![l3dt pro c l3dt pro c](http://www.bundysoft.com/L3DT/gallery/r23/16Jan06/temp6s5.jpg)
On texture/bump-map layers part double LMB click « new texture layer » to open layer editor.įor file name use “…” to browse into Climates\PMC_Grass_Rock_Sand\ and choose PMC_grass.png texture. Give it name “PMC_grass”, use file “…” to browse into Climates\PMC_Grass_Rock_Sand\ directory and type in file name “PMC_”, click save. Double click « new material » to open material editor. Leave Climate Editor dialog open and move the three PNG textures we created earlier to Climates\PMC_Grass_Rock_Sand\ directory.īack to climate editor dialog, double LMB click “1: Grass” to open Land Type Editor.Ĭlick manager button to open material manager dialog. Note this doesnt mean you have to use your real name, unless for some odd reason you actually want to. This doesnt really matter but hey if you're making a new climate why not tag it with your name so if you happen to share this with your friends they see your name there.
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Now you're back in Climate Editor dialog, next add your name / nick / alias to author name field. Then browse into this directory and adjust the suggested file name “PMC Grass Rock ” to be without spaces, like “PMC_Grass_Rock_” and save. Now create a new directory here, RMB click the empty browser area and type in “PMC_Grass_Rock_Sand” and hit enter to create this directory. Point is we are looking at “Climates” directory.
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Use browse “…” button in file name field, it opens file/dir browser for “C:\Users\\元DT\resources\Pro 16.05.3.1 圆4\Climates\” directory on the 元DT v16.01 pro 90 day trial version, yours may differ and it will when new versions are released. Write in climate name “PMC Grass Rock Sand”. Select “Demo-grass-rock-sand” and click Copy button. Open 元DT, use resources → climates → climate manager. I believe the gdt_grass_green_co especially looks like crap, but it doesnt matter in this tutorial, later you can experiment with some proper textures. You should use your mad artistic skillz and grab / create some proper 100m altitude satellite images for these 元DT material / seed textures. Please note that when we resized 2048 res arma3 gdt textures into 512 res 元DT materials, they. You'll see when you experiment with textures and most likely will be surprised how featureless they have to be. If you have lot of small feature / details in these 元DT material / seed images they make crappy looking satellite. These gdt textures as name says are ground detail textures and are not suited for satellite texture use, gdt are looked at 1m altitude where satellite texture is from 100m and above, there is huge difference on the texture “features” or details between these two types. tga texures in photoshop / gimp, resize down to 512 x 512 resolution and save as PNG format. These textures are not very good sources for 元DT satellite seeds, but they'll do for this tutorial. Do the same for gdt_rock_co.paa and gdt_beach_co.paa textures.
![l3dt pro c l3dt pro c](https://www.cafu.de/images/gallery/outdoor/terrain_thrawn_1a.jpg)
tga format, save it to some temporary directory away from p:\a3\map_data\ dir. Open gdt_grass_green_co.paa with texview2 and save it as.
![l3dt pro c l3dt pro c](https://m.32r.com/uppic/180515/201805151632516965.jpg)
Go to p:\a3\map_data\ and you see lot of gtd_*.paa files, these are ground detail textures. These are called 元DT materials or “seed” textures, more of this below. We use sand, grass and rock textures and copy existing 元DT demo climate to our template, as to keep it simple for this tutorial. Lets make a new 元DT climate using arma3 textures.