown2;
  }
</nowiki></code>


==== structStage ====
cropsel
<code><nowiki>
  structStage
  {
    asciiz  StageTexture;
    int      Stage;
    int      UVSource;
    float[3] aside;
    float[3] up;
    float[3] dir;
    float[3] pos;
  }
</nowiki></code>


==== structMaterial ====
optimize
<code><nowiki>
  structMaterial
  {
    asciiz        Material;
    float[4]      Emissive;
    float[4]      Ambient;
    float[4]      Diffuse;
    float[4]      forcedDiffuse;
    float[4]      Specular;
    float          SpecularPower;
    int            PixelShaderId;
    int            VertexShaderId;
    structStage[]  Stages;
  }
</nowiki></code>


==== structPolygons ====
isolatedpts
<code><nowiki>
  structPolygons
  {
    byte NoOfVertices; // 3 or 4
    ushort[NoOfVertices] VerticesIndex; // 0-based index into Vertices Arrays
  }
</nowiki></code>


chkmapping


==== structResolution (simple) ====
chkstvects
<code><nowiki>
  structResolution
  {
    NoOfVertices;
    <space>
    NoOfTextures;
    Textures;
    NoOfMaterials;
    Materials;
    <space>
    NoOfPolygons;
    <space>
    Polygons;
    <space>
    NoOfComponents;
    Components;
    NoOfProperties;
    Properties;
    <space>
    NoOfVertices;
    VerticesUVSet1;
    NoOfVertices;
    VerticesUVSet2;
    NoOfVertices;
    VerticesPositions;
    NoOfVertices;
    VerticesNormals;
    NoOfVertices;
    VerticesMinMax; //Looks like Min/Max info.
    NoOfVertices;
    VerticesUnknown1; //Looks like per vertex properties
    NoOfVertices;
    VerticesUnknown2; //hmmmm...
    if(pointer<filesize)
    {
        NoOfProxies;
        Proxies;
        <space>
    }
    NoOf;
    IntermittentUnknownData; // As at article date 12-Aug-2007. This data is not in every lod
                              // it is intermittent. Currently, structure is unknown.
                              // Can be bypassed by manual intervention to start of next resolution.
                              // Most likely is Texture-2-Face/Vertex mappings.
                              //This is a 'show-stopper' for continuous processing.
  }
</nowiki></code>


==== structResolution (detailed) ====
chkfaces
<code><nowiki>
  structResolution
  {
    int        NoOfVertices;
    byte        byteResUnknown1;
    byte        byteResUnknown2;
    switch (byteResUnknown2)
    {
        case 0x00: { byte[40] byteArrayResUnknown1; break; }
        case 0x20: { byte[45] byteArrayResUnknown1; break; }
        case 0x30: { byte[45] byteArrayResUnknown1; break; }
        case 0xFF: { byte[45] byteArrayResUnknown1; break; }
        case 0x3F: { byte[51] byteArrayResUnknown1; break; }
    }
    int                            NoOfTextures;
    asciiz[NoOfTextures]            Textures;
    int                            NoOfMaterials;
    structMaterial[NoOfMaterials]  Materials;
   
    //Basically... A direct replication of the information in the given .rvmat file
    for (int i = 0; i < NoOfMaterials; i++)
    {
      asciiz Material;
      byte[4] byteArrayMaterialUnknown1;
      float[4] Emissive;
      float[4] Ambient;
      float[4] Diffuse;
      float[4] forcedDiffuse;
      float[4] Specular;
      float    SpecularPower;
      int      PixelShaderId; //See enumPixelShaderId
      int      VertexShaderId; //See enumVertexShaderId
      //Based on the enumPixelShaderId that matches this PixelShaderId process a variable 'NoOfStages'
      //by default one should probably process 2 stages as this seems the most common amount
      if (NoOfStages > 0)
        {
          byte[34]  byteArrayMaterialUnknown2;
          for (int i = 0; i < NoOfStages; i++)
          {
            byte[4]  byteArrayMaterialUnknown3;
            asciiz    StageTexture;
            int      StageNumber;
          }
          for (int i = 0; i < NoOfStages; i++)
          {
            int      UVSource;
            float[3] aside;
            float[3] up;
            float[3] dir;
            float[3] pos;
          }
          byte[52] byteArrayMaterialUnknown4; //Possibly default values for a stage as same struct size
        }
        else
        {
          byte[86] byteArrayMaterialUnknown5;
        }
     
    }//EndOfMaterials


    byte[8] byteArrayResUnknown2;
repairfaces
    int NoOfPolygons;
    byte[6] byteArrayResUnknown3;
    structPolygons[NoOfPolygons] Polygons;
   
    //The following is an Unknown structure, however this code snippet iterates over it
    int NoOf;
    for (int i = 0; i < NoOf; i++)
    {
      byte[26] byteArrayResUnknown4;
      byte byteResUnknown3;
      if (byteResUnknown3 == 0xFF)
      {
        byte[16] byteArrayResUnknown5;
      }
      else
      {
        byte[15] byteArrayResUnknown5;
      }
    }//EndOfUnknownStructure


degfaces


    int NoOfComponents;
smoothgroups
   
......


countsections


next biki session... tomorrow night...
getsections


 
----
......
 
 
 
 
 
  }
</nowiki></code>
 
=== File Format ===
 
 
The following is a mix of ''pseudo-code'' and structure references that could be used to discribe the file format of ODOL v40.
It may or may not be accurate but has do date been used to read ODOL v40 is some cases without manual intervention. As at the writing of this article in most cases though, manual intervention is required to complete navigation throughout the given p3d file as there is some unkonwn data that prevents continuous processing.
 
 
<code><nowiki>
 
  ODOLv40
  {
    structP3DHeader Header;
    byte[155] Unknown;
    structSkeleton Skeleton;
    byte unknown1;
    if(unknown1 == 0x00) {byte unknown2};
    byte[32] unknown3;
    int unknown4;
    byte unknown5;
    asciiz unknown6;
    byte[6] unknown7;
    bool AnimsExist;
    if (AnimsExist)
      {
        int NoOfAnimSelections;
        structAnimation[NoOfAnimSelections] Animations;
 
        //Basically... for each bone there is a list of Animations and this array structure
        //            is stored on a per resolution basis.
        int NoOfResolutions;
        for(int i=0; i<NoOfResolutions; i++)
        {
          int NoOfBones;
          for(int ii=0; ii<NoOfResolutions; ii++)
          {
            int NoOfAnims;
            if (NoOfAnims > 0)
              {
                for(int iii=0; iii<NoOfAnims; iii++)
                {
                  int Animation;
                }
              }
          }
        }
 
        //Unknown Anim info...
        //Basically... for each Animation if the TransformType !=9 then there
        // is a 6 x float of positional info.
        for(int i=0; i<NoOfResolutions; i++)
        {
          int Anim;
          if (Anim != -1)
            {
              if (Animations[Anim].TransformType != 9)
              {
                  float[6] UnknownAnimInfo;
              }
            }
        }
      }//AnimExist
    byte[Header.NoOfResolutions * 8] Unknown8;
    bool[Header.NoOfResolutions] ResolutionFaceIndicator;
 
    //Basically...For each Resolution if the LODFaceIndicator is true
    //there is a int FaceCount + 13 bytes
    //I think this 'indicator' may serve other areas but at the very least it indicates
    //the following structure
    for (int i = 0; i < Header.NoOfResolutions; i++)
    {
        if (LODFaceIndicator[i])
        {
            int HeaderFaceCount;
            byte[13] Unknown9;
        }
    }
 
    int NoOfModelProxies;
    if (NoOfModelProxies != 0)
    {
      structProxy[NoOfModelProxies] ModelProxies;
    }
 
 
    structResolution[Header.NoOfResolutions];  //Note:- Remember, the order in which lod's
                                              //      occur is descending numerical order.
                                              //      eg. Resolution 1.0 will be the last in
                                              //          the file.
 
    //EndOfFile
  }
 
</nowiki></code>
 
=== Decompression ===
 
In ODOL v40 format files some of the datastructures present in the file are compressed by using a form of LZ compression.
Unlike pbo compression, in ArmA model files, one only knows the number of items to decompress, the expected output size (in bytes) and the expected checksum.
With this information and the size of a given data item one has the necessary information to expand the data to it's original format and size.
 
 
<b>''Note:- Data structures that are identified as being compressible will only be compressed if the 'expectedSize' is greater than 1024 bytes.''</b>
 
 
<b>''The code that follows is written in C# and may or may not be optimal or correct.''</b>
 
 
 
As an example if one was expanding the array of vertices positions...
 
* A vertex is described by it's x,y,z coordinates which are floats. A float is a 32bit (4 byte) number.
* If we were processing 1968 vertices then our expected output size would be 1968 * (3 * 4) = 23,616 bytes.
 
This 'expectedSize' is the only necessary information one would need to pass to a processing sub-routine or function.
 
 
<code><nowiki>
  public bool Expand(int ExpectedSize)
  {
      byte PacketFlagsByte; //packet flags
      byte WIPByte;
      BitVector32 BV;
      msLZ = new MemoryStream(ExpectedSize);
      BinaryWriter bwLZ = new BinaryWriter(msLZ);
      byte[] Buffer = new byte[ExpectedSize + 15];
      bool[] BitFlags = new bool[8];
      int i = 0, PointerRef = 0, ndx = 0, CalculatedCRC = 0, ReadCRC = 0, rPos, rLen, CurrentPointerRef = 0, Count = 0;
      int Bit0 = BitVector32.CreateMask();
      int Bit1 = BitVector32.CreateMask(Bit0);
      int Bit2 = BitVector32.CreateMask(Bit1);
      int Bit3 = BitVector32.CreateMask(Bit2);
      int Bit4 = BitVector32.CreateMask(Bit3);
      int Bit5 = BitVector32.CreateMask(Bit4);
      int Bit6 = BitVector32.CreateMask(Bit5);
      int Bit7 = BitVector32.CreateMask(Bit6);
 
 
      PacketFlagsByte = br.ReadByte();
      do
      {
          BV = new BitVector32(PacketFlagsByte);
          BitFlags[0] = BV[Bit0];
          BitFlags[1] = BV[Bit1];
          BitFlags[2] = BV[Bit2];
          BitFlags[3] = BV[Bit3];
          BitFlags[4] = BV[Bit4];
          BitFlags[5] = BV[Bit5];
          BitFlags[6] = BV[Bit6];
          BitFlags[7] = BV[Bit7];
          i = 0;
          do
          {
              if ((int)bwLZ.BaseStream.Position >= ExpectedSize) { break; }
              if (BitFlags[i++]) //Direct Output
              {
                  WIPByte = br.ReadByte();
                  bwLZ.Write(WIPByte);
                  Buffer[PointerRef++] = WIPByte;
                  CalculatedCRC += WIPByte;
              }
              else //Get from previous 4k
              {
                  rPos = (int)(br.ReadByte());
                  rLen = (int)(br.ReadByte());
                  rPos |= (rLen & 0xF0) << 4;
                  rLen = (rLen & 0x0F) + 2;
                  CurrentPointerRef = PointerRef;
                  if ((CurrentPointerRef - (rPos + rLen)) > 0)
                  {
                      //Case of wholly within the buffer, partially within the end of the buffer or wholly outside the end of the buffer
                      for (Count = 0; Count <= rLen; Count++)
                      {
                          ndx = (CurrentPointerRef - rPos) + Count;
                              if (ndx < 0)
                              {
                                  //Beyond the start of the buffer
                                  WIPByte = 0x20;
                              }
                              else
                              {
                                  //Within the buffer
                                  WIPByte = Buffer[ndx];
                              }
                          //}
                          bwLZ.Write(WIPByte);
                          Buffer[PointerRef++] = WIPByte;
                          CalculatedCRC += WIPByte;
                      }
                  }
                  else
                  {
                      //Case of wholly or partially beyond the start of the buffer.
                      for (Count = 0; Count <= rLen; Count++)
                      {
                          ndx = (CurrentPointerRef - rPos) + Count;
                          if (ndx < 0)
                          {
                              //Beyond the start of the buffer
                              WIPByte = 0x20;
                          }
                          else
                          {
                              //Within the buffer
                              WIPByte = Buffer[ndx];
                          }
                          bwLZ.Write(WIPByte);
                          Buffer[PointerRef++] = WIPByte;
                          CalculatedCRC += WIPByte;
                      }
                  }
              }
          }
          while ((i < 8) & (bwLZ.BaseStream.Position < ExpectedSize));
          if (bwLZ.BaseStream.Position < ExpectedSize) { PacketFlagsByte = br.ReadByte(); }
      }
      while (bwLZ.BaseStream.Position < ExpectedSize);
      ReadCRC = br.ReadInt32();
      if (ReadCRC == CalculatedCRC) { return true; } else { return false; }
  }
</nowiki></code>
 
=== Reference Tables ===
 
Note: These are not part of the p3d model file but are reference tables used for processing.
 
==== Resolutions ====
 
<code><nowiki>
refResolutions
{
  float  Resolution;
  string ResolutionName;
}
</nowiki></code>
 
{| border="0"
!width="50" align="left"|Value
!width="150" align="left"|Value
!width="300" align="left"|Description
|-
|-
|align="left"|1.0e3||align="left"|1,000||align="left"|View Gunner
|-
|align="left"|1.1e3||align="left"|1,100||align="left"|View Pilot
|-
|align="left"|1.2e3||align="left"|1,200||align="left"|View Cargo
|-
|align="left"|1.0e4||align="left"|10,000||align="left"|Stencil Shadow
|-
|align="left"|1.001e4||align="left"|10,010||align="left"|Stencil Shadow 2
|-
|align="left"|1.1e4||align="left"|11000||align="left"|Shadow Volume
|-
|align="left"|1.101e4||align="left"|11010||align="left"|Shadow Volume 2
|-
|align="left"|1.0e13||align="left"|10,000,000,000,000||align="left"|Geometry
|-
|align="left"|1.0e15||align="left"|1,000,000,000,000,000||align="left"|Memory
|-
|align="left"|2.0e15||align="left"|2,000,000,000,000,000||align="left"|Land Contact
|-
|align="left"|3.0e15||align="left"|3,000,000,000,000,000||align="left"|Roadway
|-
|align="left"|4.0e15||align="left"|4,000,000,000,000,000||align="left"|Paths
|-
|align="left"|5.0e15||align="left"|5,000,000,000,000,000||align="left"|HitPoints
|-
|align="left"|6.0e15||align="left"|6,000,000,000,000,000||align="left"|View Geometry
|-
|align="left"|7.0e15||align="left"|7,000,000,000,000,000||align="left"|Fire Geometry
|-
|align="left"|8.0e15||align="left"|8,000,000,000,000,000||align="left"|View Cargo Geometry
|-
|align="left"|9.0e15||align="left"|9,000,000,000,000,000||align="left"|View Cargo Fire Geometry
|-
|align="left"|1.0e16||align="left"|10,000,000,000,000,000||align="left"|View Commander
|-
|align="left"|1.1e16||align="left"|11,000,000,000,000,000||align="left"|View Commander Geometry
|-
|align="left"|1.2e16||align="left"|12,000,000,000,000,000||align="left"|View Commander Fire Geometry
|-
|align="left"|1.3e16||align="left"|13,000,000,000,000,000||align="left"|View Pilot Geometry
|-
|align="left"|1.4e16||align="left"|14,000,000,000,000,000||align="left"|View Pilot Fire Geometry
|-
|align="left"|1.5e16||align="left"|15,000,000,000,000,000||align="left"|View Gunner Geometry
|-
|align="left"|1.6e16||align="left"|16,000,000,000,000,000||align="left"|View Gunner Fire Geometry
|-
|-
|}
 
 
==== Material Stages ====
 
The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine.
A reference table is used when processing materials where depending on the shader specified the given number of stages should be processed.
 
<code><nowiki>
refShaderStages
{
  int PixelShaderId;
  int NoOfStages;
};
</nowiki></code>
 
{| border="0"
!width="350" align="left"|PixelShaderId enum
!width="50" align="left"|NoOfStages
|-
|-
|align="left"|PixelShaderId.Normal||align="left"|0
|-
|align="left"|PixelShaderId.NormalMapSpecularDIMap||align="left"|2
|-
|align="left"|PixelShaderId.AlphaNoShadow||align="left"|0
|-
|align="left"|PixelShaderId.AlphaShadow||align="left"|0
|-
|align="left"|PixelShaderId.NormalMapMacroASSpecularDIMap||align="left"|4
|-
|align="left"|PixelShaderId.Glass||align="left"|2
|-
|align="left"|PixelShaderId.Detail||align="left"|1
|-
|align="left"|PixelShaderId.NormalMap||align="left"|3
|-
|align="left"|PixelShaderId.NormalMapMacroASSpecularMap||align="left"|4
|-
|align="left"|PixelShaderId.NormalMapSpecularMap||align="left"|2
|-
|-
|}

Latest revision as of 14:57, 12 March 2024

Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.

As written in http://community.bistudio.com/wiki/ArmA:_RVMAT value of each pixel is calculated with RVMAT values and engine lighting values.

Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular.

When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.

Specular Map info. from Armoured Sheep

Shadow Volume info from Armoured Sheep

(Note to self) At some stage it might be a good idea (of course it may just as well not be...) to have a listing of common rvmat material settings with a reference picture. Maybe specifying shaders, values etc. for common materials such as metals, masonary etc. Might be something OFPEC might be more suited too as it may get 'out of hand' with a 'thousand' blood textures/materials or something just as stupid... anyhow, this is a reminder note to look at it in the future...

(Another Note to self) Start a discussion at some stage on the forums regarding bringing new character models in. Specificaly, different sized models from the current BIS content. This discussion would result in some general consensus regarding one (or more) 'sizes'. That is, all current rtm's and units are based around a model size of 1.8 metres. (apart from some which are unit specific ones...)If there was some community consensus, then perhaps (as an example) one could have some 5'6" (165cm) characters, or 4-5 ft. characters. Also, a characters volume would need to agreed upon. These, sorts of issues would only be necessary if there was a desire to have rtm's that could work with models from disparate sources. Also, a naming convention, similar maybe to bis's but also including a size reference.


[quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need:

1) selection on your model that contains faces with animated material (switch one rvmat to another) 2) damage materials 3) section defined in model.cfg for the animated selection 4) hitzone definition in config.cpp in class HitPoint* where the selection is written 5) class dammage in config.cpp where switching materials are defined 6) Model and all its sources must be binarised (packed) in PBO[/quote]

Damage Textures


Undocumented O2Script 'callRuntime' command parameters

Following is a list of (so far anyway) undocumented O2 commands that can be called via the O2Script command 'callRuntime'.

eg.

_LoD callRuntime "isolatedpts";

From O2Script make a call to the runtime to 'select isolated points'.

facegraph

hidesel

unhidesel

locksel

unlocksel

recalcnorms

sortanims

squarizesel

triangulatesel

selhidden

checkclosed

closetopo

removecompo

createcompo

compoconvexhull

checkconvexcompo

checkconvexity

autosharp

makesharp

mirroranim

halfrateanim

texlist

matlist

proxylist

cropsel

optimize

isolatedpts

chkmapping

chkstvects

chkfaces

repairfaces

degfaces

smoothgroups

countsections

getsections