Eden Editor: Configuring Asset Previews
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Picture Production
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Increase folder size for screenshots to at least 1000 MB. The process how to do it is described in screenshot command description.
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Run Arma 3
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Set the following video settings:
- 16:9 aspect ratio
- Brightness at 0.5
- Object, texture and shadow quality to at least Very High
- FSAA at 8x
- PPAA disabled (brightens the image too much)
- Bloom disabled
- Make sure HDRprecision is set to 16 in the arma3.cfg
Note
Disabling Depth of Field along with the above settings can be used to generate images with a transparent background, which can be useful for image editing.
However by convention, Arma 3 asset previews include the ground plane background and the asset's shadow projected on the ground plane. So it is advisable to set the DoF slider to a non-zero value. -
Open Eden Editor on VR terrain
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Run the BIS_fnc_exportEditorPreviews function to capture images. Code examples:
// All objects [] spawn BIS_fnc_exportEditorPreviews; // All characters and vehicles. Capturing delay will be 0.5 seconds [0.5,"vehicles"] spawn BIS_fnc_exportEditorPreviews; // BLUFOR characters and vehicles [nil,"vehicles",[west]] spawn BIS_fnc_exportEditorPreviews; // Props in Karts DLC [nil,"props",[],["kart"]] spawn BIS_fnc_exportEditorPreviews; // All objects in specified addons [nil,"all",[],[],["A3_Armor_F_Slammer","A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews; // BLUFOR characters and vehicles in Marksmen DLC [nil,"vehicles",[west],["mark"]] spawn BIS_fnc_exportEditorPreviews; -
The function will go through given objects and automatically create screenshots for them in the following folder:
<Arma 3 Profile>\Screenshots\EditorPreviewsPictures of objects belonging to a mod will be created in sub-folder with the mod class.
This operation can take several minutes. If you wish to cancel it, exit the editor.
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Resize all images to 455x256 and save them in JPG format.
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Move pictures to your addon.
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Add
editorPreviewconfig property to all your objects. Let it point to a picture which belongs to the object.class CfgVehicles { class MyObject { editorPreview = "\A3\EditorPreviews_F\Data\myObject.jpg"; }; }; -
Pack your addon. Don't forget to set JPG files to be packed as well.