#arma3_texture

1 messages · Page 2 of 1

olive gale
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it will open a folder

full quarry
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Steam library, right click on samples, hit view in browser (it's somewhere in the menu)

soft silo
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not bad. a little dark imo, perhaps increase the brightness so the green/brown stand out a bit more

hard pike
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Question

So I've made a texture for a heli, the heli is a mod, how do I make a mod just like the firewill texture mods

soft silo
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More likely to find info there

sage harbor
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Is this the right channel to ask how to make insignias or ask someone to make some?

full quarry
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any digital drawing programs should suffice

sage harbor
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Alright

full quarry
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even ms paint, though the tools in it might be bit basic

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but in right hands it too can work

sage harbor
full quarry
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that works

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gimp i another free tool

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and Krita

sage harbor
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I think it would be better to have a professional make it and make them into a mod cause I don't wanna like mess up anything

full quarry
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the latter being more artsy program perhaps

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you cant really mess anything up

sage harbor
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Do you have to do like

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scripting or whatever?

full quarry
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configs yes

sage harbor
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Which is something I don't know how to do

full quarry
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it is learnable skill

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we are all hobbyists here

sage harbor
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I'll probably try and find a video on youtube that shows how to make them

nova urchin
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most can be copy-pasted to be honest

full quarry
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that too

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but if you want something unique you may need to do bit of drawing too

sage harbor
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Yeah

full quarry
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there are quite a lot of different kind of drawing technique tutorials in the web that can be helpful

sage harbor
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So like patches that you can find on google can you turn them into insignias to use in-game?

full quarry
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for that you dont have to find anything arma specific

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well to a degree, some pictures or designs may be copyright or trademark protected

sage harbor
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I actually forgot all about the copyright/trademark

near warren
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Not sure how or what to ask for this- When you have a texture and you use it the first time in a session, the texture can take a moment to load right or?

abstract willow
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Hello. I’ve created a simple patch for my plate carrier. The issue is that after plugging in a normal map, the colors invert/change. This is not an issue with the texture.

full quarry
full quarry
near warren
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so, I am thinking the best way to do that would be to make each digit be a texture. Then have 4 face that will use the textures.
so I set the first face to 0 or blank. second to 9, third to 1 and fourth to 0

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but I'm wondering if I can have it so the textures are loaded before they're seen. Although idk how much of an impact loading a new texture of a 1 will have to the frame rate

full quarry
near warren
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prop

near warren
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maybe I should try to make amodel and a box first

full quarry
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Start from that.

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Also for prop you would use hide unhide animations or rotating cylinder to change the numbers

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Texture swap would work too but it's more performance demanding

full quarry
abstract willow
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The Rvmat seems fine

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    texture = "project_pathfinder_OtherVests\data\BestPatch_NOHQ.paa";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 0 };
        pos[] = { 0, 0, 0 };
    };
};```
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this is where I've plugged the normal map

full quarry
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Get the default super shader rvmat from p:\arma3\data_f and use that as a base

abstract willow
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ok

abstract willow
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OH SHIT I KNOW WHATS THE ISSUE

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It was 1024x1025

full quarry
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oh noes

rare dove
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I tried to make a new uvmap for the left most bomb. Looks good from close up, but distance lod does not like the uvmap much. I used blenders smart unwrap function, is there anything I need to do to get lod 2 and 3 to use it as well?

rare dove
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seems the uvmap is defined per lod, hmm

full quarry
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Yes each object/mesh has its own uvmap

rocky widget
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Hello, is there any way to re-texture a graffiti or an helipad? Thanks

rocky widget
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Or retexture a road

full quarry
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no

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you would need to create new objects for this

rocky widget
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And the only way is with a mod, correct? Is there any easy guide out there on how to make a mod for costume grafiti?

full quarry
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yes and no guides on that specifically

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very little in ways how how to do X guides

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since there is million different X you could do

rocky widget
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Ok, thanks anyway

near warren
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Can you use any texture for drawIcon or does it have to be certain textures?

rocky widget
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If u are asking me, I dont even know what drawIcon is

tribal raft
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is there a tutorial i can follow

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also is it possible to edit someone elses mod for personal use only

full quarry
tribal raft
gloomy bough
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I'm trying to make a new texture for a helicopter, but I don't know how to change the rotor blur color. The paa that is used in the original mod is also not defined in the config. Is there a way to overwrite this specific texture?

gloomy bough
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Sorry texture

full quarry
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rotor blur might not be set up tp be changeable

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it usually is not

gloomy bough
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Ah ok. I guess my only option then is to replace the file in the original addon.

gloomy bough
full quarry
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yes

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and those cant be edited

gloomy bough
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Yep

heavy ivy
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Alright, so, if I can't get a retexture to work through using hiddenselections, what are some other good options to include the retexture in my addon?

stray relic
desert current
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does anyone have a AWC 301 Nyx texture template i can grab? TIA

harsh oak
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Okay I could see how this might be more appropriate for other channels too it kind of encompasses a few topics here. I felt Textures made the most sense. I was hoping there was a way to make it so you can make editable text fields sort of like how you can overlay patches on uniforms.

I was hoping there was a way to make it so I can edit the fields on vehicles or perhaps a runway designator, weapon serial numbers, etc. via the attribute menu in the editor. I know this could be set up to use pre-baked textures overlaying just like uniform patches which I am doing for other decals but text can vary so much that it would mean an immense amount of textures to make.

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That way in this example I can just punch 1-17 CAV into the editor quick for this truck but then another unit's truck say 1-41 INF would have that label on theirs. This would allow for quick recognition of the vehicle in larger scale operations.

lethal condor
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Will require some config/Mod works

harsh oak
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I'm totally fine with that but I'm having a hard time finding anything useful for this topic. Do you have any idea how I'd even approach that problem? I do know how to do this baking the textures the hard way in various other software like Photoshop or Substance Painter even but Arma I'm scratching my head over a little bit. I'm sure it'd require importing a font somehow. But I have no idea how you'd approach it from the config and scripting standpoint yet.

full quarry
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there isnt really anything written on this topic.

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commonly these are made via floating decal mesh overlaid with the main surface

harsh oak
neat arch
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If you have a extra texture for every letter

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At least that is how GM does it I believe

soft silo
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The vanilla destroyer has numbers you can change via attributes, might be a place to start

harsh oak
# neat arch At least that is how GM does it I believe

Yeah I could do it that way as long as it could arrange it. It'd sort of like being reinventing a font import but whatever works and is the path of least resistance that produces the desired result I'm all for it. I was hoping to do it the way you see in other games with a font but I can treat it like an image decal if I have to. Thank you for sharing that with me.

harsh oak
harsh oak
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Yes! This is exactly what I'm trying to achieve thank you! I'm going to research this more later today and see if I can't figure out how this works. I'd appreciate any information others have. I have a lot of mods I'm working on that would use this for various purposes ranging from ID's on ships/aircraft and other vehicles to weapon serial numbers, airport signs and runway markings, etc.

rancid igloo
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Hey, having issues with mirrored textures on my model, I checked the UV using color grid and it seems to be fine but in-game my text

full quarry
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usually means flipped UV or flipped model

harsh oak
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So with this example the easiest approach is going to be rig up decal-like textures to overlay this one so the final appearance will look something like this? That does seem to be the best approach and then have the script select it from editor dropdown (for arrows and decals like that) and then input a letter for Taxiway identifier that'll be shown next to the arrow. So I should probably take the rest of this over to the scripting or config channel now shouldn't I?

full quarry
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Pretty much. However the swapping won't work on terrain objects so in case you ever need/want the signs be uses on terrain you need to make separate models for each.

harsh oak
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Ouch that's rough. What about the edit object module?

full quarry
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Scripted stuff works for missions just fine

harsh oak
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That's good I was going to use them for pre-fabricated bases you can build during the mission originally anyway but figuring it out for terrain objects would also be great as I'm sure they'd also be used that way.

full quarry
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But terrain refers to objects by path to P3d template

harsh oak
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Hmm at least in this specific context that should be fine because if it was made into terrain it wouldn't need to be modified but I see what you mean then how I'd have to make a different entire model for each. Perhaps just scope = 0 on those in config so they don't show up in the editor only the editable one or something. I'm sure I'll figure that part out when it's in front of me.

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That would be over 200 models though!

tardy tinsel
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Hey there! Does anybody got an idea how to use "a3\characters_f\civil\data\c_cloth2_v3_co.paa"? I already found out, that the matching clothing is "U_C_HunterBody_grn". But unfortunately I am not able to get a texture on it. Any ideas? blobcloseenjoy

harsh oak
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You have to do it from config if you're trying to make a new uniform. Otherwise if you're trying to just get that texture you have to do it via the P: Drive. I might be able to find a link depending on what you're trying to do with it.

vernal sage
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c_citizen2.p3d uses the pants, shoes, and evil eye medallion in the texture (its camo selection names are camo1 and camo2).
c_citizen4.p3d only uses the pants from the texture (its camo selection names are also camo1 and camo2).

olive gale
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hello is there any template for the LDF modular vests?

lethal condor
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Arma 3 Samples should have one

young jay
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So I have a probably some what stupid question. How do I add different ground textures to my map? I wanna add a concrete texture and dirt texture

full quarry
solemn mural
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where i can find a template for custom face?

full quarry
solemn mural
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ohh ok

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thanks

steel talon
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Are there any newer drives or selections of texture templates? I really would love one for both the Kajman and Nyx but none in the official samples or older forum template repos. I can make my own from scratch but my skill is pretty limited and if someone's already done a nice job it would be very appreciated!

dense peak
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So i am extremely new to arma addons. Me and the friends successfully made some patches for the game that show up in arsenal but we are trying to retedxture RHS vests. we have the paa files done but we are completly lost on how to add them to the same config.cpp and combine it into one mod. I do not understand how to add the class for the vest to refrence the RHS vest p3d in order to make our texture a new item in the game

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If someone is able to send over a config that i could look at to try and make sense of it that would be great, dont even know what lines i need to copy over anyways

full quarry
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the Arma 3 samples on steam can be a starting point

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also the BI wiki pages for config inheritance and character encoding guide can be useful

dense peak
full quarry
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sounds about right

chilly pulsar
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Often, my textures look considerably washed out in game compared to either the image file or a render in Substance/Blender/3DS . Is there an RVMAT setting that would contribute to this?
This is the one I'm working on now: https://imgur.com/a/zHrORe5 The inset is a screengrab.

full quarry
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It is washed out in the texture too

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But yes Arma lighting expects so what darker color texture that nowadays common pbr renderers

chilly pulsar
full quarry
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Did you remove stage from the rvmat?

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That's pretty much gonna break it

wispy bloom
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Hey does anybody know what causes textures on uniform models to show as see through like this?

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Not a great image of it, but essentially its like there is a light transparency to the trousers, you can see through the back to the front

full quarry
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you have alpha channel on the texture

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and possibly its not named right with _co suffix

wispy bloom
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Thank you! It does have a _co suffix, at the mo im converting it from 32bit PNG named pants_co.png to a DXT1 PAA in Tex2View

Do you know what the steps would be to remedy this issue?

full quarry
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remove alpha channel from the image, use imageToPaa and let it convert it with the existing configuration

wispy bloom
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OK, will give that a go! Thank you 🙂

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@full quarry Sorry to ask you to hold my hand here, but how can I remove the Alpha channel? Can I do this using Tex2View?

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Or would I need to do this in Photoshop

full quarry
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photoshop

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or equivalent image editing program

wispy bloom
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@full quarry I have tried every which way to remove the Alpha channel and still the issue remains 🥲 What would be your method for doing so?

Is there anything in the model that could be causing transparency like this?

full quarry
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typical cause is having transparency in non trasnparent textures

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or mixing both transparent parts and non transparent parts on same texture

wispy bloom
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I see, would you mind sharing your technique for removing Alpha channels from a PNG? Seems my attempts arent working 😦

full quarry
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emm.. open gimp, open image, click on the images layer, remove alpha, resave image as png

wispy bloom
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Ill give it a go! Seems GIMP maybe a better option than PS for this!

full quarry
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I have not bee using PS for long time. Adobe has been taking it downhill for years now.

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there are lot of good alternatives that cost less or are even free

tribal raft
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can someone send me the link to Eliteness none of the ones ive seen are working

full quarry
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Mikeros toolset can be found in the bytex store @tribal raft what do you need eliteness for?

tribal raft
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can u send me a link

lethal condor
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Eliteness is not a tool to edit a texture?

tribal raft
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so then how do i edit textures

lethal condor
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Use any paint software

tribal raft
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how do i extract the textures from the pbo

lethal condor
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Extract from pbo, convert via Texture viewer or some tool

tribal raft
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is there a tutorial i can follow?

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i dont know what im doing

lethal condor
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  1. Install Arma 3 Tools
  2. Open the Texture Viewer which I forgot what the name is
  3. Open a paa
  4. Save as png
tribal raft
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TexView.exe?

lethal condor
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I guess

tribal raft
lethal condor
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Did you launched Tools through Steam?

tribal raft
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nope

lethal condor
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Do it at least once

tribal raft
lethal condor
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Play Arma 3 Tools

tribal raft
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ok

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idk what a paa is i just have a pbo

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so i need Eliteness

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this is what happens when i open eliteness

lethal condor
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Huh I thought you've already got a way to extract pbo

tribal raft
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no thats y i asked for the link to eliteness

lethal condor
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DePbo64.dll is available in the same website with Eliteness

tribal raft
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so do i open that?

lethal condor
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Open what?

tribal raft
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i downlaoded DePbo.8.90.0.20.Installer.exe

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so i open that?

lethal condor
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Yes

tribal raft
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fucking got it

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what now

lethal condor
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Extract pbo?

tribal raft
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it says error when i select the pbo

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@lethal condor

lethal condor
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I'm not your 24/7 customer service

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Where actually you got Eliteness?

lethal condor
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Mhm

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Then the free version somewhat have some issue, IDK

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You probably can try ExtractPbo instead

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Or BankRev from Arma 3 Tools, I guess

tribal raft
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ok

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now after making the texture how do i use it in game?

lethal condor
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If it is a vehicle, you can put the texture in a mission and use setObjectTexture/setObjectTextureGlobal command
Is something else, make a Mod

tribal raft
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wouldnt i need to make it into a pbo?

lethal condor
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?

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I do not know what is the thing you want to retex

tribal raft
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its a vest

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since eliteness isnt working how would i make the folder a pbo

lethal condor
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Eliteness is not a software to pack a folder into a pbo either

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Addon Builder fron Arma 3 Tools

shrewd shard
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not sure if this is the right place but i have retextured the parachute bag but when trying to replace the texture it for some reason keeps showing the old one anyone know whats wrong?

dawn bough
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Not @ name, pbo name

shrewd shard
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yeah

dawn bough
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So your path to is in pbo
"
XOV_Parachute\Data\parachute_bag.rvmat"

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?

shrewd shard
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i have a addons folder aswell

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i also retextured the actual chute itself

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and that one does work

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its just the bag that doesnt

dawn bough
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Ok

full quarry
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Does the bag have hiddenselections?

shrewd shard
vernal sage
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According to the screenie of your config, the backpack uses backpack_parachute.p3d which is a vanilla model. Unfortunately, this model doesn't support hiddenSelections so it won't work even if you define it in the config.

shrewd shard
vernal sage
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Just gotta wait until BI releases the Licenced Data Pack in a few months (?) time. If it includes most vanilla stuff, you'd be able to add selections to it so that it supports retextures.

robust tendon
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(Blender 3.something)

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What do I do with this?

lethal condor
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Ask the author or Google. Also I removed your file since most likely you can't just redistribute it

robust tendon
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Yeah I'll ask the author

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Google didn't help though

full quarry
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Current question has very little to go on. May need rephrasing and context details

robust tendon
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It mentions parallax occlusion mapping and PBR usage.

full quarry
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They are likely meaningless in Arma context

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Arma 3 does not use pbr shading

robust tendon
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Ah, alright

full quarry
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So you'll need to convert your textures to older specular/Gloss shading workflow for them to fit

robust tendon
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Does there happen to be an easy way to do that?

robust tendon
jolly tundra
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i have textured my asset in Quixel Mixer. How do i export the texture maps that arma 3 needs for an asset?

full quarry
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You'll have to refer to quixel tutorials and documentation for that.

jolly tundra
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i cant find anything related to arma 3 for it, are there good sources for what each file needs? I can change the export settings, i am just not sure what does nohq, smdi, co and as need?

full quarry
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BI wiki has pages that explain texture naming rules and how rvmat works

celest obsidian
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SuperMetalAlpha is for: Super Shader using Metallic-Roughness workflow **with **Opacity info.
SuperMetalNoAlpha is for: Super Shader using Metallic-Roughness workflow **without **Opacity info.

It will export everything with the proper suffixes

jolly tundra
wispy sun
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What parameter should I touch in the RVMAT so that the AO is not so bright in a closed area without having an AO mask.

livid knot
ancient parrot
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Without having an AO mask?

Those four digit 1's, namely the green channel.

1,0.5,1,1

dense peak
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boys

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im spent the last 3 hours learning how to retuexture

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cant even figure out how to get those template sinto photoshop

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very close to doing a gainer off the empire state

austere violet
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Idk where to start with texturing

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Lol

full quarry
austere violet
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A existing model

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Im in a halo unit and i want to texture some armor in there

light wagon
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im trying to do a BLUFOR uniform myself. and i cant get a config to work because i have no idea where to even start on that.

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any help would be much appreciated.

full quarry
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there is a character encoding guide on the BI wiki that goes through uniform conifg

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and I recall BI forums have some startup tips on retexturing (<- the keyword for what you guys are doing)

zenith pine
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Ok there's a solid 50/50 chance that I'm either somehow right about this or going insane from looking at the game files too much

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So basically

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I got the idea of "oh I'll try making some uniforms by repurposing vanilla textures" and the first thing that came to mind was to take the guerrilla sweater from ig_guerrilla_6_1 and put it over the nato uniform a la Kerry's fatigues from Adapt, so naturally I looked into the game files to find said texture to use as a base, but after looking around, I realized that the texture isn't there- or rather, it is, but not in its entirety, as it only has the guerrilla shirt and not the nato pants

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So I did a little more rummaging through the texture files and I'm now fairly certain that BI somehow has the ability to splice two textures together to make a new one. Another example I found was the default NATO T-shirt fatigues, which is the standard nato one with a recolored version of the base underwear as the shrit

full quarry
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It's more than just texture at that point, would need model edits too

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Textures don't quite work like how you have envisioned it there

zenith pine
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In that case I've got nothing

dense peak
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I got no clue about texturing but wanting to learn. At the same time am trying to get some shit done with a 40k Astartes unit. The texturing I am on about is re-texturing some astartes armour. Any ideas? I tried following some steps online but couldn’t find anything exact.

full quarry
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There won't be anything exact for that but all retexturing is the same

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As long as an object is made to support retexturing you need.

New texture
New config (that has correct config I heritance from your target object)
New folder to put them
Pack that into pbo.

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New textures are most of the time painted over old ones so that it's easier to mimick the look but with different colors

torpid vapor
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@full quarry would u be able to help me find a tutorial on youtube that is accurate for what you're saying. i've tried to search and i haven't had any luck

full quarry
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Sorry no, I got stuff to do. Check the BI forums Arma 3 editing section

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Video tutorials are usually lacking

dense peak
full quarry
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same methods should apply

rare dove
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trying out the the new display on texture stuff in dev build, but for my background image loading I get: Cannot load mipmap jdg_carrier\data\joe_lso_layover_ca.paa

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any ideas what to do about this?

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in description.ext it's declared like: cpp class controlsBackground { class bg_lso: RscPicture { idc = -2; x = 0 * safezoneW + safezoneX; y = 0 * safezoneH + safezoneY; w = 1 * safezoneW; h = 1 * safezoneH; // colorBackground[] = {0.5,0.5,0.5,1}; text = "images\joe_lso_layover_ca.paa"; }; };

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c setObjectTextureGlobal [0, '#(rgb,1024,1024,1)ui("ttt_lso_camera","ttt_lso_camera")'];

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if I change the mipCount 1 to 0, I get: Cannot load texture #(rgb,1024,1024,0)ui("ttt_lso_camera","ttt_lso_camera").

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dedmen's mipmap tool tells me there are 8, https://github.com/arma3/MipMapTool/releases/tag/v9: MipMap Tool v8(wrrrm wrrm) OwO file info: Texture read ".\\joe_lso_layover_ca.paa" Got tag AVGC of size 4 Got tag MAXC of size 4 Got tag FLAG of size 4 Got tag OFFS of size 64 PaletteSize 0 MipMap Expected size: 2625 MipMap data size: 2625 Got mipmap size 512x512 is compressed MipMap Expected size: 874 MipMap data size: 874 Got mipmap size 256x256 is compressed MipMap Expected size: 16384 MipMap data size: 16384 Got mipmap size 128x128 MipMap Expected size: 4096 MipMap data size: 4096 Got mipmap size 64x64 MipMap Expected size: 1024 MipMap data size: 1024 Got mipmap size 32x32 MipMap Expected size: 256 MipMap data size: 256 Got mipmap size 16x16 MipMap Expected size: 64 MipMap data size: 64 Got mipmap size 8x8 MipMap Expected size: 0 MipMap data size: 16 Got mipmap size 4x4 type=DXT5 mipmaps=8 isAlpha=1 isTransparent=0 avgColor=10b0b0b maxColor=ffffffff

celest grove
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I'm having a strange issue with my retexture project, where the textures only show up in game if I include a much longer filepath than normal. To my understanding, textures are only supposed to need the filepath going from the PBO they are in, but for me it only works if I include entire filepath aside from the disk drive. I'm not sure what is causing this or how to fix it. Has anyone else encountered this before?

lethal condor
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You want to post what exactly is the file path, where is the paa, etc

full quarry
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Open up your pbo and you will likely see it is in fact in the full path/folder steucture in there.

celest grove
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"E:\A3Retex\Ranger\OpsCov(Release)\Addons\opscov\data\comtac_fg_med_co.paa" or "A3Retex\Ranger\OpsCov(Release)\Addons\opscov\data\comtac_fg_med_co.paa" work, but
"opscov\data\comtac_fg_med_co.paa" doesn't

lethal condor
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How do you pack it? Which folder you pack?

celest grove
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i pack opscov with filebank in a3 tools

lethal condor
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Do you have pboprefix?

celest grove
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i do not

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will add that, thanks

lethal condor
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That's not mandatory, if you make it right

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Good practice to have one though

celest grove
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ok i'll try that and report back, thank you

lone kernel
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Hey, so quick question

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Since ImageToPAA exists to mass-convert .pngs into .paas

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Is there any reverse ImageToPAA to mass-convert .paas into .pngs? We're shifting from using AddonBuilder to PBOProject and are looking for a way to speed up the process of converting to .pngs

lone kernel
hidden remnant
full quarry
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If youre shifting from building with addon builder to building with pboProject you should still have your original texture files before they are converted to paa

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or you can just pack paa files straight

#

converting back to png makes textures have worse quality since paa is compressed format

full quarry
#

also dont crosspost same stuff on multiple channels

zinc sinew
#

sorry wasnt shure where to fit it

hollow basalt
#

does anyone know where I can find a list of organic images already contained within the game, such that I can apply them to objects without adding images to the mission folder? TIA

hollow basalt
#

ones that are already in the game files, such as a3\data_f\flags\flag_nato_co.paa

#

I am wanting to add images to screen for atmostherics

full quarry
#

well there are hundreds of folders

#

so no you wont get a list of all of them

#

you can unpack the game pbos to see the folder structure though

hollow basalt
#

not a complete list. there is a wiki with the pic identfiers for LOAC DLC but not one for all other images

hollow basalt
wispy sun
#

What is the correct way to create a WorldEnvMap so that it is reflected in the glasses?

wraith cloud
#

What file within a PBO manages what an item is called in the arsenal?

full quarry
zenith mulch
#

I'm having a issue with my smdi converting my texture to black and white.

#

normal map:

#

difuse:

#

(I have an ambient map, but for channel clarity I'll keep it hidden unless some asks)

celest grove
# celest grove ok i'll try that and report back, thank you

still no luck. I tried saving the version that worked correctly as a local mod, and it worked. i then used pbomanager to extract the pbo and then repacked it with a3 tools, and it didn't work even though I made no changes to the config or the files contained within the pbo

floral fiber
#

pbo extraction is not a reversible process

steel talon
#

Hey hope it's okay to reply to you but do you happen to still have your PS file for a Kajman retex?

floral fiber
#

Bruh went back 6 years

craggy ruin
craggy ruin
celest grove
#

The pbo did not have a pbo prefix when it worked.

craggy ruin
#

If there is no pbo prefix then the prefix is inplicitly the pbo name when game loads it

slim bronze
#

its a bit more friendly user and it could decipher what type of classes it needs to import to make it work (?)
im pretty clueless on that part and would be happy to have somebody help me understand it

slim bronze
jade briar
#

is there a way i can texture an object on the 3d model itself? like for example, if i want to paint on a helmet, rather than doing it in photoshop on a map and piecing them together and constantly making corrections, can i use substance painter or something to paint on a 3d model which will then be made into a map?

full quarry
#

unless of course you make your own models

pulsar gazelle
#

ok so, before i make another faux pas or step on someone else’s toes, because im actually intending to learn how to retexture assets sometime in the future, how do i go about that without using “forbidden tools”, or accidentally breaching ip rights? (assuming of course mod makers allow for retexturing)

for context my understanding of de pboing is using ya know, pbo manager, dont know if thats actually the case as well

#

like seriously, dont take this as me whinging or anything

full quarry
#

retexturing relies on the target model being made compatible with retexturing, as in that it is set up to work with hiddenSelections

pulsar gazelle
#

mhm

full quarry
#

the model file is not used at all in this process

pulsar gazelle
#

right

full quarry
#

even the config does not need to refer to it if the config class inherits from whatever class uses the model originally

#

which makes the original mod a dependency

#

but also means less duplicate bloat

pulsar gazelle
#

so for uniformity purposes, how am i supposed to get the original textures so do the retexture? lemme provide an example

#

basically so now i know what i did is probably wrong but im gonna provide an example of doing it the wrong way so you could correct me

#

or should i not mention it…?

full quarry
#

one either opens up the pbo of said mod and copies the original .paa and turns it into a .png or .tga and draws over it. or sometimes modders provide template files that can be used

pulsar gazelle
#

wait but then

#

isnt that de pboing?

#

and thus “forbidden”

#

because thats exactly what i did for the example i was about to provide

full quarry
#

models cant be accessed that way

pulsar gazelle
#

#

so yeah thats what i did earlier when i said i de pbo’d the mod

#

ok so im stupid

pulsar gazelle
full quarry
#

what program did you use to do it?

pulsar gazelle
#

pbo manager

full quarry
#

that would be depboing then yes and that is allowed as long as the license of a mod allows it. The problem was you said you had access to the models

#

which is what you did does not do and is forbidden

pulsar gazelle
#

so the issue was, basically it was a retexture mod i was trying to fix so what i had was texture, config and thats it

#

idk if i de pboed an actual mod like say rhs i’d get just that or “the models”

full quarry
#

the problem you were seeing cant be fixed in config

#

its a model issue

#

and the models cant be accessed

pulsar gazelle
#

ahhhhhhh

#

ok i getcha

#

so was i even doing anything wrong in the first place…?

full quarry
#

if it could be fixed in config you would not need the original files at all either

#

it could be just a config patch mod that runs on top of the original mod (by having the original mod as requiredAddon/dependency)

pulsar gazelle
full quarry
#

if textures dont change via hiddenselections on all lods, then some lods are missing correct selections for the texture swap

pulsar gazelle
#

gotcha

#

well this was an educational experience, you scared the shit outta me at first XD i thought i committed a crime or some shit

full quarry
#

Well we do take those sort of things seriously. Good that its cleared up.

pulsar gazelle
supple thistle
#

Same Here with Textures

lethal condor
supple thistle
lethal condor
#

No, Reforger uses PBR AFAIK

supple thistle
lethal condor
#

I ain't a texture pro. PBR is a modern way to shade, that's the only thing I can say

supple thistle
#

Gotcha

full quarry
#

What you have does not quite sound like game ready model at all. Unfortunately buying models is not really a shortcut to getting them into the game.

full quarry
#

it does not.

#

it is going to be complicated no matter what as you dont yet know how to do the right steps

#

you cant skip the learning

full quarry
#

Yes the conversion to .paa by the tools removes the excess as it does not use all the RGB channels

#

the original does not have to be same necessarily

#

there is a wiki page that explains what channels each different ambient shading texture (AS ADS ADSHQ) does and ues

full quarry
#

this does not look right at all im afraid blobcatsweats

#

first off, do you have an rvmat assigned to the model?

full quarry
#

basically issue is that PBR metal/rough workflow (the textures you have) dont fit into A3 except the normalmap (which might also need green color channel to be inverted as Arma uses Y- normlamap and most programs default produce Y+ normalmap)

#

so by just plugging in anyt of your textures into smdi will not produce desireable results

full quarry
#

that could work. there are some useful links in the pinned messages you might offer as reference

full quarry
#

yes that could work

full quarry
#

no idea

#

honestly I dont know.

#

Im not too keen on using PBR stuff in A3 due to the complications

celest obsidian
#

Hi, can you tell me which substance preset you used when you created your project?

#

it should be "PBR - Metallic Roughness" or "PBR - Metallic Roughness with Alpha-blend"

#

yes, you can check it in the Shader Settings panel

#

Ok did you get any error when you exported your textures from substance?

#

hmm, if there is no error, it's probably not because of the export preset

#

I think it's a RVMAT problem

#

You might want to try to tweak your specular values (Specular and Specular Power) in your RVMAT

#

try different values until you get an acceptable result

#

oh you added User1 to your texture set settings?

#

I mean, here?

#

yeaaaaaaah oh my bad

#

remove User1 from your texture set settings

#

this warning is a "a good warning" 😄

#

User1 is used for the red channel of your SMDI and red/blue channels of your AS

#

Tweaking your RVMAT might help yes. Can you share your CO, NOHQ, SMDI and AS here please?

#

ok no visible problem with the textures

#

you can try haha

#

it's probably a problem with the rvmat yes (I think)

#

can you also share you rvmat here?

#

Try with this one. It should change the look in OB.

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.45,0.45,0.45,1};
specularPower = 55;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
    texture = "mcx_virtus\data\virtus_grip_nohq.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,MC)";
    uvSource = "tex";

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

class Stage4 {
    texture = "mcx_virtus\data\virtus_grip_as.paa";
    uvSource = "tex";

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

class Stage5 {
    texture = "mcx_virtus\data\virtus_grip_smdi.paa";
    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(1.82,0.71)";
    uvSource = "none";
};

class Stage7 {
    texture = "a3\data_f\env_land_co.paa";
    uvSource = "tex";

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

If it doesn't work, I'd say your problem is related to the UVs but I'm not too sure EDIT: forget the last sentence

#

Well at least it's not broken anymore 😄

#

did you update the textures or just the values in the rvmat?

#

I don't understand where these stains come from 😅

full quarry
#

making all of them sharp might not be always the right way. some edges are often meant to be soft

#

but you are in right direction with it anyway and problem seems to have been that the import of it did not carry over the smoothing (hard/soft edge) properly

full quarry
#

simplest way is by using the Blender Arma toolbox and exporting directly to P3d

#

if you export to fbx it can be bit tricky

#

you probably dont have the O2script.exe path setup so it cant process the edges

#

unfortunately tutorials get a lot of things wrong 😅 at least in the world of Arma modding

full quarry
#

lot better! 😄

#

👍

celest obsidian
#

no edit needed, the normal is ready to be converted to paa.

#

the only file you might need to edit is the base color to darken it a little bit

full quarry
#

coud be missing some smooth/hard edge somewhere

#

or the normalmap might not match with the hard/soft setup you got

full quarry
#

no

quaint spire
#

make sure your normals are openGL

#

wait no

#

directX

#

wait now i am really confused

inner ingot
#

Hi texture people, is there a viable way to bulk resize PAA images?

full quarry
#

why woudl you resize .paa though

#

it wont give you any more detail

#

A .paa is compressed format, B resizing that makes mush

#

but the mush looks same as what it was before

inner ingot
#

When I export my model textures, the CO's are 2048x2048, and so are the NO/NOHQ's, however the difference in quality on these is negligible so I can shave off a good amount of filesize by reducing my NOHQ's to 1024x1024, however often this decision is made AFTER they've all been converted to PAA. I know PAA is compressed, and I realize reducing resolution reduces quality... but in this case it's negligible, so I'd rather save the HDD space and make it smaller filesize for people to download off workshop if I release it.

That being said, I worked with a coworker and we were able to write a similar function in powershell that is able to recursively select the NO's and NOHQ's and then run them through the image resizer, so we got it working!

abstract willow
#

I have no idea if this is the place to ask, but is there a clean way to convert met/rough texture sets to _smdis

snow bay
#

Hey guys. I'm working on a surface decal (it's a plane, ground overlay), what's the easiest way (through an rvmat?) to have the texture "tiled" (repeated) over the object instead of stretched to the size of the object in-game?

full quarry
#

extend the uvmapping

#

for tiled textures to work the uvmapping will need to go beyond the default uv space anyway or it willl clamp it and not repeat

frigid parrot
#

is there any way to retexture only part of a uniform instead of the typical full uniform?

#

i realized that the scientist clothes, the formal ones would be good for some ideas I have but I really just need to retex the tie to a solid color and somwhow erase the vip badge

lethal condor
#

Nope. You can only apply a texture per a selection

vernal sage
#

You only need to modify parts of the texture that the tie uses (circled in red) and then replace it with yours via hiddenSelections.
https://i.imgur.com/HieKNHC.jpg

Haven't tried it myself, but with regards to the ID tag, I believe it has two unique selection names called 'badge' and 'id'. You should be able to hide them by simply replacing those lines in the array with empty values:

        hiddenSelectionsTextures[]=
        {
            "myAddon/myTexture.paa",
            "",
            ""
        };

...if that doesn't work then you're SOL, I'm afraid.

brisk gale
#

greetings, please tell me how to determine the missing texture?
Using TexViewer 2.
The vehicle has no log texture on the back

lethal condor
#

Missing texture as in what?

brisk gale
#

I would like to replace the texture, but I have no experience in this

lethal condor
#

Obviously the viewer won't show/preview texture that doesn't exist. Not entirely sure what is the situation

brisk gale
#

Can i show ?

lethal condor
#

Show what?

brisk gale
#

I mean the log itself

#

I found out that i have some unknown pink texture

#

One moment

#

Here

#

Could this be the missing texture?

lethal condor
#

This is just a smdi, supposed to be pink

brisk gale
#

Oh

lethal condor
#

If the vehicle has hiddenSelection on that log, you can just use script command to replace the texture. Otherwise ask Mod author

brisk gale
#

Actually, i found out that the mod author probably dead...

#

I tried to contact him, after I waited a few days, I found a couple of people on his friends list who cleared up the situation

#

So I'm trying to do something myself with the mod

lethal condor
#

If the model does not support to retexture you can't do anything with it actually. Make sure it does or not

brisk gale
#

I'm sorry for such questions, as i said i have no experience in it at all😢

lethal condor
#

Probably via getObjectTextures command to check if has a texture slot for it

lethal condor
#
getObjectTextures vehicle player```while your player character is in the vehicle, and run in Debug Console
brisk gale
#

Alright

lethal condor
#

Then might not possible

brisk gale
#

Eh

brisk gale
#

Even if the idea failed, it was interesting enough

strange onyx
#

Anyone got any idea what is causing this? All the textures and materials are setup presumably correctly

full quarry
strange onyx
#

I did manage to get it partially working, but I tried to change the stuff in object builder and now it is all white again

strange onyx
#

I have occasionally been getting this error, implying its trying to grab textures from the mod folder rather from the .pbo

full quarry
#

this would indicate non standard mod development and no use of P drive

#

so pretty much all bets are off

strange onyx
full quarry
#

that you dont have the tools set up in normal way

strange onyx
#

That is helpful I am inexperienced and so far the method I have been using has worked for other things (like changing the texture of an existing object or adding inventory items) this is the first time I have hit a brick wall with implementing something

strange onyx
#

Right, after having it actually explained I've presumably correctly set up the project drive and stuff

#

And I am at this stage

strange onyx
#

Right. I have solved most problems, and mostly have the texture working
The issue now is that the texture in game is set by what is selected in object builder, not the texture set in the config

full quarry
#

missing hiddenselection setup in p3d named selections/ and or/ model.cfg sections array/ and or/ config.cpp class

strange onyx
#

Hmm, the first 2 are definitely assigned but the third was not

#

I'm also having this issue, where some of the UVs are correct and some are different

full quarry
#

uv issue likely comes from the source model and it having too many uvsets

strange onyx
#

Correcting a fault with the material name in the config did fix it, but when I re-exported the model to correct positioning it went back to that state and is now refusing to change

#

I am currently trying to figure out how to use blender to export the p3d files rather than object builder

#

But apparently the only way to do that is to own arma reforger and thus its modding toolset

full quarry
strange onyx
#

Could you link me a plugin for blender that allows me to export to p3d

full quarry
#

Arma3 blender toolbox is completely different addon

strange onyx
#

Because the one I have used so far (both for 3.2.1 and 2.79) output empty files

full quarry
#

It's pin pinned messages on model maker channel

strange onyx
#

Thx

full quarry
#

And empty file means you have not set the object with the toolbox Arma properties

#

So the export has nothing to export out

strange onyx
#

It's currently set to export all, and there is a single thing in blender

full quarry
#

There should be a few blender to Arma tutorials around. Or you can search the channel history. I'm off to slep.
💤
🐐

strange onyx
#

Got it working, thanks for your help

brisk gale
#

Please tell me what the problem is, I transferred the model from the blender to the Object Builder, there I selected the necessary areas and applied a sweep with a picture. For some reason, the model became transparent, and the applied image was inside

full quarry
#

Your models mesh is inverted.

#

Also it would be adviceable to create your own brands instead of using real brands. As you probsbly have not asked permission to use monster name and logo

brisk gale
brisk gale
verbal dust
rugged tangle
#

hey all, just trying to do a CUP Aug retexture however i cannot for the life of me get the texture to apply ingame.. the weapon shows up fine tho

#
class steot_af_f88: CUP_arifle_AUG_A1 {
    author = "StealthyOtter";
    dlc = "steot_adorable_factions";
    scope = 2;
    scopeCurator = 2;
    scopeArsenal = 2;
//    picture = "\CUP\Weapons\CUP_Weapons_Steyr\data\ui\gear_AUG_x_ca.paa";
    hiddenSelections[] = {"Camo1"};
    hiddenSelectionsTextures[] = {"steot\adorable_factions\data\weapons\arifle\f88\F88TEST.paa"};
//    magazines[] = {"CUP_30Rnd_556x45_AUG","CUP_30Rnd_TE1_Red_Tracer_556x45_AUG","CUP_30Rnd_TE1_Yellow_Tracer_556x45_AUG","CUP_30Rnd_TE1_Green_Tracer_556x45_AUG"};
    displayName = "F88 AUSTEYR";
};```
rugged tangle
#

Its really annoying because unless I can re-tex cup stuff I'm gonna be stuck.

full quarry
#

and is your texture in P:\steot\adorable_factions\data\weapons\arifle\f88\F88TEST.paa

#

as in is your texture pathing correct

rugged tangle
#

yeah i use VScode and copied relative path

lethal condor
#

It is good habit not to overwrite hiddenSelection and other not necessary to change

rugged tangle
#

oh? how do i do it without overwriting the hidden selection?

lethal condor
#

...Wait, you have no baseWeapon?

rugged tangle
#

its a CUP weapon, i just want to put a new camo onto it

lethal condor
#

I know. That's not what I've notice

#

baseWeapon config is required to appear in the Arsenal

#

Also, I'm almost certain that it already has hiddenSelections in the parent

rugged tangle
#

just checking now

#

it doesnt

#

it goes CUP_arifle_AUG_A1 > CUP_arifle_AUG_Base > Rifle_Base_F

#

my weapon displays in the arsenal etc and it funtions fine with exception of the texture.

full quarry
#

hiddenselections require the weapon model to have a selection to apply the change, a model.cfg to connect it to config and config to connect it to texture

#

but if original does not have config for hiddenselection then it is possible it does not have that at all

rugged tangle
#

yeah its got em

full quarry
#

👍

#

then it could be the path not matching whats in your pbo folder structure

rugged tangle
#

i dont need an RVMAT do I?

full quarry
rugged tangle
#

still no luck 😦

#

aparently all the cup MLOD files are available but all the links seem to be dead or armaholic

#

unless they come under the public lisence arma stuff now

full quarry
#

I dont think CUP mlods are but Arma 2 public datapacks are

#

if the model is from there

#

if its CUP original then its not

rugged tangle
#

well the Aug was in DayZ so it may be in the DPL

rugged tangle
#

i dont know. ive double checked everything, it SHOULD be working. but it isnt

#

The weapon shows up in the arsenal as the correct name etc but it still has its original shitty grey camo

lethal condor
#

As I said baseWeapon is needed to be a selectable weapon in Arsenal

full quarry
#

This might be it then.

vernal sage
#

CUP's cup_steyr_aug.p3d model uses camo as the selection name...even though it's defined as camo1 in their config.

lethal condor
#

Whut

vernal sage
full quarry
#

😅

#

Thst would explain why it does not work with camo1

rugged tangle
#

how the hell did you find that out?

#

succcess 😉

#

wong colour but thats easy to sort out 😉

lethal condor
#

Always check Config Viewer to see how messy Bohemians are

rugged tangle
#

i did check the config viewer 😄

#

it said camo1 haha

vernal sage
#

Unpack the pbo and a hex editor for the p3d. Plus Eliteness to triple check...just in case.

#

CUP doesn't have any derivatives or variants of the AUG so I guess whoever encoded just forgot to correct the config.

lethal condor
#

I mean, the camo is CUP's fault but the entire system we have to adopt are Bohemians' fault 😛

rugged tangle
#

haha yeah

vernal sage
#

Could be worse. At least you no longer need to have 100000x p3ds just to have different camo schemes.

#

(like in Arma 2)

rugged tangle
#

i really wish i knew how to model

lethal condor
#

I thought A2 has hiddenSelectionsTextures for weapons?

rugged tangle
#

buut im tryng to do so many other things right now i just dont have the time

vernal sage
#

Nope. That was A3.

lethal condor
#

Gah. proxy issue, I guess

vernal sage
#

And even for A3 it wasn't perfect early on. Dropped weapons still didn't change textures.

lethal condor
#

It is even worse if you want to add attachments to these weapons... Ah, good ol' damn days

rugged tangle
#

i mean i want the standard aug with a 320 but it looks like you need a model for that

full quarry
light path
#

Hey, so I have a question and maybe you can answer it Horrible, you've been an amazing help so far.

I'm trying to now retexture a texture It's the goggles for the APR, I'm trying to make them darker but I can't seem to actually interact with them 😦

full quarry
#

what yu got here is partially transparent texture

light path
#

Or perhaps anothe question, how do I call upon the _ca file

#

Yeah I did a rough way around it lol

#

I just painted the entire thing

lethal condor
#

Call upon the _ca?

light path
#

Yeah the _CA is a glass visor for the APR

full quarry
#

you would likely need to duplicate the layer a few times to get it less see through and thus darker

#

I dont know if the goggles you speak of are configured so that the glass can be retextured though

#

they might not be

light path
#

High lighted files are the mask textures

full quarry
#

is this a custom mask you are doing? not a retexture?

light path
#

Yeah

light path
full quarry
#

does the original masks config have the visor set up as hiddenselection?

light path
#

The orange "visor" I'm assuming is the RVMAT for the goggles

#

I actually don't know it's binarized and the arma 3 bin tool isn't deciphering it

full quarry
#

RVMAT would be called something.rvmat

full quarry
light path
#

True, Just opening up the config right now. the Bin actually worked this time

#

Doesn't seem like it, I'm going to have a look in game

#

Either way I'd assume it's able to be replaced some how

full quarry
light path
#

That's unfortunate

rugged tangle
#

im having the same issue with the scope on the aug dont worry 🙂 makes we want to learn modelling so i can just do it all lol.

light path
rugged tangle
#

im just gonna have to go with close enough good enough

#

for now

full quarry
#

I hope that was just a bad joke

#

IP theft is not a joke

rugged tangle
#

thats why im going with close enough, good enough 🙂

#

from CUP greyscale... to finally something im happy enough with 🙂

full quarry
#

👍

rugged tangle
#

and for when things get sandy 🙂

dense peak
#

when you guys do UV do you guys try to group all your parts close together? instead of just having an automated packer place it everywhere

#

you know people who want to do retextures

full quarry
#

depends on the automatic packer and how good it is

#

And sometimes depends a bit on what Im making, but most of the time I try to get as much out of the texture space as I can. Retexturing possibilities are secondary consideration

light path
# full quarry 👍

What i mean, I don't know if it's technically ripping, but I literally just want the visor black not even to be publicly distributed. So what I mean is take the visor model change it re-upload it and if thats not allowed then ill literally just make a 1-1 copy because thats already what the mask is

full quarry
#

you can make a new model for sure

#

but you can not open the original

#

we have 0 tolerance for ripping and IP theft

#

consider this your only warning

light path
full quarry
#

they got the models and greenlight from BI

light path
#

Ohh okay, gotcha thank you for the info

full quarry
#

and now the A2 models are available in the datapacks with some varying licenses

light path
#

Yeah I noticed not all of the A2 files are there but alot of them are

light path
#

I'm trying to load a texture into the editor, how would I do that? just save a mission and throw it in?|
I'm not sure what he means for uploading it

soft silo
#

Then, use the "setObjectTexture" script to apply the texture to the object

rugged tangle
#

Got the magazine done today, thanks for showing me the hexedit thing to find out the REAL hidden selection values. 😉 now I have a fully functioning F88 AUSTEYR that doesn't have the fire rate of a BAR

fresh flint
#

Does anyone know how I would go ahead to contact the team behind cup? I want to get their permission for some retexturing for my mod.

full quarry
frozen blade
#

doubt anyone will actually use this one

silver adder
#

We just have, i was going to say something before about substance designer node to transform PBR Spec/Gloss & Metallic to Supershader outputs.....

frozen blade
#

:)

#

as if anyone does textures without a model to do textures on

#

but yeah do say

silver adder
#

another time, just keep the channel warm, im going to bed

dense peak
#

🔥

wanton vine
full quarry
quiet hedge
#

Question, I notice that item preview images eg: P:\a3\weapons_f_exp\rifles\ak12\data\ui\icon_arifle_ak12_f_x_ca.paa are 512x256, but I don't understand how they've been converted to paa as my understanding is that tex2view only supports square images

#

I get an error when attempting to place a png into tex2view of that dimensions, but a jpg works

#

But, a square png image does work

lethal condor
#

False. A paa supports every 2^n resolution texture up to 4k

#

What error actually?

quiet hedge
#

Okay, I misunderstood the docs then. But, that doesn't necessarily explain why my 512x256 jpg can be imported, but my png can't.

#

Will get the error 1 sec

lethal condor
#

IIRC some png with some certain bit depth cannot be imported

quiet hedge
#

I just get a generic "Error Loading File"

lethal condor
#

Which bit depth your png has?

quiet hedge
#

64

#

Ah, converting down to 32 bit depth worked

#

Thanks for your help

chrome plover
#

I'm waiting for my Quixel 2.0.

rose minnow
#

amen

serene palm
frozen blade
#

i guess everyone is, bar the 200 lucky fucks that got into the beta program :)

chrome plover
#

Indeed.

#

:P

rare dove
serene palm
silver gull
#

right now i'm more gravitating to substance painter actually... havent used it yet, but if 2.0 is "just" ddo + painting then i dont think it will be worth it to me

chrome plover
#

It has an in-built baker, which I am interested intensely in.

bronze stone
#

@silver gull Substance Painter is pretty good. Even for beginners. Normaly: Textures + Me = lika shootout with Gattling-guns. With Substance: Pillowfight \o/

silver gull
#

well dDo (legacy) also is that for me, but i want more controll over the procedural side. And DDO doesnt even have it, because it works entirely different

#

is there a feature list for 2.0 somewhere? quixel is pretty bad at communicating i feel...

chrome plover
frozen blade
#

after the fuckup on christmas, they don't really communicate anymore

silver gull
#

what did they fuck up?

frozen blade
silver gull
#

lol ok... guess it will be in the not so free 2.0 update then?

rose minnow
#

by free they meant free for those who have it already

#

so still free if you have 1.#

silver gull
#

but 2.0 wont be i guess?

chrome plover
#

2.0 is free to anyone that has a 1.# license to ddo.

silver gull
#

ok nice

civic cosmos
#

Are there any .paa -> .psd/.png converters you guys can recommend?

crude wyvern
#

texViewer

civic cosmos
#

Part of the arma3tools, right?

crude wyvern
#

yep

#

it's used to convert paa to png / jpeg and the other way around

#

very useful tool overall

severe rune
#

in the TexView2 folder is also Pal2PacE if you need a commandline tool

civic cosmos
#

Thanks @crude wyvern. Will check. :)

olive gale
#

hello I have a question

#

in templates I see that nohq layers are normal and transparent they don't make the color too dark

#

but when I tried a video I found online the nohq set I get to make ends too dark

#

I take the nohq 3 times, I desaturate it on one, I run Height2Occlusion to the other and I run Height2Cavity to the third

#

I stack them on top of each other and press multiply as the reskin guide on youtube says

#

but the layers with the details end extremely dark

full quarry
olive gale
#

what should the images have

#

maybe the same texture when I do it my way vs the nohq it comes with in the psd?

full quarry
#

Well there is no question there either

#

Let's start from a question

olive gale
#

yea

#

I also have the video guide handy with the timestamp that shows the process

full quarry
#

But what is the question you want to ask, so far you have explained what you do.

olive gale
#

Does anyone know how to properly make AS and nohq details for when painting a texture

#

cause my way ends way too dark

full quarry
#

And this was for retexturing?

#

Those are difficult to make right since retexturing is made on flat texture and the original normalmap is created on a 3d model. So the shading may not always match at all.

#

It is usually not recommended to even start messing with new materials because of that but to stick with just changing the color texture

olive gale
#

I have the original NOHQ and AS files. The way I make my reskins is copying and putting on top stuff like cameras emblems and such while I paint the stuff bellow

#

but if I just paint it makes it all look like an toy army soldier

#

cause no rivets or stuff like that

#

and sometimes I cannot use overlay cause in the case of the csat cas there's the camo

#

here's a template of rcw-30 from pete's templates. Only NOHQ AS and a solid green color are on

#

Here is mine

#

with they way I do it

#

here are the texture but no color in the same order

#

I want to learn how to make the nohq AS layers like the first image and third image instead of second and forth

topaz rampart
#

can anyone help someone who's new to texture making?

#

trying to make some custom textures for some friends

#

I want to put things onto the texture of some helmets from RHS, but I have no idea how to get the actual model itself

full quarry
#

retexturing is made solely by painting over existing textures

#

or well drawing new textures that match the objects uv unwrap

#

so substance painter etc 3D model texturing program cant be used

topaz rampart
#

thats what im trying to do

full quarry
#

nope

#

that is bannable stuff

#

I hope for your friends sake you are mistaken

topaz rampart
#

I might be, the model he is using might be custom made for our group

full quarry
#

we dont support that crap here

topaz rampart
#

i probably didnt communicate it right then lmao

#

like I said im a beginner so im seeing and trying to make sense

#

you wouldnt happen to have any tutorial vids or anything I can use to try and learn?

full quarry
#

retexturing in all its simplicity involves a config file and a texture file you make nothing else

#

but this is assuming a thing you retexture supports it by having hiddenselections set up so that the new config can point the hiddenselection parameters to use your new texture

#

I cant say I know of any worthwile videos on retexturing. BI forums have had the basics explained if I remember right

topaz rampart
#

okay thank you I appreciate it

twin bane
#

Dafuq..

#

seems bordline useless channel. hope people like the quixel sneak peek. at the same time, the fact they put it out there now, scares me a bit..

rose minnow
#

huh>

#

link?

twin bane
#

Ie.. looks like positioning to push 2.0 back, yet again.. which meh.. was 50/50 in my mind anyway..

rose minnow
#

that post is from last december tho

twin bane
#

probably best to ignore me then. (fuck caught not reading shit again..)

idle saddle
#

Do anybody have some cool ground texture mods?

full quarry
silver adder
#

Quixel have a recent habbit of not doing anything, like megascans.....12 months late

#

Not updating 1.8 for more than 12 months.....

#

At least substance updates around every month

random hemlock
#

Someone save me 😢

For whatever reason, my hiddenselection textures are not applying.

{
   hiddenSelections[] = {"camo0","camo1","camo2","camo3","MFD_Pilot_L","MFD_Pilot_R","MFD_WSO_L","MFD_WSO_R","n1","n2","n3","n4","n5","n6"};
   hiddenSelectionsTextures[] = {"My_Textures\aircraft\Super Tucano\Trainer\ST_Fuselage_Navy_co.paa","My_Textures\aircraft\Super Tucano\Trainer\ST_WingsAndStabs_Navy_co.paa","My_Textures\aircraft\Super Tucano\Trainer\ST_EverythingElse_Navy_co.paa"};        
};```

Spawn it in game and the vehicle spawns, but with it's default textures and not my cool ones. However if I use "setObjectTexture" blah blah it works fine and loads my textures.
#

@frozen blade any chance this is some RHS-specific thing I haven't accounted for? I've done this for tons of other RHS aircraft and haven't had this issue. I'm assuming I've done something dumb but idk

full quarry
random hemlock
#

so looks like I've got to overwrite the texture sources (or at least add one to it) and then select that texture source for my aircraft

full quarry
#

👍

modern vapor
#

Pardon me for necro-ing a 2 year old comment. I am trying to create a custom texture that is only viewable by TI and/or NVG. The BIKI page "RVMAT basics" didn't give any clues, and neither did searching BI forums with related search terms. Could you, please (or someone else) point me to a guide or example?

#

Obviously it will involve setObjectMaterial but how does one make a suitable material?

full quarry
random hemlock
# full quarry 👍

looks all pretty now. Thanks for the help! Had no idea about textureList, and I've done a stupid amount of retextures at this point. Might just end up doing this for all of em now 🙂

full quarry
random hemlock
#

Yeah I get that now, always chalked that up to magic and never worried about it

modern vapor
#

So for example, one of those disco decorations that only lights up with blacklights. Obviously 'blacklight' is out of the question for the RV engine. But something viewable with TI does not seem crazy. Does that clarify?

#

On a side note: I am pretty sure that createSimpleObject will include the .RVMAT on a loaded .p3d in the mission folder. So perhaps I can create my TI viewable surface that way 🤣. Seems convoluted though...

full quarry
#

I dont think its possible

#

it would require transparent texture

#

and static objects take their temperature from the color map, they dont have engine or body heat like vehicles and characters

#

@modern vapor

#

i think even character parts with transparent surface dont have heat

#

and they wont show up in nightvision either

modern vapor
#

Do I understand that if my texture is not transparent (no alpha), it can have a correct 'color map'? Maybe I should read more up on that.

#

Do you have a link on color maps?

#

Is that still used? Or does last year's update on TI now work differently?

lethal condor
#

Definitely it does

#

It is just introduced in OA and still used (of course up to Arma 3)

mild olive
short salmon
#

is there a way in arma to apply a texture on both sides of a flat object?

#

like a perfectly flat plane

full quarry
#

you need 2 faces for that

#

well technically the both sides have the same texture but only front is drawn

short salmon
silver adder
#

Also we are artists in this channel, not makers

modern vapor
full quarry
#

it starts to come down how much you really want the feature 😅

#

since it will likely involve quite a lot of scirpting shenannigans

twin bane
#

@honest pagoda that would be a good revision to the channel name.

#

And the Quixel beta really is looking good. Unfortunate more community members didn't get into the mix earlier. But it is mostly functional and way more powerful in it's current state. Really don't think it'll be that much longer. Hopefully next month.

wide oar
#

Hello, got a question. Is there any way i can make several objects using the same .p3d, but with different texture? It's a simple object, a prop. I don't even know myself what i was thinking, lol

full quarry
#

maybe explain the actual use case

wide oar
#

So i have a keycard model in a p3d. Previously i had it so that the texture is assigned to the model in the 'E' key menu in object builder. What do i have to do in a config so that it uses the model, but applies different textures to it, so that i can have several keycards using the same model but different textures. Or is having multiple p3ds the only way? (They are props, not items;)

full quarry
#

you can do that with hiddenselections yes

#

1 p3d, with a selection(s) that the config fills with texture of your choise

wide oar
#

How?

full quarry
#

you can start by googling arma hiddenselections and perhpas searching the history of our makers channels here

wide oar
#

ok

#

figured it out

full quarry
#

👍 👍 👍

modern vapor
#

Please**

full quarry
full quarry
modern vapor
#

-Such as the _TI texture? That would solve the problem for me.

full quarry
#

no

#

TI texture is used through rvmat

#

and TI texture stage itself is used only by characters and vehicles

#

not by static objects like houses/props

modern vapor
#

Ah thank you for clarifying. However, Since the update last year, thermal vision does show some(?) kind of texture for objects such as houses/grass/trees. Any clues on how that is calculated?

full quarry
#

though now that you mention it there might be a IR glowing material too 🤔

#

though thats just a faint recollection

#

might or might not be true

modern vapor
eternal solar
#

First time doing something in Arma 3, modding wise.

#

didn't know there was a lot of steps to doing a simple retexture

#

it was a fun experience though, not using any sort of 3D software to actually texture a model blobcloseenjoy

full quarry
#

always nice to see someones success

#

and yeah it is a lot more complex than it sounds like

eternal solar
#

If don't mind telling me please.

full quarry
#

well you would need to set up the modding tools and preferable P drive dev environment where you create the mod folder structure

#

then you need your texture files in there and a config file

eternal solar
#

I have the modding tools (Arma 3 tools, PBO manager)

full quarry
#

the config then defines new class for your new plane that uses your new texture

full quarry
eternal solar
#

is there perhaps a youtube tutorial?

#

or documentation I could follow?

small needle
#

how can we split high dimensional layers into different folders. my layer files are over 5GB. Probably causing the game to crash.

full quarry
eternal solar
eternal solar
#

I'm having a headache trying to make the retexture a working add on. Can't figure out the config stuff, barely anything on the Internet and the BI forums aren't really helping, they are just making things even more confusing.

fair yew
#

Hey guys, brand new to making textures, looking to make some new camouflage patterns for uniforms. Any pointers or educational videos I should be looking at?

ocean monolith
#

For arma is it bad to model in pbr and export them to arma is it always worth working in non pbr?

full quarry
#

if you have a conversion system that ouputs Arma compatible textures from PBR it does not matter

#

but PBR files straigh up dont work

#

@ocean monolith

ocean monolith
#

i do but i can never seem to get the smdi to work very well

full quarry
#

better conversion may then be needed

#

or more tweaking of the rvmat parameters

light wagon
#

I was pretty happy with the way these uniforms turned out for my first time.

coarse haven
#

I'm reading through the multimat tutorial by Mondkalb, and I just want to repeat it as I understand it to make sure I don't get anything wrong.

Effectively, you set up a model normally, UV map it normally, and so on.
Once you've set up the UV map, you then create a mask (with up to 4 different colours; Black, Red, Green and Blue).
Then, create the RVMat to dictate what uses what. (I admit, I've never used detail maps or macrotextures before)
After you've done that, you then make a copy of your UV map as a second UV set, and then scale the first set appropriately for the texel density you want.
Apply the multimaterial in whatever you're using (Blender or OB).

And by that point, you should have everything you should be good, right?

full quarry
#

Mm yea sounds about right

coarse haven
#

Cool. Just wanted to sanity check that.

dim perch
#

Apologies if this isn't the right channel to ask about this, but does anyone have any idea if there is any way to prevent objects becoming visible through another object at long range?

Around 1.8km+ the foreground object begins to flicker and the background object can be seen through it. There are shipping containers just on the other side of the walls in this screenshot and they become visible at long range even though they do not intersect with or even touch the walls. Players can also potentially be seen standing on the other side if they are close to it too...

Is there anything that can be done about that or not really?

full quarry
dim perch
full quarry
#

in this case I dont think those would be suitable

#

and unless this is your object to edit you could not add such anyway

ocean monolith
#

this is a question for dedman mainly but do you ever plan on updating your old substance shader?

lethal condor
#

*Dedmen

#

Do you mean his PBR Shader Mod?

ocean monolith
#

In his git he has an old shader that is made for substance

lethal condor
#

Ah, that ain't what I knew

ocean monolith
#

going back through the commits i can see now that ded only did a pull for it

celest obsidian
#

Not really useful in my opinion, just use your standard workflow and try to adapt it to arma 3 🙂

sullen vapor
#

we tend to use the MatRough one

celest obsidian
#

I think that lost is only talking about a shader for the substance viewport, not export presets.

sullen vapor
#

ahh ok I may have gotten fixated over just talking to someone about presets kekw

dense peak
#

Hi I’m new and would like to learn how to detective using blender if that is at all possible

stray relic
forest wyvern
#

I'm having some issues with a texture I've made being mostly transparent. Does anyone have any suggestions?

full quarry
#

is it saved with _CA suffix before converting to .paa?

#

what type of object did you make it?

forest wyvern
#

No, I'm just applying a custom texture to the 1m User Texture

forest wyvern
full quarry
#

are you sure it can use transparent texture?

forest wyvern
#

I think so? It's also messed up when I try putting it on a billboard

full quarry
#

is it correct resolution

#

as in, in power of 2

#

512x512 1024x1024 and so on

forest wyvern
#

_CA suffix doesn't change it

forest wyvern
full quarry
#

well that would definitely make it not work

forest wyvern
#

Wow, thanks a lot

#

Sorry, that seems really dumb on my part

full quarry
#

👍

last shard
#

I want to retexture a tank

#

Any advice? Good tutorials?

dawn bough
dense peak
#

hello question so i am new like brand new to texturing and i have substance painter. How does one get the moddle so one can start working on it

coarse haven
#

If you're talking about models you've not been given explicit permission and the source files for, you're not going to find help here.

dense peak
full quarry
#

if you want to do retexturing, substance painter is not part of that process

#

retexturing textures are painted over the old ones in image editor like paint or gimp or photoshop

dense peak
#

ahh i see, ive built things in blender and took them there to do all thge coloring and thought it was the same.

full quarry
#

nope, any ready models from game or mods are not available for editing or opening unless the maker provides source files

#

like the ones you make in blender

dense peak
#

i see can i import my blender models into arma 3

full quarry
#

sure

#

many people make models in blender for Arma

#

but they will need to be made in game compatible way

dense peak
#

i see im sorry for all the questions \

full quarry
#

No worries.

fiery chasm
#

can you use #define in .rvmat files?

full quarry
#

I believe so

lethal condor
#

Yes

fiery chasm
#

Thanks

timid dome
#

So a dumb question, im trying to learn multimaterials for a terrian prop i made

#

but everytime i check in object builder its black

#

i tried following the mondkalb tutorial but yeah, didn't help, and i feel i've messed something up

full quarry
#

perhaps you are missing some texture?

#

or stage

#

or MC or AS stage are not set up right

timid dome
#

MC is required? i thought that was an optional thing

#

Thats probably it then

full quarry
#

all stages are required

#

if you dont want to use some, they require a neutral texture file or procedural texture set on them

timid dome
#

aha

#

that'd be why, i misunderstood that

#

is it possible to leave the texture path as ""

#

so blank

full quarry
#

no

timid dome
#

Ah okay

#

is a flat transparent argb fine??

#

for procedural

full quarry
#

check the a3\data_f\default_super.rvamt for netural defaults

timid dome
#

okay so its mostly working now but, any ideas why it would be doing this?

full quarry
#

super dark AS and/or messed up Ambient parameters in the rvmat parameter list

#

@timid dome

timid dome
#

thanks, will take a look later

timid dome
#

yeah it was cause i used a transparent texture for AS, thank you!

timid dome
#

another question, hopefully final for now

#

i want to add a specific texture to a certain part of my model, but its using multimats. how can i do that

#

so say, the ends of a log

full quarry
#

you can use one of the multimaterial mask colors for that texture

#

and just uvmap the ends to fit

timid dome
#

ah alrighty

pale lake
#

can you replace a existing RVMAT on a object via hiddenSelectionsMaterials in config?

Say I want to add more gloss to a custom texture i made for a existing item, can I make it load a custom RVMAT rather than the one defined in the P3D/Orginal config.cpp

full quarry
#

Though some things don't always change

timid dome
#

This isn't exactly a arma texture question but its for arma, how would you guys handle making a tree stump/rings texture? i cant find any available online in my search and i need it for my object

full quarry
#

I recall last time I needed something like that I think I used something from textures.com

#

one way of course is to model the whole thing and render the texture out

#

or alternatively and if possible take a walk in a forest to find what you need and take a picture you can process into texture

timid dome
#

hey so, quick question and im unsure whether it should be in models or here. im trying to make a "ghilie" helmet cover but im struggling to make it look natural, does anyone have advice for this? im using flat textures and i feel the textures im using are the issue

full quarry
timid dome
#

should i move to models or stay here? as i thought my issue was how i handled the "leaves"

full quarry
#

this is fine too