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Face A2 Face101.jpg
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Eden Editor: Introduction
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Oxygen 2 - Manual
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=== Surfaces === ---- Every face that will use textures/materials has to be mapped. UV map defines texture proportions and resolution. You can check mapping with menu feature '''structure->check faces'''. Every face can have texture (diffuse map) and material (RVMAT) files attached. Path to these files is defined in menu '''face properties (E)''' You can later see it also in Material library or in Mass renaming tool. You should wisely decide how many files you have to use, because you define number of sections for drawing the model on graphics card. ==== Texture Mapping ==== {| border="1" align="center" cellpadding="3" cellspacing="0" | ! colspan="3" bgcolor="#bbbbff" | Texture Mapping |- ! bgcolor="#ddddff" | Name ! bgcolor="#ddddff" | Description |- | '''A''' | Flat mapping from background mode. |- | '''B''' | Applies texture/mapping on the surface. |- | '''CTRL+B''' | Shows the actual mapping. |- | '''M''' | Gizmo“ mapping ('''Surfaces->Gizmo Mapping''') – a separate menu starts with simple gizmo features, the results can be interactively shown in Buldozer. |- | '''E - Face Properties''' | Assigning textures and materials (more in [[Oxygen#Properties | PROPERTY]]) |- | '''Arrow Keys''' | Move with the rectangle. |- | '''Shift + Arrow Keys''' | Change rectangle size. |- | '''LMB''' | Select rectangle with texture. |- | '''RMB''' | Context menu. |- | '''CTRL + LMB''' | Outside the rectangle – Rotation Mode (Note: Beware of non-planar mapping). |- | '''CTRL + LMB''' | On the edge – Scale. |- | '''CTRL + LMB''' | In the texture library, Select by texture. |- | menu '''Surfaces->fit Bgr.from Selection''' | Aligns the rectangle according to the selection. |- | Tools-> '''mass texture and material renaming''' | Quick multiple renaming. |- |} ===== Neighbour Mapping ===== ---- Neighbour mapping is mapping that uses informations about mapping from neighbour faces of selected faces. UV from neighbour are copied to unmapped selected faces. Function works repeatedly, Until there are unmapped faces. To use this function, make selection of area, that contains some ummapped faces (faces which have UV zeroed). There must be enough neighbour faces containing some mappings. Function can be also used as variation of "unfold" or "unwrap" function, because it will try to calculate unknown UV by neighbour if there is not enough mapped neighbour faces, but at least one, which is used to calculate UV transform. To use function for "unwrap", use following steps *1) remove mapping on area *2) choose one face from area to map (representative) *3) Map this face in UV editor and un-deform this face *4) select area to map *5) use neighbour mapping. Note: function works best with triangles. Results of quads can be totally unusable. ==== UV unwrap ==== ---- To spare amount of textures modellers usually unwrap surface of a model to a planar projection and compose textures in this layout. In O2 you can do it with help of UV editor. It has simple editing tools for vertex and face manipulation (move, scale, merge, snap). It also can show selected faces in UV set and back. It also allows you to simply make new UV mapping by transforming any face in 2D projection of the editor. [[Oxygen 2 - UV Editor|UV Editor]] ==== Resources Library ==== ---- This multi functional library can be used not only for materials. You can explore all files linked to the model surfaces. Select faces assigned to textures/materials. Start MATplugin for editing materials. Rename or Drag and Drop files from the list. Add proxies from file structure on your disk. It shows some information about section count too. Doubleclick 1) nothing selected – opens the file in associated program/plugin 2) with faces selected, applies texture/material on selected faces. 3) in mapping mode “automap selection” it will change background texture Ctrl+Doubleclick 1) at texture and material - make selection of the mapped surfaces 2) at p3d – selects all proxies with this path Ctrl+Shift+Doubleclick 1) texture/material – changes texture on selected faces 2) only for p3d - File -> Open selected *.p3d Shift+Doubleclick 1) only for p3d – adds proxy in scene DragAndDrop 1) texture/material – same as Ctrl+Shift+Doubleclick – changes texture on selected faces 2) P3D dragged in viewport – makes Proxy 3) P3D dragged on menu – opens the file Rename works only for pathnames, usable in LODs (same as mass renaming) ==== MAT plugin ==== ---- You need MAT.dll in O2. Useful is also subfolder TEMPLATES from VCS. Read more about materials in [[ArmA:_RVMAT]] You can use templates stored in O2 sub folder You can work with primitives and switch view from model to primitive. You can select simple color for the primitive RVMAT file content editing. You can link various values together. Various types of color schemes are available. You can pick any color on your monitor with the dragged dropper icon Color field shows actual settings, can be used to open color selection palette If you use material templates, then stages are partially locked. Procedural textures can be easily edited in submenu Copy / Paste v O2 (menu or special hotkey) can be applied on colors and stage settings Warning : standard Ctrl+C a Ctrl+V works in actual window affected by actual “focus” Use menu Edit -> Copy / Paste or hotkey Ctrl+Shift+C and Ctrl+Shift+V. For correct results. Copy of color/stage settings: 1) LMB on any small window with color value number or texture name 2) use menu Edit -> Copy, or Ctrl+Shift+C 3) choose other color panel, LMB on any slider, value or texture name 4) use menu Edit -> Paste, or Ctrl+Shift+V
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