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Eden Editor: Introduction
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Eden Editor: Entity Attributes
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Arma 3 Cars Config Guidelines
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Arma 3 Cars Config Guidelines
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== Model requirements {p3d} == * A new PhysX lod ** There needs to be a lod (4e13) consisting of convex components as simple as possible, some 60 faces shall be sufficient for most cars *** Current public Oxygen version doesn't support showing correct name of this lod and displays only Geometry instead. Don't be afraid of having two geometries, it's going to be fixed with new tools. ** Just the main body of car should be in this lod, wheels are added by engine later ***[[Image:physx_lod.jpg|400px]] * Memory lod ** There should be an axis for each wheel named ''wheel_X_Y_axis'' (X is position of wheel from front, Y is 1 for left and 2 for right), the name is defined in selected wheel as '''center''' ** There should be a point at the edge of each wheel named ''wheel_X_Y_bound'' which is used to determine wheel radius (distance from wheel axis is used for this) - there is no other need than placing the point at the edge, even memory points for tracks could be used for this, the name is defined in selected wheel as '''boundary''' ***[[Image:physx_bound.jpg|400px]] ** Mirrors and screens should have their camera position defined in ''pipX_pos'' and direction in ''pipX_dir'' - parameters '''pointPosition''' and '''pointDirection''' in class RenderTargets ** Reflectors should have their position defined in ''LightCarHeadYXX'' (Y is a side - R/L, XX is a number) and direction defined in ''LightCarHeadYXX_end'' * Mirrors and screens should have RTT texture: #(argb,256,512,1)r2t(rendertargetX,1.0) - where X in rendertarget should be a number corresponding to the renderTarget memory point. * Mirrors and screens UV mapping should be increased to cover the entire UV map. This increases the "aperture" size of the mirror image. * Randomly generated accessories should have their selections independent on all other selections (mainly the main body and all the glass selections), glass as a part of hide-able accessory should be handled as two separate selections * Beacons and markerlights should have their material set to emit light * Spare wheel should have defined selections for it, texture underneath and correct hitpoints like a normal wheel * Man-held turrets shouldn't be hidden when destroying them without destroying the whole vehicle - IK issues would crash the game
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