#arma3_texture

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lethal condor
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Urm... what exactly you wanted to do?

full quarry
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These are multimaterial uv mappings

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For tiling textures

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The other uv set contains the 1 uv space mapping for mask and other 1 space textures

full quarry
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These are not broken

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this is how its supposed to be

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what are you trying to do?

lethal condor
#

We still have no idea what's your intention

full quarry
#

where is the building from?

lethal condor
#

If you want to repaint a multimat building, you need to edit texture itself and rvmat

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Also GM's Terrain Samples are not really good for an actual game but just for the terrain creation

full quarry
#

building retexturing is basically done via the rvmat

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since the rvmat assigns the textures to the mask colors

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but also are GM buildings even retexturable with hidden selections?

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as buildings rarely are

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as hidden selections do not work in terrain placed objects

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you would need separate p3d for each color variation for terrain work

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and you dont have access to GM building textures Id wager either

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so what you want to do may not be possible at all

full quarry
#

there is second UV set for the mask

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check out the multimaterial wiki page

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from Mondkalb?

spark shore
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any way to add ambient shadow to a building without using multimaterials?

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I guess with an MC texture but is it useable without multimats?

full quarry
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other shaders use it and AS/ADS too

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like super shader

spark shore
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but how can I make AS work on tiled textures in super?

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does super support multiple UV unwraps?
I might be missing something

full quarry
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it does yes

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but

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why are you not using multi material...

spark shore
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its just too frustrating, especially on buildings that are a mix of metal and concrete

full quarry
#

its just better for performance

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@fresh hill you know this guy by any chance?

spark shore
# full quarry its just better for performance

yeah I know but thankfully its not an issue for what I'm doing
I usually never drawcall any more than 5 texture at once, and not even that high res
anywhere I can read about using AS on a different UV?

full quarry
#

second uv set, change tex to tex1 on stages you want to use second uvmap

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basically same thing as with multimaterial

spark shore
#

so you're claiming you don't know the only person who can give you access to those files?

full quarry
#

๐Ÿ‘†

spark shore
#

its neither hard nor allowed my guy

full quarry
#

but you know thats forbidden

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this means bye bye

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where do these thiefs keep popping up

spark shore
#

I think its just new people who don't understand how it works
not many games are as strict as this

full quarry
#

Its common sense if you have to use tools to bypass "security"

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its not legit

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well now it looks all weird

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but anyway

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sorry @fresh hill for the ping.

tired zenith
#

I figure this might be the right channel. I've tried as much troubleshooting as I can on my own. I'm running into a problem when trying to incorporate markers into my mod; these are .paa files, both identical in dimensions and the creation process, but for some reason only one of them appears as-intended in game. The icon on the left is functioning correctly, but the icon on the right is semi-transparent with no color when placed on the map. I was going to post a screengrab of this issue, but it seems images are disabled here. Here is my config code;

class CfgMarkers
 {
    class hlsep_marker_union
    {
      name="Union";
      icon="hl2soundspack\icons\icon_union.paa";
      color[]={1,1,1,1};
      size=32;
      shadow = 0;
      scope = 2;
      markerClass = "Flags";
    };
    class hlsep_marker_lambdares
    {
      name="Lambda Spray";
      icon="hl2soundspack\icons\spray_lambdares.paa";
      color[]={1,1,1,1};
      size=32;
      shadow = 0;
      scope = 2;
      markerClass = "Flags";
    };
};```
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Has anyone any idea on how to correct this issue of the .paa ingame appearing faded out grey and almost entirely transparent?

full quarry
#

if you use the working one on the non working one does it work=

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you can also link pictures

tired zenith
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hlsep_marker_lambdares works perfectly as intended, hlsep_marker_union does not

full quarry
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you sure its just not like that?

tired zenith
#

just not like what?

full quarry
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what the icon should look like?

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also what resolution are they?

full quarry
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set its color to 1,0,0,1

tired zenith
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will give that a shot

full quarry
#

also you should use _ca texture suffix

tired zenith
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first time messing with markers, i only found this buried deep in the bi forums lol - why _ca?

full quarry
#

that converts with alpha transparency

tired zenith
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would that be .paa_ca or do you mean hlsep_marker_lambdares _ca

full quarry
#

check pinned messages for wiki page about texture naming

tired zenith
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will do

full quarry
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name_ca.paa

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or name_ca.tga/png -> converts to name_ca.paa

tired zenith
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unfortunately changing the 1, 0, 0, 1 had no effect, will try with _ca

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with _ca also seems to make no difference

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the icons all appear as intended inside texview, too

fresh hill
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Ehh late to the party ๐Ÿ˜„

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GM buildings are not set up with Hidden Selections because they are primarily intended for terrain use, which does not support this aspect.

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Indeed the terrain samples are just to allow a succesful pack via Addonbuilder, they are not suitable for any re-usage or rework and subsequent release.

full quarry
tired zenith
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i found out the issue; markers seem to be restricted exclusively to 256x256 - not resized ingame - must be 256x256 to default render color/alpha

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once i tried that, fixed

full quarry
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๐Ÿ‘ ๐Ÿ‘

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Qwest completed

torpid lance
#

Does anyone know how the stars are added onto the F4 Phantom when you get an kill on an enemy Mig?

vapid sandal
#

anyone know if its possible to create a mod like RS rain textures that doesnt require editing for every single piece of gear, instead it just changes the shinyness and overlays a rain texture

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if an overlay isnt possible, a system that is extremley easy for others to create compats

lethal condor
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No, RV4 doesn't do such overlay depends on the weather or something

full quarry
livid knot
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Is arma capable of getting a 2d uv coordinate based on the selections of a character? An example being, if I plugin the forefinger selection, would I be able to get out the area that it takes up in the 2d texture?

full quarry
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no

livid knot
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Darn, thanks

full quarry
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one way to spot where to texture connects with model is with uv checker texture

livid knot
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Id need it to operate procedurly on any uniform. Cant check em all :(

full quarry
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then no

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๐Ÿ˜…

livid knot
full quarry
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BRGB as in Black, Red, Green, Blue color map

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each color represents a set of color,normalmap,smdi textures that are commonly tiling textures so a surface can be covered with more crisp pixel density

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this is also linked there

livid knot
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Ya I read that, just didnt understand what it was alluding to, thanks :)

livid knot
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I asked in scripting yesterday but maybe that was the wrong place for it. Is there any documention on how arma applies the blood decal to the uniform of a unit when they're injured?

full quarry
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its a damage state rvmat that changes the MC layer/stage

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such rvmat would be done on each used rvmat

livid knot
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So its specific to just the uniform its made for as apposed to a decal that gets slapped on top?

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I think I was able to find some info on it based on your description, thanks again

full quarry
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@livid knot so its this thing

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kinda crosses over to config making but it involves textures too so should be fine

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so each rvmat on a uniform, say the first one cloft1.rmat has then 2 more variants for wounded and killed states

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sometimes these are the same

livid knot
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Thankyou for giving me the reference, which config is that screenshot from? So I can check it out

full quarry
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from my all in on config dump

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but seems to be class C_man_1:

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this stuff is also very easy to break with retexturing if one uses hiddenSelectionMaterials and do not define the new injury materials for the new rvmat

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and if rvmat uses MC stage for dirt or camo then those need their own wounded versions too

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so it can lead into a big number of extra rvmats and supporting textures

livid knot
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Ya I'm not sure whether ill actually be using it, definitely seems very convoluted. I more just wanted to understand how it worked, I was hoping it was an applied decal and not a whole new texture, but alas....

Anyway thanks for your help on the subject!

full quarry
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oh it would be a lot simpler if you could just say woundOverlay = wound_pattern_01.paa

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or better yet woundpattern[] = {woundpattern_01, woundpattern_02,woundpattern_04} and so on

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one can dream

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ah even even better would be some sort of different damage type specific wound patterns

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and ammo type could define what pattern it makes

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buuut thats just dreaming

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unless wink wink enfusion could have something like this wink wink

tidal herald
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Is there a way to view the contents of RVMATs in-game? Specifically, those that are locked away inside a CDLC's EBOs.

full quarry
lethal condor
full quarry
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Can't access the file

iron thunder
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With loadConfig/loadFile you can (if you know the path)

calm tangle
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i'm trying to import an object to arma 3. I created the 3d model on blender, used a jpg normal map (converted in tga for object builder) and converted the model in obj. I mported the model in object builder, selected all my faces and applyied the tga converted normal map. I created 2 uv sets so i can used the 0 for a custom color texture and the 1 for the normal mal. But when u try to open the object in arma 3 editor i have an error wwhen i try to place the object saying "Make not available 'c:/users/erc/documents/arma 3 mods/terra/wall.tga' ". How can Arma 3 ask me for a file that's not even included in the game ?

calm tangle
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but i have a new question: why are my textures being displayed with the normal map overcoming my texture ?

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i have hald the object with the normal map color and half with the texture color

calm tangle
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the texture is the green part

severe rune
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That doesn't look like a normal map

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is your texture power of 2 size?

calm tangle
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should i have converted it to tga with blender instead of photoshop ?

calm tangle
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i tried to convert the normp map into tga with blender, now arma 3 doesn't even want to display the shapes of the normal map converted with photoshop

lethal condor
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is your texture power of 2 size?

calm tangle
livid knot
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Are you able to apply a normal map like how Aryes is? I was under the impression it has to be done in the rvmat

full quarry
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@calm tangle

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Also check toy the naming rules on wiki

calm tangle
# livid knot Are you able to apply a normal map like how Aryes is? I was under the impression...

here is my rvmat
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 1};
emmisive[] = {0, 0, 0, 1};
specular[] = {1, 1, 1, 1};
specularPower = 150;
PixxelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "IARTS_Terra\data\wall_normal.paa";
uvSource = "tex";

class uvTransform {
aside[] = {1, 0, 0};
up[] = {0, 1, 0};
dir[] = {0, 0, 0};
pos[] = {0, 0, 0};
};
};

full quarry
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It's broken.

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You need all the rest if the stages too.

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Set up P drive so you get the unpacked Arma data to use as reference and get the default super rvmat from a3\data_f as base for your new rvmat

livid knot
calm tangle
#

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=60;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="\IARTS_Terra\data\wall_normal.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="#(argb,8,8,3)color(1,0,1,0,SMDI)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(0.4,0.2)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage7
{
texture="\a3\data_F\env_co.paa";
useWorldEnvMap="true";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

full quarry
#

Start from the correct naming suffixes

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And is your project on P drive?

calm tangle
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i've seen videos where the exact same rvmat works. I don't understand why mine is not working

full quarry
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most likely the path in rvmat does not match the file structure that gets packed into p3d

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also earlier you meantioned different uv sets? how many uv sets does your model have?

calm tangle
full quarry
#

๐Ÿ‘

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whats the folder structure on P drive?

calm tangle
# full quarry whats the folder structure on P drive?

problem solved you were right, the game couldn't find the nohq file i need to correct this line in the rvmat:
texture="\IARTS_Terra\data\wall_normal.paa";
the right syntax is:
texture="IARTS_Terra\data\wall_normal.paa";

calm tangle
#

Is there a way to include a roughtness or mettalic effect in the rvmat ? I also have a roughtness image wich gives a marble effect to my object and i would like include itin the rvmat with the nohq.

full quarry
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it uses older Specular/Gloss type of shaders which require bit dffierent kind of textures

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there are articles about the differences online

dense peak
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Do arma 3 textures have the capability to be spawned with specularity?

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@full quarry

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As in created on the ground?

full quarry
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I do not understand the question.

dense peak
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I want to create water puddles using a texture is it possible?

lethal condor
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A vanilla object already does

dense peak
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How?

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@lethal condor

lethal condor
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What how? You wanted to know what?

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The rvmat it uses?

dense peak
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No I want to create water puddles etc

lethal condor
#

If you want, you can do it?

dense peak
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Yes but how?

lethal condor
#

Using a custom rvmat?

dense peak
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I've never used rvmats ever.

lethal condor
#

Then learn?

dense peak
#

Resources?

lethal condor
#

Also some template rvmats that located in a3\data_f

edgy robin
#

how tf am i suppose to figure out what goes where on the retexture

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๐Ÿ˜ญ

zinc jasper
#

hey i just finished making a texture for the int of the amv-7 and im trying to test it using scripts but it wont show up it only shows the og texture

lethal condor
lethal condor
zinc jasper
#

no errors at all so the file name is correct

lethal condor
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Interior can't be retextured

zinc jasper
#

dang

#

thank you for your help

dense peak
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@lethal condor I was able to learn from someone elses code.

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They just used paa files

dense peak
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Turns out ArmA 3 came preloaded with water textures

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In the form of water spills

lethal condor
#

Not even sure what you mean

dense peak
#

WaterSpill_01_Medium_Foam_F

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etc they are puddles

lethal condor
#

And what do you mean by preloaded

dense peak
#

It's built in

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Already existing

lethal condor
#

...Yes? It is. I don't even know what your question is anymore

dense peak
#

I asked how to create ambient puddles

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When it rains, that was my goal

lethal condor
#

Let me rephrase: what is unclear

dense peak
#

Well right now I am toying with the idea of spawning raindrops based on the bounding box of a building

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Actually this is better suited to scripting

lethal condor
#

Let's say I can make the red reflections (this red color is just to exaggerate the reflections, doesn't represent the final product) in daytime/daylight, and I wanted to make it so will appear in night time in a custom lightsource. What I could do if there is a possibility?

calm tangle
#

how do i make a glass texture on an object in Arma 3 ? What color do i give the object ?

full quarry
#

transparent one

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or semi transparent one, depending on what kind of look you want on it

lethal condor
#

Context?

#

๐Ÿค”

normal basin
#

Im having an issue where arma is not accepting my opacity channel in my smdi export preset, so I can't make thinks like lenses have opacity, anyone know a fix for this in substance or have a updated preset?

full quarry
#

smdi does not control the transparency of texture

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its the alpha in _CA texture

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you can edit that manually too in image editors

normal basin
#

Thanks goat ๐Ÿ‘

lean osprey
#

Anyone have A3 NATO MTP camo template they would like the share

onyx rover
#

Hi all, I've got a couple of questions (one of which unfortunately doesn't belong here, but Im not sure where else to ask as this is a two pronged question), but I wanted to make sure that it was okay to do some things before I even started into a process for it.

  1. Is it okay to re-texture arma 3 backpacks and create a mod for those re-textures? Say for example, I create a new texture for a carryall, but I want to reference the vanilla carryall backpack model for the texture to be on.
  2. Is it okay to call said carryall a different name, say for example I give it a new moniker like "Allcarry", while also having more space in it for what I want to do with it.
    Thank you for any responses ๐Ÿ™‚
full quarry
onyx rover
#

Good to know! Thank you so much!

calm tangle
#

How much margin to we have to give each UV element so object builder can display it normally ? Since yesterday i keep trying to use a texture baked with blender in object builder but i don't know why the even when i see the uv layer correctly set bulldoze doesn't display it correctly it's taking extra margin and i don't want this

full quarry
#

It should just display it as far as I know.

#

Something must go wrong in your process

calm tangle
# full quarry Something must go wrong in your process

This is what i keep telling myself, i managed to make it work once si i thing something is wrong with my process i will make a video. I tried baking the texture with various margin and various UV projections but object builder doesn't want to display it correctly

full quarry
#

If you compare uv mapping between source an in OB are they different? Does the model have multiple uvSets ?

calm tangle
full quarry
#

Link pictures?

abstract holly
#

is there a wiki page or a dev post somewhere about the new thermals, and what if anything they require from a modder standpoint?

#

is it just an entirely seamless process for modded content and no changes are needed on my end, or will i have to produce some kind of new TI texture?

full quarry
#

as far as I've seen, no details on that.

tropic totem
#

I am trying texture editing on arma 3 for the first time and was wondering how to export the file to a jpeg from Photoshop. I seem to only have PNG/JPG available and when I export them to the file, it shows that (filename).jpeg is not found

#

and do you need to export the file or just save it?

full quarry
#

Jpeg is same as jpg though

tropic totem
#

Bc the video I watched said vehicle/skins in vanilla Arma only can read jpeg

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oh is it?

full quarry
#

No

#

Gawd

#

Ditch that video

tropic totem
#

haha

#

im just trying to reskin a offroad to see if I can get it to work

full quarry
#

Well you will want to save your edited texture as png or tga. The file you will want to convert to Armas texture format .Paa

#

And you will want to use correct texture name suffix of _CO

#

Name_CO.png converts to name_co.paa

#

With Arma 3 tools texview or imagetopaa tools

tropic totem
#

Should I export my file I currently have edited back to texview?

calm tangle
#

The black spaces you can see in my uv layer is emply space, there is supposed to be nothing there

calm tangle
#

I tested the uv set in object builder and i don't know why OB is taking around half a centimeter of margin for each UV element

#

When i resize an element and leave half a centimeter magin it's correctly displayed

frail stone
severe rune
#

Also Render to texture displays thing were updated, before you could only use whitehot/blackhot modes. Now you can use all thermal imaging modes on them

full quarry
#

And your sharpness/ vertex normals have not exported out right, the smooth shading messes up the view a bit

#

And do you have rvmat assigned too?

calm tangle
full quarry
#

You really should make it use multimaterial though. But the margin should not matter at all.

#

Uv should not care where it is. Something else must be happening

tropic totem
#

I am having a problem, I have the texture in the mission file, but it keeps saying c1.jpg not found. Why does it keep saying it cant be found but the file is there?

tropic totem
#

got it to work

calm tangle
calm tangle
full quarry
#

can not

lethal condor
#

If you mean .jpg, yes

full quarry
#

it will still convert to .paa

full quarry
#

and do you use _CO suffix in the name?

calm tangle
full quarry
#

ah

#

that could be the issue

calm tangle
full quarry
#

all the Arma tools are designed around P drive

#

but also your model shading is all broken for some reason

#

so it just could be it breaks on export somehow

calm tangle
calm tangle
#

it's definitely not working i tried everything i could think of and it didn't work. I even tried OBJ file format but i have the same problem

full quarry
calm tangle
#

when we open a file in object bulder, i have to revert some faces to give the object it's original shape. Isn't there a way to do this job in blender instead ?

full quarry
#

Yes, you have likely built it so with blackface culling off so you don't see face orientation right in blender

atomic jolt
#

trying to preview a texture of a helmet, but i can't seem to be able to use the setobjecttexture command on the helmet

lethal condor
#

You can't

atomic jolt
#

whenever i do, it colors the torso

#

oh

#

is there any way to preview those?

lethal condor
#

Make a Mod

#

Alternatively, you can make a Mod with a helmet with a hiddenSelectionsTextures which points a local jpg (or tga or paa or...) file and use Diag exe

atomic jolt
#

huh, alright, that's a whole lot more complicated then i though

lethal condor
#

Not really

calm tangle
calm tangle
full quarry
#

this could indeed be it

#

triangulating pre export is preferable

#

also you unwrap is a bit terrible. theres so many tiny islands that barely cover a pixel

calm tangle
full quarry
#

ah

#

not good idea ๐Ÿ˜…

calm tangle
#

the faces of the building and the wall didn't have thickness

atomic jolt
# lethal condor Not really

did it, sort of, though i have a slightly diffrent issue now, it's conflicting with something in my groups modpack (might be the janky pbo's of our other custom assets), so rn the helmet shows up in the arsenal but when you put it on it's just the shadow of the model and no texture is visible. It works fine without the extra mods. My question is, how do i go about finding the issue and fix the pbo of my helmet thing (or what discord channel could help me with this)?

soft kestrel
#

what is the 3CB retexture policy?

full quarry
safe pendant
#

I am looking for a EMS/Medical themed vanilla Mohawk Helicopter texture for personal use only if anyone has one already

dense peak
#

hey guys so pretty much i am trying to retexture some mods, and well for some reason it dosen't work for me so when i make a retexture with a file paa , and then trying to make it into a pbo and make a new modpack for it when i place it in the game its shows the logo not found and it wont work maybe you know what could cause the issue?

full quarry
dense peak
#

oh. and how do i do that

full quarry
#

You make your new textures, you make config that refers to the assets in the mod and replace their hiddenselections configs with yours and pack that. Nothing of the original mod is packed

dense peak
#

but well in the video it self, says that, all u need to do , is, get the paa file retexture it replace it , the another paa, then repack to pbo. and make it to an own mod pack install it as an actual mod file. and then launch and it show work , but for some reason it did not for me and its anoying me

full quarry
#

What video is that, sounds like it gives all wrong directions

#

Lot of videos do that

dense peak
#

I'll send it here.

When I get back home

placid elm
#

How does one change a vest texture in the eden editor like you do uniforms or vehicles?

#

For example, this is what I used for my uniform
this setObjecttexture [0,"Blue1.jpg"]; removeallWeapons this;

#

nvm, think I found out no. Anyone have a tutorial for an efficient way to test out vest textures then?

full quarry
#

only way to do it is via addon

#

fastest way could be using diag exe and filepatching

placid elm
# full quarry one does not

Thanks! i've been scouring for a tutorial on how to create an addon for it. Still got a lot of learning to do. Vehicles/uniforms were a lot easier lol

full quarry
#

vest should be basically uniform but without the cfgVehicles character component

placid elm
#

Appreciate the help, i'm slowly getting there. Anyone know where the Press Vest is located? Been looking for an hour now

full quarry
#

you can find its path in ingame config viewer

magic obsidian
#

anyone know if there's an existing green texture for the tempest?

magic obsidian
#

๐Ÿ‘

tawdry forum
#

i'm looking to do a small retexture of an SSh-68 helmet from RHS. is there a way to pull the model from that mod to retexture it? (the RHS eula states it's fine with retextures of certain items and this helmet falls into that category)

lethal condor
#

Unbinarize a p3d model so it is editable is forbidden

livid knot
rare cedar
#

Hello everyone, do you know if it is possible to correct the blur on the white lines?

full quarry
#

Other than that this is normal mipmap behavior

rare cedar
#

Thanks for the info

full quarry
#

If you make them manually you can control the sharpness in different levels more

olive pawn
#

any info on the Refract shader?

lethal condor
#

What do you need to know? Pretty much you can do is what Refract rvmat/particle does

olive pawn
#

I mean like a wiki page or something explaining the stages n such. I see it used in other mods rvmat's before but i cant find much explaining how it works

full quarry
#

There is no info on it

dark path
#

i'm trying to make a vehicle have a glossy/shiny/chrome material. i've read about setObjectMaterial, but what would be a good material to use? im having trouble finding them

full quarry
#

and there is no "make thing shiny" material that would just work

#

as each material uses its own settings and technical textures

#

so you would need your own custom rvmat for that

wispy bloom
#

Is anybody aware of what might cause the defined 'picture="image.paa"' to show a UI icon in the Arsenal but not in the Inventory slot?

#

Is this a common issue?

full quarry
#

broken configs

still glacier
#

for it has always been that i forgot a \ in front of the path

#

"\pboname\data\image.paa"

calm tangle
#

Anyone knows why my texture is transparent ? I just created a new building, all face a correctly oriented and on Blender the texture is correctly displayed. There isn rvmat but i use the same rvmat on an other face o the same object and it works fine

calm tangle
full quarry
#

๐Ÿ˜… that is usually the culprit

dense peak
#

Does anyone know where to find the Arma 3 face textures?

full quarry
#

Characters pbo

dense peak
#

Ok โœ…

#

Thank you

#

Do you know where that is in the files Iโ€™m real new to all this stuff

lethal condor
#

Arma 3\addons\characters_f.pbo

dense peak
#

Thank you

torpid lance
#

currently having an issue where the as and smdi are making the model to appear a lot more white than what it is. I am sure the exporting of the textures from SP are correct. Anyone have an idea of what is causing this?

full quarry
#

textures and/or rvmat is not right

torpid lance
#

I see why they call you the Goat

full quarry
#

my guess is your specularity is blowing up

torpid lance
#

Yeah, it wasn't correct at all.

shadow gale
#

anyone give me a hand, having issues with GIMP, i saved the file as it was a XCF file so i convert the file to a PNG or a JPEG and what i done with the textures are at the top left not where i placed them, or disappear?

#

What is done ^

full quarry
#

how do you convert it to png?

#

you can export as png right ouy of gimp

shadow gale
lethal condor
#

Ctrl+E

full quarry
#

the file menu...

shadow gale
shadow gale
versed axle
#

I am making a custom face for a mod, is there an easy way to make a texture map? I am not sure how this works

full quarry
#

No easy ways , you will need to manually draw/edit it and if you want to make it properly you will also need rest of the skin shader textures

wispy sun
#

Could someone explain to me what the exact function of these two options is when creating a .rvmat

ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
livid knot
#

The values are rgba I think, diffuse should be the base color, and the Ambient is the ambient lighting applied to it

placid elm
#

What sizes are generally you should use for pictures/billboards?

#

photo frame (portrait) in particular

full quarry
#

depends how accurate you want it to be. portrait frame 512 could already be enough

placid elm
#

Been testing with my avatar

full quarry
#

Source picture must have more pixels than what you scale it to

full quarry
#

These look fine.

placid elm
#

Got the right side correct, as its a square frame 512x512. Trying to figure out left side as it cuts off on the right

#

and part of the ride side moves to the bottom of the frame

full quarry
#

Looks like the left frame has bit poor uv mapping

placid elm
#

I see, will just stick with right side then.

full quarry
#

Simpler. You would need to make new texture for the other one where you compensate the uvmapping offset

calm tangle
#

how do we make the glossiness/metalic effect in Arma 3 ?

molten spindle
#

Im having a problem with a texture, Im trying to apply a texture that has an alpha channel but the transparent areas are just rendered black

#

texview2 recognizes it as a transparent texture in DXT5, but ingame its just black

#

any idea how to fix that?

calm tangle
molten spindle
#

it's not

#

I fixed it

#

somehow, when you include the texture that has alpha in the hiddenSelectionsTextures in your config, it becomes black

#

I went to the model and assigned the texture from there and it worked

full quarry
#

Some default textures and materials must always be assigned to the model

proper tartan
#

developed a tool easily converting PBR texture to super shader textures
it looks really good

proper tartan
#

here's the result

#
#

infact im introducing my 0.12 ver now, this 0.10 version is outdated. the new version can really get a even more fantastic result

#

some 0.12 results

#

oops i can't post my pictures

#

okay i posted them on my twitter

#

based on Blender Composing nodes ,very easy to use

#

it "almost" brings PBR into Arma3 world, i means , pretty close

full quarry
#

Looks pretty great @proper tartan!
@ancient parrot this could interest you too!!

proper tartan
#

uploading it to my github repo. if some guy used it and like it, please star the repo, it's very encouraging to me

celest obsidian
#

Pretty cool

trail sequoia
#

Is there anything specific that needs to be done to convert 16-bit normalmap to 8-bit, or can I just do it with GIMP

wild night
#

Hiya boys, i'm looking for templates for the modular carrier vest (the LDF one). All of the links are dead on the official forums, anybody got it on their hard drive? (i'll also take any other templates you guys have, i started making some AAF retextures, and, well.... i ended up in a bit of a rabbit hole)

trail sequoia
#

Exporting Images to BMP on L3DT gives me broken files, has anyone experienced something similar?

#

figured why, too big image
need to export as mosaic and stitch using imagemagic

full quarry
#

correct

trail sequoia
#

fun stuff

trail sequoia
#

not sure what I'm doing wrong but I'm ending up with a 1.6Gb mask

#

maybe bmp isn't the best format here

full quarry
#

bmp is fastest to load into TB

#

and huge resolution images take space like that

#

bmp is uncompressed format

#

solution would be to make smaller maps

#

big maps take a lot of disk space

trail sequoia
#

fair enough
but do want to press on with larger map and I do have the disk space needed
on the publishing / ingame performance side
should I go with png or stick to bmp?

full quarry
#

bmp is faster to process. png would take 100x longer

#

they get turned into .paa tiles eventually

#

the source material is not packaged or used in live game

trail sequoia
#

bmp it is then
on the question of modifying mask/sat texture
how can I work on those with gimp
or do I edit the mosaic and restitch everything?

full quarry
#

you edit the source files, import them into TB and re generate tiles

#

I would strongly suggest making smaller map at this level of knowledge

#

learning is faster and easier that way

trail sequoia
#

think I phrased that question wrong
I was talking about editing the source file
do I go about editing the stitched mask
or do I edit the mosaic and restitch

full quarry
#

either way works

#

you can import the mosaic tiles separately into TB too

#

as long as you position their coordinates correctly so they align

trail sequoia
#

not to get ahead of myself
but did 4x4 and 8x8 maps
do I still stick to a something small in terms of experience?

full quarry
#

Well the questions did not reflect on that knowledge. Then again if you have not had to do large textures thnigs may not be apparent even if you have used the programs for smaller textures.

#

however if you need to split bmp you are making something larger than 30 kilometers

trail sequoia
#

well Indeed this would be my first time going over 20k with textures which is where problems start occurring with the programs (at least from what I'm reading)

full quarry
#

you need quite a lot of ram to handle stuff in 20+ px dimensions yes

#

at least to handle it smoothly

trail sequoia
#

as expected
going full basic with the questions as I've heard many tales of problems that occur within the 20k+ terrains
but from what I'm gathering
working with tiled textures over stitched on TB with bmp format seems to be the way for me
would be slightly tedious to apply changes but would be more agile

full quarry
#

stiching in between would be a time waster yes

trail sequoia
#

thanks for everything

full quarry
#

the seam areas on the mask may be problematic from time to time as the Terrain Builder split tiles likely will have data from both sides or in worst case 4 different imported texture tiles when TB processes the tile split

#

so youll have to be extra careful with how many mask colors you use

trail sequoia
#

is it the amount that would be problematic or the mask colors being close to each other or combination of both?

And would would stitching the end result of the mosaic be a way around this issue?

full quarry
#

its problematic because you can easily add different colors to each corner

#

stiching wont help with this as the colors would still be there

#

and if you dont have the means to edit the stitched image you cant do much about it

#

of course you can have a more tiles/ textures imported that cover the seams from both sides so its easier to edit those areas

#

there are few different mask tester applications too but for those to work you would need the stitched mask texture

trail sequoia
#

Could you name/link one of those

Also I just realized I'm on texture makers channel asking terrain stuff
dum dum moment right there apologies for that

full quarry
#

I've used this. https://forums.bohemia.net/forums/topic/225019-mask-tiel-colorcalculator/. Pennyworth also has made one but I always forgot how to use it,

full quarry
#

this at least was partly channel topic related

trail sequoia
#

fairs, was asking tex questions earlier, apparently forgot to switch back

full quarry
#

๐Ÿ‘Œ

proper tartan
#

is there a addon for blender to open or save .paa file?

livid knot
#

Not that I know of, can convert png's and jpg's with texview though

proper tartan
#

sorry for my poor English lol

trail sequoia
trail sequoia
#

Are Displacement files same thing as heightmaps
or are they Inverted or something?

full quarry
#

they can work for that but may need tweaking. to look right in the arma renderer

trail sequoia
#

what would be such tweaks?

full quarry
#

blobdoggoshruggoogly tweaking the color range to modify the parallax strength that sort of stuff

real gazelle
#

Has anyone else had issues with retexturing the buttons on the Parade Uniform from Art of War?

lethal condor
#

What issue?

real gazelle
#

They don't seem to want to be changed

#

They just stay as the default US ones

#

Talking about the non-Decorated one btw

lethal condor
#

Yeah seems unretexturable

real gazelle
#

God damn it

lethal condor
real gazelle
#

Will do. Thanks.

full quarry
slow tree
#

Unless the model doesn't have selections...

#

I have a model that looks correct in Bulldozer, yet seems to not be loading its RVMAT in arma itself. (Texture looks like just the CO)

||https://ibb.co/MC9GFz3 ||
|| https://ibb.co/T1zryQM ||

I have encountered this issue in the past, but I cannot remember what the solution was back then.

EDIT: Duh, model wasn't binarized properly! Got it fixed now.

bad

Image bad hosted in ImgBB

Image good hosted in ImgBB

full quarry
#

๐Ÿ‘

#

this channel is very helpful in that way

#

many times people find the solution just after posting ::D

cyan cedar
#

I don't know if this is the right place, but I need someone to help out with texture work on an asset I am having put in arma. I don't know how to texture and the last person I tried talking to said it needs to be done on photoshop and that the UV mapping is really poorly done and complex making it difficult and they don't want to do it.

full quarry
cyan cedar
#

Okay thank you

full quarry
#

Texturing does not necessarily need to be done in photoshop, there are a lot of options for that

#

But if you made the model, you should be able to fix the uvmapping too if you invest bit of time to it

slow tree
#

This single thing saves you so much headaches and time with Buldozer. Thanks for this goat, will recommend to anyone!

coarse scaffold
full quarry
#

Good talent goes to waste

coarse scaffold
#

oh dang

#

thanks for the info

severe rune
#

They had a example mod on workshop, but that was using guns ripped from Battlefield 2042 so.. yeah thats gone

sullen mango
#

looking to be able to scale a graphic up/down without it looking bad, would vector graphing work? unsure if its compatible with the real virtuality 4 engine. new to all this lol

slow tree
quaint spire
#

Tga is preferred I think

slow tree
#

targa works better with the arma 3 tools but for the sake of paar conversion, they are the same afaik.

bronze creek
#

Q: I did some textures editing yesterday. How do I repack them as an independent PBO that overrides previous one? Thank you.

lethal condor
#

Repack, is not a recommended act but you'll just pack a pbo.

Q1: what do you have so far? Only a texture?
Q2: What is the object you want to retex?
Q3: Do you have a config experience?

bronze creek
#
  • 2 textures modified among a dozen
  • rocks
  • nope. Beginning.
lethal condor
#

What, a rock?

bronze creek
#

yes, a rock. a dark one, from CUP I don't like. It is a good start. Unpacked the PBO, converted the textures, changed them.

lethal condor
#

Then you'll need to forget the idea. Most of terrain object are not retexture-friendly

bronze creek
#

What is the reason?

lethal condor
#

Most of terrain object are not retexture-friendly
You actually can. In a very complex, inefficient, hard, and performance-unfriendly way

#

If you want a detailed reason, you'll need to learn how to retexture 101 first

full quarry
# bronze creek What is the reason?

Basically your hack would break the pbo compatibility with all cup stuff.
If you want to do your own rocks you can
A) Make new models and new texture that fit you.

B) get the A2 public data packs and retexture the A2 rocks

shrewd shard
full quarry
#

Perhaps alpha sorting issue? Or broken uvmapping

wise dagger
#

in Object builder

#

then

#

Faces -> Move top

#

and give it a try

dense peak
#

im looking for someone who can make a mod set for my ww2 unit?

#

is this the place if not can someone please help me

coarse scaffold
#

I found Ama 3 Apex shader for Substance Painter on GitHub, anybody uses that?

quaint spire
#

Don't work for me

still glacier
#

How would i achieve a shiny, raincoat like effect?

full quarry
#

play with specularity

still glacier
#

is it possible to change only part of a texture

#

or only the whole thing

full quarry
#

no

#

well yes

#

but you still need the whole texture

#

you just edit the part you want to edit

#

hiddenselections are rarely multi part and hidden selections are only way to change textures

dense peak
#

I want to know how to retexture anything
because I have no idea how

#

so here's what I want to retexture:
infantry uniforms (primarily combat fatigues)
vests
helmets
infantry vehicles

#

i just need help with getting the texture files, how to open them if they're a special file, and how to import into arma 3

carmine hinge
#

Might be a stupid question but is it possible to retexture the glass on vehicles? i.e. making an aircraft canopy look similar to the fuselage?

#

Or is that more of a "defined by the model" thing

lethal condor
#

It could be defined by the model, yet if you have a proper config knowledge it is possible I guess. IIRC I've done before

full quarry
#

It is a bit rare to have hiddenselections on the canopy

dense peak
#

I cant find a way to get NATO texture templates

#

they're all 404ing because they're old

full quarry
#

where are you trying to download them from?

dense peak
#

at this point, anywhere

#

mainly from forms from like 2013

full quarry
#

from BIforum?

dense peak
#

yes

full quarry
#

what post did you try?

dense peak
#

the links on the steam guides

full quarry
#

steam guides are not on BI forums

#

This is BI forum

#

though yes a lot of links pointing to Armaholic site are gone

dense peak
#

yeah i click a link to a BI form but on there when i click the download link it says 404 or file error

#

so i want to find some vanilla texture downloads

full quarry
#

arma 3 samples have some templates but not for all things

#

template is just a tool to make textures though

#

you can make retexturing even without the original texture

#

but naturally it can be helpful

#

if you set up the modding tools and modding environment P drive you get the game files extracted there and can browse through all the original textures

dense peak
#

Alright,
can you help me go through that process? Thanks

full quarry
full quarry
#

@dense peak this could be of use for you too

dense peak
#

Alright thanks

steady halo
#

So im trying to retexture RHS Pilot helmets, And they have patches on them that im trying to figure out how to edit also to put funny pictures and stuff on, But i cant find anything online on how to edit them. Any help appreciated Thanks

full quarry
#

those would likely be hiddenSelections

errant mist
#

does anyone know how i can change the full ghillie camo? i can only find the grass bits but not the uniform itself

full quarry
#

check its hiddenselections in its config and see where the textures are pathed to

errant mist
#

i tried that and no luck either im blind or looking in the wrong place

full quarry
#

put down the ghillie man in editor, right click on him and use the open in config viewer to open its class

errant mist
#

i will try that

#

thanks man

torpid lance
#

current having an issue with the normal map of an armor piece I am making. The normal map works correctly when the armor is in the sun, but when it goes into the shadows the normal map no longer displays the same amount of depth. I have looked at the RVMATs and compared it to a similar armor piece that works correctly and they are the same.

full quarry
quaint spire
celest obsidian
quaint spire
celest obsidian
#

sure, you can use the AO, curvature, normal... anything ๐Ÿ™‚

dense peak
#

i got a request for anyone that wants somethin to do

#

i want a german GDR unifourn in the NVA 1 pattern

full quarry
rigid tusk
#

I'm new to making textures, I'm currently retexturing the F/A-18 from firewill, I am testing the texture I have so far to make sure there's no gaps and I don't know how to show both texture maps at once, when I try to add the wing texture it just puts it on the body instead. Any help?

#

I actually just figured out how to do that but when I put the second map in, it seems like it is out of line or something

#

The body should be completely white but there is black all around it.

full quarry
rigid tusk
#

Not sure how to do hiddenselections

full quarry
#

they are just method of setting up retexturing though addon config. Basically same as what you do now but you would have ready plane to choose from the editor asset list

#

now setObjectTexture uses the number index to point to different hiddenSelection textures set up on a model, so when you change the number, you can assign different textures

rigid tusk
#

gotcha

full quarry
#

it may vary what textures are set up to be able to be changed though

rigid tusk
#

Yeah I have two textures, body and wing, I was able to get wing and body running together but wing for some reason is showing the textures wrong, having black spots all over where there is blank space. I can send you a screenshot if you want

full quarry
#

you cant make holes in textures if the original does not have transparency

rigid tusk
#

Not holes, the texture map is correct to how the original texture map was made, just different colors on the texture map

full quarry
#

also you can link pictures here too

rigid tusk
#

gotcha

full quarry
#

much easier to keep it all in one place

rigid tusk
full quarry
#

can you put down the original plane too for comparison?

rigid tusk
#

I'll get you a picture of some other spots too

#

Arma just died on me so it'll be a second

#

Original

#

Hmm now it's wanting to work correctly

#

Thanks anyways

full quarry
#

๐Ÿ‘Œ

honest laurel
#

do I need special software to edit .paa files without breaking them? I'm trying to edit some CUP textures using paint.net but everything in the same category changes when I change any .paa, specifically, I tried to edit helmets_mnt.co.paa and now all CDF uniforms and helmets etc wont load in-game.

#

error: No entry 'bin\config.bin/CfgWeapons.CUP_arifle_AK74'.

lethal condor
#

This is not a texture issue but config

honest laurel
#

Right, I haven't changed anything besides the actual image, haven't renamed or moved anything, as far as I can see the end result is identical to the source material when viewed through file explorer.

lethal condor
#

How did you make the pbo? Or, did you "repack" it?

honest laurel
#

repacked it using addonBuilder yea

#

essentially download CUP Units, extracted using cup_creatures_people_military_cdf.pbo using extractpbo
drew on one image to test if it works, then packed it up again

lethal condor
#

That's not how to make a Mod after all. I'm not that free to take a time to elaborate rn so...

#

Basically you only "overwrite" some parts of a Mod that you want to overwrite through a Mod

honest laurel
#

Right, I've just taken the relevant PBO file, tweaked the contents inside after unpacking it then repacked it and put it back where I found it. Does that not work? the way I see it everything is identical to what I downloaded besides the contents of one image. I'll look into it a bit further

full quarry
#

A retexturing mod contains only changed files and refers to the original mod only as dependency

#

@honest laurel

floral fiber
#

if you want to change a texture you leave the mod files alone except for copying the .paa out

you then do your retexture after converting it to png then back to paa once you have done so

you then create a folder with a data subfolder and a config.cpp

inside your data folder you put your texture

inside your config.cpp you create a cfgpatches class and a cfgvehicles class (or cfgweapons depending on what you are retexturing. use config viewer to find out which it is in AND the hiddenselections you need)

inside of your cfgvehicles/cfgweapons class you either inherit from the original items classname (would recommend to stop issues with other mods) or you overwrite the class with the correct hiddenselectionstextures of your new texture

use addon builder to turn the overall folder into a pbo and then put the pbo inside of a local mod folder with structure
@yourmodname\addons\yourpbo.pbo

add as local mod in arma launcher and profit

honest laurel
#

Alright thanks. Will give it a shot.

honest laurel
#

https://imgur.com/a/IPoyFFo
Trying to edit the CDF vest from CUP Units, can anybody figure out why this is not working? can boot the game with CUP and my own mod just fine but none of the changes actually apply. Thanks

twin kelp
#

Hi guys I've got a quick question

#

If I'm editing a texture from a mod, can I save it back to that mod or do I need to make my own?

#

Is the process to make a local mod with the new .pbos and have them overwrite? Can there be conflicts?

#

I've just read up

#

Do you guys end up explaining this everyday? Lol

full quarry
#

in case someone is wondering, Answer is making a patch mod to work on top of the original mod. No original files are packed into the new mod. just config and the new texture(s)

full quarry
#

do they have separate rvmats? that may be needed to split them to their own sections

#

and it makes sense in the way that the transparency is backed as enabled on a p3d data when you have transparent textures on it

#

also make sure your _CO does not carry alpha channel at all

honest laurel
twin kelp
#

Not yet

#

I reckon the process is explained somewhere above, I just haven't read up much yet

honest laurel
#

same, ive just been downloading some mods to see if i can find a cup vest reskin to look at the config

#

if its explained above could u drop me a ping thx

mint beacon
#

Hi there - I'd like to retexture the RHS BMP (I see the EULA states this is ok, if not please advise). Is there an easy way to correspond the UV map to the texture? E.g. open he model in a 3D package? So far I have just been individually colouring each 'island' and manually identifying them, but this process is a bit tedious.

#

Trying to open the p3d in the object viewer causes it to crash for me.

lethal condor
#

A binarized p3d cannot be opened. Nor unbinarize it

honest laurel
#

I couldve sworn when I was looking at A2 assets I was able to open them but I cant anymore, its a bit of a pain because i wanted to eventually port A2 models to A3 but I cant open stuff like the A10 anymore where I used to be able to

#

Especially strange as I havent touched my A2 models that I exported so i'm not sure what could happen to make them become binarized

mint beacon
lethal condor
#

Basically

#

Maybe they had a template, if not you can use a UV Checker to see where are where

mint beacon
#

Thanks!

full quarry
severe rune
#

"Licensed Data Pack"

honest laurel
#

Strange. Im positive i had the ability to look at them when i first extracted A2 files

sullen grail
#

How would you reskin a helmet fromย RHSAFRF and then addย it into your own mod?

full quarry
#

you would paint a new texture for said helmet, create a config file (config,cpp) that has class setup that creates a new class of helmet that inherit the config of the orignal and changes name to your liking and hiddenselection paths to your new texture

#

your new mod would then contain said config and said texture and use rhs as required addon dependency

sterile viper
full quarry
#

you check in game yes

#

retexturing cant be done in 3d

#

however there is filepatching option that can be used to liveload files into game

#

which can be useful for faster previewing

honest laurel
lethal condor
honest laurel
#

ah yes I actually do remember that

#

that was how I was viewing the models before

#

they call it a sample but as far as I can see it includes basically everything?

full quarry
#

pretty much yes. they come with licenses that say how they can be used

#

Also a good to note about CUP is that they have replaced a big chunck of assets with completely new ones already

honest laurel
#

yup. Ive been trying to reskin the CDF Uniforms since they are so unfaithful, hence all my questions recently
as far as I can tell all of the vehicle, vest, helmet and weapon models are identical, and all if not most of the vehicle and weapon textures seem unchanged too

mellow frigate
#

could anyone help me?

full quarry
#

bump?

#

and what does the texture look like on that part?

mellow frigate
#

texture as in color?

#

it's just gold, nothing there

#

can I dm you so that I can send you a screenshot of what's happening in PS?

full quarry
#

you can link pictures here

#

but what does the normalmap you generate look like

mellow frigate
#

thats what i mean, it generates with the bump but i dont know what causes it to generate like that

#

actually im realizing all of the surfaces dont look flat

full quarry
#

well it treats your image like heightmap

#

and your image has those bumps on it

#

you would probably need to create the heightmap separately so it doesnt have the bumpyness on it

quaint spire
#

all in all should be pretty easy to trace that as a 3d model then bake it onto a plane

ocean monolith
#

how can you get arma to render an 8k paa?

lethal condor
#

IIRC no, Arma 3 only supports up to 4k

ocean monolith
#

it dose but you can get 8k's to render

#

ik that arma wont render them unless you pack them in a mod, the only way i have seem them work is if the are packed in a mod with pbo project but idk what setting / how to get them to work

frozen blade
ocean monolith
#

we use them in the h-60 mod for moving maps

#

but yax is the only one who is able to build the mod with the maps working. we are trying to figure out why

frozen blade
#

do these 8k textures work then? last i tried it, they didn't

ocean monolith
#

but only yax can build the mod and have them work

full quarry
#

Id suggest multiple 4k ones instead.. 8K memory footprint is pretty insane

ocean monolith
full quarry
#

yes

#

also Id wager the game would still mipmap it to 4K or even lower very aggressively

ocean monolith
ocean monolith
#

I would of not put them in if they where more

heavy ivy
#

Now that I have a custom texture, how do I go about incorporating it into my addon?

full quarry
#

custom texture for what? new asset? retexture?

heavy ivy
full quarry
#

well basically you create a mod project folder (preferable on P drive (mod dev environemnt)) and put your texture in there and create a config file next to it and in the config file you create reference to the CPU bmp class so and inherit the config data from it and then alter few things like displayname and the hiddenselectionTextures list so it points to that new texture you made.
Then that gets packed up into a pbo and you run it in game

heavy ivy
#

ok, I'll give that a try tomorrow
Feel like relaxing and gaming rn.

full quarry
#

good idea ๐Ÿ‘ no need to stress about it and easier to figure out the details with relaxed mindset

#

there are P drive setup guides on PMCwiki and on the Armadocs terrain tutorials (links on terrain channel pinned messages)

heavy ivy
full quarry
#

that would be exactly the way to do it yes

heavy ivy
#

Oh ok, then I'm going to do that

full quarry
#

๐Ÿ‘ ๐Ÿ‘

heavy ivy
#

Well, I think I did something wrong, because the part of the BMP that's supposed to be covered by the new texture is just transparent.
For context, I have the texture path written as follows

hiddenSelectionsTextures[] = {"Karzeghistan Defence Forces\addons\KDF\data\KDF_BMP2_1_fin.paa", "cup\trackedvehicles\cup_trackedvehicles_bmp\BMP2\data\bmp2_02_acr_des_co.paa"};

#

ALso, yes, I know I spelt defense wrong

full quarry
#

spaces in folder names can cause broblems

#

use _

heavy ivy
#

alright, will do

full quarry
#

also usually if texture does not show up in game it means pathing is wrong

#

are there any error messages?

honest laurel
#

Can somebody explain or send me to a guide that explains the 'rvmat' files and the .nohq, .as, etc images?

full quarry
#

in Short rvmat is the material file that dictates what shader a surface uses and where the different technical textures like nohq (normalmap high quality) are located for their respective stages

honest laurel
#

ok thanks

stray relic
heavy ivy
#

I've added both the _co and inserted the spaces in the file name, and it's still having the same problem.

heavy ivy
#

Any other suggestions?

honest laurel
#

https://imgur.com/a/sZBVKWU can somebody explain why in A2 these AS textures do not line up to the CO textures or to each other? they all have a different layout unlike cup where the vest textures all line up, can they be expected to work like this without explicating overlapping with each other?

full quarry
honest laurel
#

right, so what does that mean for me if I want to port this as-is to arma 3 based of the work already done in CUP
the issue I have is that CUP thus far has used the same layout for the CO, SMDI and NOHQ, files for the helmet and vests

my rvmat file is identical to one used in A2 besides file paths as far as I can see, does that mean I can expect to use these files and have them overlap correctly?

full quarry
#

Don't know. If cup stuff is different then probably not

honest laurel
#

right, I mean does anything besides rvmat reference or change how these files interact with each other?

full quarry
#

Well changes in the models themselves

honest laurel
#

right, so you get a model and unwrap it in order to find out where to paint your textures? because im just trying to figure out how mod creators take a unique uniform model and then define the mapping when it comes to texturing it

#

if i could do that I could likely solve alot of my problems when I come to re-doing uniforms

full quarry
#

What exactly does re doing u inform mean here?

#

I don't quite understand what approach you are taking here

honest laurel
# full quarry What exactly does re doing u inform mean here?

to retexture CUP uniforms, except I suspect CUP may have redone the uniform models someway down the line
so when I say redo uniforms I really just mean making a unique uniform, I dont think ill be taking anything from CUP unlike with vests and helmets because the texture layout that the CUP uniforms use isnt related the the texture layout of the A2 uniforms in any way

#

in doing this im hoping to figure out how to do a AS file for the vest since the way I see it its all related to texture mapping anyway

full quarry
#

They probably gave done changes and fixes yes so A2 textures don't match.

#

Re texturing is pretty much done by just painting over the texture file. 3d models are not involved in the peocess

honest laurel
#

right but when you make a texture it needs to wrap around the model

full quarry
#

Yes and a model has uv unwapping to do so

#

If you make new models you will also need to make new unwapping

#

Old textures usually don't work with that though

#

Since they are made for different unwrap

honest laurel
#

right, so If I took an arma 2 model and unwrapped it it wouldnt work with the relevant arma 2 texture when ported to A3?

full quarry
#

Arma2 models are already unwrapped for their textures

honest laurel
#

right, so then theoretically you could take said model and port it with its textures into arma 3 and everything would fit into place?

full quarry
#

Yes

honest laurel
#

alright cool, I just wanted to make sure it was possible

#

will look into modelling stuff ๐Ÿ‘

quaint spire
heavy ivy
#

Tried another fix for my texture to show up in-game, and still no luck. However, it did through up this error message saying it couldn't load the texture path. I noticed, however, that it was all in lower-case whereas my config and P-Drive have upper-case letters. So, could it be that I need to get rid of all capital letters from my texture path?

full quarry
#

no, that should not be necessary. but it does mean your folder structure in your packed pbo does not match your folder structure on P drive

#

what are you packing the pbo with?

heavy ivy
#

Addon Builder

#

I have started brewing some potential theories as to what might be causing the problem

  1. When I renamed and remade the .paa texture file to include _co at the end, I put reference to it in the config before it was even made. So, maybe I should delete that part of the config and remake it
  2. Maybe the "Karzeghistan_Defence_Forces" at the beginning is unnecessary for it to read the texture.
stray relic
#

The next bit of advice to help resolve your current issue and help in future is to download and pack with Mikero's free tools, pboProject. It will tell you exactly what is wrong with your texture path.

craggy ruin
# heavy ivy Addon Builder

if you're using addon builder you will need to correctly set the prefix manually, pboproject does this for you. you left out this vital info before.

#

assuming your config.cpp is at P:\Karzeghistan_Defence_Forces\addons\KDF\config.cpp your prefix in addon builder options should be Karzeghistan_Defence_Forces\addons\KDF and then pack that folder

#

you're also mixing Karzeghistan Defence Forces and Karzeghistan_Defence_Forces in your code snippets, be consistent

dense peak
#

What is the process of re-texturing? I am trying to retexture something...

frozen blade
dense peak
#

P

#

Just finished modelling my

#

Model

#

Have zero to little knowledge about texturing tho

#

๐Ÿคก

#

If anyone wants to do the dirty work dm me
I'll send u the model but I'd also like to have the finished result

full quarry
#

not a terrible start.

#

though I feel sorry for the poor chap who has to paint that thing in the factory ๐Ÿ˜…

dense peak
#

now to import it to the only arma I have
arma : cold war assault

full quarry
#

Good luck. The tools for that are ancient ๐Ÿ˜…

dense peak
#

hard to forget
especially since you're the only guy here

#

they should rename this server
Goat of arma

ebon bramble
#

Hey guys, is there a script that will take photos of your gear for Inventory / Arsenal Icons? Or is it a manual process

full quarry
#

Bi wiki has some example of that I recall

#

it can be scripted/automated at least

ebon bramble
serene agate
#

Does anyone have a template for the vanilla HEMMT? I found this old post but the download links are dead
https://forums.bohemia.net/forums/topic/169833-hemtt-retexture-templates-and-mod/

white otter
#

Hey everyone,

Quick question from me, does anyone have a example or photoshop file for the CSAT Hexcam?
https://forums.bohemia.net/forums/topic/156283-csat-hexcam-sample/
I was looking at this thread, but unfortunately all the links are dead

vernal sage
#

Wayback Machine still has the original thread on Facepunch Forums archived with two samples of arid Hexcam available:
https://web.archive.org/web/20190407051614mp_/https://forum.facepunch.com/dev/qxsy/Facepunch-Camouflage-Thread-V2/1/

The Mediafire link with the zip works fine (Rusty_Camos.7z) and has both the uniform Brown Hex and the vehicle Arid Hex variants. Make sure you enter the actual link into the address bar and not the archived one though.

#

IIRC not sure if Wayback Machine managed to store it but if you dig through the thread you should be able to find swatches for Desert, Tropic and Semi-Arid Hexcam too. Just keep in mind that the links for those ones may or may not still be functional.

dense peak
dense peak
#

It seems I've solved my issue, I had to change my rvmat from super to TreeAdv

#

TreeAdv seems to work pretty well

white otter
full quarry
dense peak
full quarry
#

Could be due to mipmapping and texture alpha breaking with bad background color

#

As in under the alpha you might have white which starts to bleed through with mipmapping blending the texture and transparency edges

steel talon
#

Does anyone have a texture template for the Mi-48 Kajman? I can't find any on the community pages or samples. I can likely make one but I'm a bit crap with GIMP

sweet rampart
#

Looking for someone who can upload like patches to the workshop

lethal condor
heavy ivy
#

Still having the problem of the missing texture, but I just thought of a solution: Would placing the config in the same "data" folder as the custom texture potentially fix the issue?

#

My logic is that the engine can't load the texture as it's following a texture path that is only in my P:Drive

full quarry
#

the config.cpp should be in the root of the folder structure you want to pack and all files you want to get packed with it should be in subfolders of that main folder

#

only whats is after a config.cpp file gets packed

full quarry
heavy ivy
full quarry
#

what do you pack the pbo with?

heavy ivy
#

addon builder

full quarry
#

ah

#

that would explain the problems

#

you will really want to use pboProject as it has error checking that would likely already solve this issue

heavy ivy
#

I have it installed, and I keep trying to build the pbo with it, it just tells me "makePBO failed: missing file(s)". I have no idea if this is related to the missing texture problem or not.

full quarry
#

it means your paths are wrong

#

or textures are not where those paths lead to

#

that is exactly what I was talking about that it solves your problems xD

heavy ivy
#

Oh, I see

heavy ivy
#

Alright, so, I've tried shortening the texture path to "KDF\data\KDF_BMP2_1_fin.co.paa", as the KDF folder also contains the config.cpp. I thought this would fix the issue, but PBOProject still tells me there's a file missing. So, where have I gone wrong this time?

full quarry
#

P:\something

heavy ivy
# full quarry P:\something

P:\Karzeghistan_Defence_Forces\addons\KDF\data, and then in the data folder there's the "KDF_BMP2_1_fin_co.paa" texture file.

full quarry
#

why do you have the addons folder in there?

heavy ivy
#

I think it's from when I was trying to get the config to work in general. It obviously wasn't the solution so it's a weird artifact of that. Should get rid of it cause it makes it more complicated than it needs to be

full quarry
#

well I just find that kind of unnecessary folders odd

heavy ivy
#

Ok.

full quarry
#

anyway, you will want to use pboProject and you will then need to use the full paths to files excluding the P: from the beginning

#

unless you use PBOPREFIX

#

but if you dont know what that is you probably are not using it but just in case make sure you dont have a file with that name in your folders

heavy ivy
#

Alright, will try that when I get home.

#

Wrapping up dinner rn

heavy ivy
full quarry
#

in the config

heavy ivy
#

If that's the case, I essentially have it set back to how I had it at the very start. So, I'm not sure that would work.

olive gale
#

hello does anyone know how to make the turret skin for the cheetah aa not look weird

full quarry
#

whats weird?

olive gale
#

I used the texture to make a template and it looked bugged. I thought I messed up and then I applied the apx skin on normal cheetah and it ended up looking bugged again

#

like I copied the directory

#

and it still looked messed up

full quarry
#

copied the directory??

olive gale
#

from the pbo that has the ifv-cheetah aa

full quarry
olive gale
#

"A3\Data_F_Exp\Vehicles\Turret_olive_CO.paa"

#

just to check but it would not put the skin right

full quarry
#

how do you try to put it on the tank?

olive gale
#

I made a reskin pbo for my mod

#

to make a black variant for ion

full quarry
#

so you have a config that applies the turret texture by hiddenSeletions?

olive gale
#

yes

#

I copied everything from the main mod

#

selections and and selection textures

#

wait I see something now

#

false alarm I forgot a line

full quarry
#

not the models tho right?

olive gale
#

no

#

only textures

full quarry
#

k

olive gale
#

I don't touch p3d files

full quarry
#

so ye was just coming to the textures array and if you filled it up right

olive gale
#

I forgot to say it to use the crv texture

full quarry
#

no idea what that is. but ok ๐Ÿ˜„

olive gale
#

it's the third skin out of 4 needed

#

I'll run it again

olive gale
#

found the true issue

#

I was repainting the base tracked vehicle

#

instead of the cheetah

full quarry
#

๐Ÿ‘Œ

#

That would do it

olive gale
#

yea. it makes a bit of sense tho

#

since the cheetah is in the armor beta pbo

supple fjord
#

Hey texture makers! Just a quick question. How hard is to edit/make a helmet texture? Also, is the procedure long and costy?

full quarry
#

do you mean how to do a retexture?

abstract willow
#

Hello, how do I convert an _AO into an _AS?

soft silo
abstract willow
#

How do I convert an Ambient occlusion map into an ambient specular map

full quarry
#

you name it texturename_as and convert it to paa with imageToPaa

#

and possibly tweak the blue and green channels to your liking

honest laurel
#

trying to make a uniform item fyi

honest laurel
#

those are binarized? I wont be able to edit the model then correct?

#

ive removed the hands from the unit model so that it only incluide the actual uniform part so binarized files wouldnt work for me ;/

lethal condor
#

No, texture is not

honest laurel
#

ah, I thought u were saying to take models from that instead of the samples,
you think if I take soldier_co texture from there then it should work?
even if the path is different then what is in the error message?

lethal condor
#

You take the texture, adjust the texture/material path, then it should work

honest laurel
#

chuck it in data folder like every other texture?

lethal condor
#

Yes

honest laurel
#

ok, when its dowloaded ill try it
ive extracted the textures directly from the A2 local files and tried the same but that didint work but I'm not sure if they are the same

lethal condor
#

Huh, then you don't need to download the same pbo

#

It just couldn't find the texture in the given path

honest laurel
#

yea one sec I think i did it wrong

#

trying again

#

er no i couldnt get it to work
no matter what path I tried, ca\characters2\blufor\data\ or the path for my own mod

lethal condor
#

How do you assign your texture path? And where is your texture?

honest laurel
#

the texture path for my mod is "\CUP_Units_CDF_Uniform\data\soldier_co.paa"
my texture is in the data folder

lethal condor
#

Then assign your model's texture path so

honest laurel
#

ah, is that rvmat file?

lethal condor
#

A paa is not a rvmat

honest laurel
#

no but to assign the texture path

for example this is the first part of CUP vest.rvmat


ambient[] = {0.5,0.5,0.5,1};
diffuse[] = {0.5,0.5,0.5,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 150;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "CUP\Creatures\People\Military\CUP_Creatures_People_Military_CDF\data\cdf_vest_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};
class Stage2```
and you can see texture = # there, is that what ur referring to?
lethal condor
#

No, I've refer to the texture path for the model. Bring up your p3d, select the faces, press E (Or Ctrl+E, I don't remember), select/edit texture path

honest laurel
#

ooh
okay ive never had to do that thats likely my issue lol
thanks will try it now

honest laurel
full quarry
honest laurel
#

dont think so

full quarry
#

that would be the problem then

#

the tools are made to work with P drive development environment

honest laurel
#

right, ive succesfully done a vest and helmet just not a uniform, does that change anything or is this purely for uniform creation

full quarry
#

if you have to refer to external data it has to be in its right place

honest laurel
#

refer to external data under what context, like models and textures? if so in my config im only referencing .paa and .p3d files in my own mod folder at this point

full quarry
#

it helps to see the exact paths when everything is set up right

honest laurel
#

right im not exactly sure what your referring to sorry.

honest laurel
# full quarry Do you have P drive set up?

so this probably isnt the most relevant channel but but ill just follow through
i've got a P: drive shown in my file explorer now, is that that an indication that everything is set up correctly?
important to note its a mirror of my main drive, I wasn't sure if that would be an issue since my mod files are all on a portable HDD

stray relic
full quarry
#

the work directory can be on C: too but its not recommended as it can take a hefty chunk of space

#

as in C:\armaWork that would be linked virtual to P drive

#

you dont want your whole system be exposed on the P drive

stray relic
#

He's already told us where his files are

full quarry
#

ah true

#

so just need to path the drive to right place

stray relic
#

So what I said then ๐Ÿ˜‰

full quarry
#

yis

honest laurel
stray relic
honest laurel
#

alright, I've got a P drive which is an exact mirror of my modding folder right now, game data has been extracted into a A3 folder inside it

not sure if it would effect anything but I've set the path to my P drive to be my entire modding folder, not any specific individual folder with data/config etc inside of it
not sure if that would be an issue but thought I would mention it.

also I assume that when using addon builder I should now set the Addon Source Directory and the Destination Directory to the versions inside of the P drive as opposed to my original drive?

steel talon
#

Does anyone happen to have a retexture template for the Kajman and Nyx?

west steppe
#

can anyone help with changing the camo on a texture in substance

young patio
#

HOWDY YALL im brand new to this modding gig and im having trouble with my textures namely i have no idea how to make:
Normal maps
Shadowmaps
or
Rvmats the few vids ive watched online dont seem to apply to what im doing. my major questions are:

  1. how do you go about making a normal map? (ive seen one guy bake it in blender and another do it by hand in GIMP)
  2. How do you go about making a shadow map (ive only ever seen a guy bake it on blender but the tutorial wasnt a tutorial more of a demonstration)
  3. What exactly is an RVMAT and what do i do with it?

im getting pretty confident with the rest of this modding stuff but the textures are really spinning me out and stressing me if im honest. any help for a newbie would be greatly appreciated cheers all!!

full quarry
#

You can find general texturing tutorials and guides online for the tools you have available

#

Common method today is creating the high poly detail model where the details are then baked on second lowpoly game usable model

#

This process can produce all the necessary textures you could need.

#

Rvmat is a text file that contains definition for what shader a surface uses and what technical textures are used in that shader. There are more details on that on the BI wiki

young patio
full quarry
#

I'd wager if you dwelve into the texture making tutorials such things become apparent

young patio
#

aight ill give it a go, right now im commiting texture crimes

#

all my textures overalp

#

*lap

#

and its just hideous

#

so really want to step it up as my models look great but the skins applied are ugly

full quarry
#

I'd recommend walking through some basic tutorials and forgetting about arma specifics for a while

#

The Arma specifics become a lot more easy to understand once you understand texturing workflow in general

young patio
#

alright cool thanks for the help

full quarry
#

Blender can do whole highpoly lowpoly workflow.

Some like use substance painter as it can be faster to work with, but comes of course with a cost.

dense peak
#

Hi I need help with some retexturing

#

or to be specific adding a color on a beret hat and changing color of an M1 Helmet

full quarry
dense peak
#

Yes I just started ARMA 3 last month, and I know next to nothing about these stuff

#

and do not even know where to get started

#

However what I want is fairly simple which is basically

  1. Adding a unit insignia to a beret hat

or

  1. Painting a green M1 Helmet to color tan
#

@full quarry If you can help me get started here that will be very great

young patio
full quarry
#

Indeed it has similar features and should be good tool too.

full quarry
olive gale
#

does anyone have something similar to a takistan pattern

near warren
#

is there a way to make something glow? I've only ever done PNG to PAA stuff. I'd like if I could have emissions though :P

severe rune
#

yes, using the .rvmat material

near warren
#

why do I have a missingnome

severe rune
#

Well its atleast not as easy as making a retexture.
How did you use custom textures? like, on billboards, or setObjectTexture, or mod configs?

near warren
#

Err- UserTexture sign, so i guess billboard

#

Should I restart the game to refresh the image? Ie, if I change the image and restart the mission, not application, will it have issues?

#

ah, seems like it

severe rune
#

On some things (not billboard, but User Texture object works) you can also set material

#

there you need to set a .rvmat material.
And SuperExt materials let you set a emissivity texture

olive gale
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hello I need an opinion for some textures I made where can I post them

lethal condor
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imgur

olive gale
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and then post the link here?

lethal condor
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Ye

olive gale
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I tried making a chernarus buzzard and L39ZA

dense peak
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where do I find the files of the arma 3 person texture?

olive gale
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you mean face?

dense peak
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uniforms

olive gale
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I think they are in samples

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or in pete's texture templates

olive gale
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in steam type arma 3 in the library search bar

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you'll see arma 3 tools, arma 3 samples

dense peak
dense peak