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Development Notes
jonpas edited this page Sep 10, 2023
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5 revisions
All Editor Preview images are stored in addons/assets/previews/
and used with EDITORPROPERTY(class)
macro. Every public vehicle and unit should have an Editor Preview.
To facilitate the large amount of content, the process is as simplified as possible.
- Follow steps 1-4 of Configuring Asset Previews with addition of:
maxScreenShotFolderSizeMB = 10000; // 10 GB
- Sampling 100%
- Depth of Field to
1
or higher - Ambient Occlusion on (Strong/Hard)
- Run the following code in Debug Console to:
- Generate new class previews:
[0.5, "all", [], [], [], ["TACU_NewClass"]] spawn BIS_fnc_exportEditorPreviews;
- Generate new faction previews:
[0.5, "all", [], [], ["tacu_new_faction"]] spawn BIS_fnc_exportEditorPreviews;
- Generate all previews:
private _addons = "true" configClasses (configFile >> "CfgPatches") apply {configName _x} select { _x select [0, 5] == "tacu_" && !("faction_overwrites" in _x) /* ignore as it would generate dependency classes */ }; [0.5, "all", [], [], _addons] spawn BIS_fnc_exportEditorPreviews;
0.5
to1
or higher if your PC does not render textures quickly enough. - Generate new class previews:
- Resize all images to 455x256 and save them in JPG format using ImageMagick:
Note:
for f in *.png; do magick convert -resize 455x256 $f -set filename:fname %t +adjoin '%[filename:fname].jpg'; done
for-loop
instead ofmagick convert *.png
due to memory limitations. - Copy all JPG format images to
addons/assets/previews/
(delete all first to avoid retaining any removed classes).