#arma3_texture
1 messages · Page 3 of 1
it doesnt have alpha setup but
can you set yp the alpha too?
i uh, actually am unsure how so i'll take a look at a tutorial and do it
if you use the default BSDF shader with nodes you can plug the alpha from the texture nodes output to the shaders alpha input
and then you will need to turn on alpha blending in the materials settings
aha, thank you
you can play with the different blend modes to see what shows it best
always good idea to model this stuff possibility to check the placement live
now I was mistaken earlier and the placement does match what you got here
so main thing would be to test the treecrown shader rvmat for the leaves
and play with the alpha sorting for the mesh strips to get them not occlude each other
VertexShaderID = "TreeAdvNoFade";```
yep thats what im lookin at then, do i need a MCA file or would a regular CA work
CA is for applying the texture in texture slot
in rvmat MCA can be used to give it ambient occlusion (alpha channel) and color difference (color channels)
also the ambient, diffuse etc parameters have special functions in treeAdv shader
there is a wiki page that goes over the tree shader
ohh okay
most likely yes
i'll take a look
just clicked MC is the same thing thats used in multicmats
pretty much
hello, how would i go re-texturing a vehicle?
for example, i want to make a winter texture for the M-ATV, but just replacing the base texture with the new one in the image editor just gets rid of normals, ambient occlusion, etc etc. what image editor should i use to do that, or is there any other way?
sometimes people have made and released templates for easy color replacement that keeps the details intact on separate layers
no image editor makes that any easier so its all about learning how image editing is done and spending the time to get good results
I suppose this is texture related, but how would I go about making a scope texture where the different lines match up at the correct range. Like how on the MAAWs rocket launcher the lines for 200,400,600,800 and 1km are matched up with the ballistics of the rocket
Hey so i got my "branch" textures working for my helmet, but they dont work in shadows
im using the treeadv shader if its any help, im kind of lost as to why its doing this
You'll need to play with the ambient, diffuse parameters perhaps
do they affect the "in shadow" lighting?
Yes.
Try copying the parameters off some existing bush
already done so, it was one of the livonia bushes
And it gives this?
yep, im actually starting to wonder if its my shadow lod
Could be
i dont think they need to be modelled on the shadow lod, the planes i used for the leaves
Hi, aney one here know how can i retextuer rhs uniforms and vehc
You take the _co.paa, convert it to the.png with text2view, edit it to whatevever with any photoshop program, convert it back again
And then you gotta code it
Does anyone here use adobe substance? I've been trying to find some tutorials on using it for arma 3 however no luck
what part are you stuck on?
^ i use it
I'm entirely new to doing texture work, so I hope this is the mostly correct place to ask for some points in the right direction.
I am trying to do a retexture of a model, but I need to replace it's nohq. I have the replaced nohq but I don't know how to make it get "called for" in the config or otherwise.
I wish I knew the correct wording for what I'm asking so I apologize ahead of time for not being too well versed.
depending on what model you are trying to modify that might work or not
you can try to use getObjectTextures on the object, if this return [] you cant make a texture and "apply" it to the thing.
At least as far as i know
in case it returns you an array of textures, you can do it, both texture and rvmat
You can create a new rvmat and assign it via hiddenSelectionsMaterials
the rvmat would contain a reference to your new NOHQ
do people here use 3dsmax for previewing textures on objects?
rarely (for me anyway). usually in 3Do/Marmoset or similar. there is an ArmA .glsl shader for substance painter floating around.
what instead then...?
sry tried to edit quickly :P
:D
or just throw it in OB and run Buldozer /shrug
i guess i will have a look at marmoset then
second question, any ideas how to improve plain plastic (LAW72) textures, been stuck with this fo a week or so?
at the end of the day it comes down to your .smdi map and .rvmat, between the two lies all the power.
i'd reference current in-game models for relative .rvmat info. (use Eliteness from Mikero, actually use all of his tools, starting with ArmA3P..)
after that about all you need to understand is how RV utilizes the channels in the .smdi map and you're good to go. https://community.bistudio.com/wiki/Super_shader
thanks, i have tried to figure out how rvmats work in the past but i guess i have to take it much seriously for now on
it's a very important piece of the puzzle for sure.
best look at vanilla weapons/stuff, the texture color values they use for spec and gloss and rvmat values
Hi guys, ineed some one how can help me with retextuer scripts
Got stucked with code stuff i have no idea how to code it....
What do you need help with
I have the textuer ready i just need to do more camos like on 3cb faction @soft silo
So you need your textures to work?
yep
You can ask config questions in #arma3_config
Hi , I am trying to retexture some weapons from the DLC Contact , since they are .ebo files I can't view how they look ingame , is there any way to do so?
p.s I got the paa files from Arma 3 Samples
If you can't see it ingame, why you would want to retexture?
I want to see how it looks in game because I am retexturing it and I wanna see how my work came out.
I still don't know why. If there is no way to see in game, there is no point to Mod the game. What exactly you're trying?
I am trying to retexture the ak12 , ofcourse you can see it ingame but because it's from a ebo file I can't pack the paa and upload so I could see how my work looks like ingame
What...
You can see them in game if you create config that uses your new texture through hiddenselections
- AK12 is from Apex
- If you mean AK12 variants from Contact, are already PBO'd
- That's not how a retexture works
- More like that's not how a Modding works
You don't replace original files when you retexture
Well , I got my paa files from Arma 3 samples because I wanted to retexture the AK12 variant from Contact
That's what I've been doing because I can't do config files ^^
Then learn to do config
There's no good guides out there , I've tried and failed in the past
Even if there is none, you can ask
Teach me Senapi ? 
Evening, I am having some trouble with config file. I am trying to retexture some default game uniforms and other gear (keep in mind I have no idea what I am doing) and I ran into few problems: 1. Both vests when I spawn them are default color tan variants and not retextured variants. (CSAT Harne...
Thanks 🙂
Good afternoon everyone, So this is abit of a DayZ question but should be the same anyway for arma 3. In general we were curious how BI makes their satmaps? To us the tree's are like a brush type that is used, but we were curious about the fields for farmers that they look so realistic, and not just copy pasted from google maps. Any info would be helpful thankyou.
There isn't really any info on exact BI methods
you can watch this video and see if you find any useful information
Follow the process of creating Livonia, the latest Arma 3 terrain released in June 2019 as part of the Contact DLC, from the first experimental steps to the polished environment tailored to cater to the story experience and customers' expectations. The talk explains the methods used by Bohemia Interactive to build large game worlds, to blend aut...
So I made a new texture for the base game BDU trousers and I can't seem to change the Arsenal Icon. Anyone run into this before? I added my icon image as a 600x600 pt png (before importing) and set the icon under SCR_UniversallInventoryStorageComponent. The name and discription changed like I wanted, but the arsenal icon doesn't change. Anyone know why this isn't working?
mayhaps #enfusion_texture ?
Oh my bad, wrong group
BI probably bought ortophotos to get better quality results anyway. Both in Arma 2 and Arma 3 maps you can see non-existent features (no models placed) in the satmaps. They could use little as just basic Photoshop tools like stamp tool to make fields and forests, but probably there is more to it.
Is ambient shadows map (_as) the same type of map as ambient occlusion in rendering?
Hey does anyone here know how to create road textures?
Yes.though only certain color channels are used depending on if you make us as, ads or adshq
Question about ImageToPAA or TexView 2 tools:
when converting png/jpg to paa i've noticed that sometimes red color is replaced with blue.
How does one combat that?
What's the resolution of it?
1024x1024
Bit depth?
if you have a lot of colors some may get cropped out on compression
also dont use jpg. it adds artifacts
png or tga
and use correct texture _suffix
bit of a background why jpg was used: i have 2 images both screenshots from ingame showing the capture targets, taken via F12.
One of the images converts just fine, other gets blue hue
32
what do you mean by that?
texturename_co.png/tga and so on for different type of textues
as that affects what conversion rules are used
👆 this
gotcha, so for example if i just wanna add texture to billboard via setObjectTexture _no would be used?
Also why do these images appear normal in TexView but only become bluish ingame?
yeah im aware it has to be ^2
bluish tint in game is usually due to wrong resolution
thanks, ill give these things a try
Welp, you were right, for some reason windows shows 1024x1024 in img properies, but gimp shows 1023x1024 😐
dun dun duuuuun
Hey guys. I have some experience making missions/scripting with SQF but I'm a complete noob when it comes to models/textures in Arma.
There is an APC in a mod that I wish to add a custom skin to. Can it be done within my mission, like you can do with retexturing flags? Or do I need to create a separate addon for that? If so, can I use the original mod assets, or do I need to ask mod authors for source files of some sort?
Is it a mission exclusive skin/texture?
currently yes, though I'm considering figuring out how to make it a proper addon later on
you can do it in mission with setObjectTexture scripting
I figured that might be possible, thx!
The remaining problem is how do I get my hands on the original texture to make my adjustments to?
you can unpack the local pbo you got to get the .paa and convert it to png/tga
edit and convert back to paa and put in your mission folder
thank you, that worked!
There seem to be other textures marked with _sa and _smdi, as far as I understand these are different maps for the material. I'll try to figure out how they work, wiki seems to have good info on that.
if you are only chaning colors you only need the _CO texture
the rest are used through RVMAT
which you likely dont want to touch at this stage
There seem to be a glossiness aspect on the original model which makes certain details remain slightly visible despite change in color due to the fact that those regions still have higher reflectivity
I'm ready for the challenge, I work in gamedev so most related fundamental concepts I know well enough 😄 I'm just not very familiar with Arma modding in particular
I try to convert 64x64 png file to paa with ImageToPAA, but it keeps failing. Does anyone know the cause or the solution to this problem?
As HG said, what bit depth?
There are three images, 1160, 744, 594 bytes each.
Oh, you mean the bit level, not the size?
That's all 8 bits
IIRC paa has some issue with certain depth, try 16bit
Do you know how to convert an existing 8-bit image to 16-bit?
Your paint software may have one
The only program I have is Clip Studio, but this program does not have a conversion function...
you have paint in windows for sure
or you can get gimp for free
Or paint.net for free, which is a little easier to use than GIMP maybe but less powerful.
The image I was trying to convert was an image that could not be converted to 16 bits. This is completely over...
I somehow came up with a way to convert the bits by copying and pasting the same image. But I definitely saved the image as 16 bits, but the file shows 64 bits...
Are you saving the file or exporting it?
exported. And When I imported the image from an 8-bit new task file and saved it, it became 32 bits, and I converted it into ImageToPAA and it succeeded. The problem has been solved, but I don't know what's going on...
If the size of the image to be used as a marker on the map is a high-resolution image like 2000x1000, how does it show on the map?
still small unless you set its scale to be big if I recall right, also you have to use power of 2 resolution
Anyone have experience using blender to make textures for a new model and exporting it from blender? I see most tutorials export uvmap as FBX and use substance painter instead for texturing, then exporting into .pngs for PAA conversion.
Haven't been able to find tutorial going through the motions in blender.
Or can recommend any other tools for the job that is free to use.
you can get substance painter for free (student license) by stating you're a student using it for educational purposes, just search up "how to get substance painter student license" on youtube and or google
In this video you'll learn how to get Substance Painter 2019 (as well as Substance Designer and Substance Alchemist) 3D painting and texturing software for free directly from Allegorithmic on a 3 year student license. This is the full version - you do not need a crack or a dodgy serial number!
Please like and subscribe if you found this useful :...
personal recommendation
along as you're not using substance for commercial reasons you abide by their student license use policy
oh nice. Did not know that. I am actually working in qualified educational university, so might be actual eligble that way
in any case, will definetly give that a go then
Cheers!
hey is there a way to make the lighting on ob better i have done all the stuff form the pin but as i rotate the object around the lighting just gets very odd
rotating the object changed its color
I think that the process has changed since that video was made. Pretty sure you now need a verifiable student ID.
pinned messages
are you talking about the real lighting cause this is with that on
looks like it may be bugged again
i found a typo in my line one sec
mine cant seem to load the land.paa
so will need to refresh the P drive data
have you set up P drive with mikeros arma3p?
the method Ive posted there might not work with arma tools way of setting up P drive and buldozer
what would be missing?
arma tools creates a copy of arma3 exe as buldozer exe on P drive and does things for file access
beyond that I dont know what yould be missing exactly as I have not used that method of P drive setup for nearly 10 years
i can set it up with mikro it just wont let me put it in the drive i want
its more the files location then the drive its self
you need P drive mounted
and then hit P as arma3p asks what drive to extract to
not where to create folder to make P drive from
it asks what drive you use as the development drive
commonly P:
ik but im saying i cant changed where the folder that the p drive is made from with out it not working
do you have P drive mounted?
will do
thanks for that it works now, but it dose seem to still have the lighting issue tho. ik you just said yours's is as well
yeah no luck so far on getting it work again
actually got it working
did you add world = stratis to the startup command line in OB settings?
yes
does your commandline run arma3 exe? or arma3_64bit exe?
though now that I tested both should work
it was ruining 32 now that i changed it to 64 it has he clouds and everything
thank you
👍
it may be you need to run the actual arma3.exe once to get it working
I did that just before I figured out I had forgotten to add the world= stratis line xD
but both exes work now
Unfortunately dont have absolutely solid steps on that 😅
Yeah. There is a full form with submission of proof as student or employee id. Together with address, email and name stuff.
Says it takes between 24-48h to verify and complete.
So not as easy as once we're, but still seems possible if you are student or personel at qualifying educational place.
I'm trying to solve a similar issue that lost had in the conversation above, I did everything but update my arma version in the P drive, so I went ahead and did that. Originally I set up my P drive with arma tools, this time though I used arma3p. Now on trying to open buldozer it fails, giving this error:
None of those files are in my P:\ drive, I guess they just didnt install? Is there something I did wrong, or a way to fix it?
Ok i've corrected all of those errors apart from buldozer.exe, now when I try and open the viewer I get Shaders not valid (mismatch of exe and data?)
after I click "ok" on that error, another pops up saying attach failed, no viewer found.
Im using this line for my viewer
S:\steam\steamapps\common\arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=stratis -worldcfg=stratis -cfg=buldozer.cfg
unfortunatley the arma 3 tools launcher setup and setting up tools with your won P drive mounting and Arma3P are not very compatible
running Arma3P should be all that is required
but some settings in Arma3 Tools may conflict
Hey all, trying to find out how to replace the texture for this decal on the Y-32. I've found the texture file in the atlas air_f_exp pbo VTOL_02_signs_CA.paa and VTOL_02_signs_ghex_CA and I've also looked through the named selections on the model but cant seem to figure out which one this is.
It is baked, not a selection
Indeed
anyone here that has good realistic reshade preset?
please use single channel for questions thanks.
yeah my bad did not know which channel i was supposed to ask
#arma3_questions is the place to start, if you do move the question, do remember to delete the old one
Hello friends :)
I've been trying to texture a few patches for our unit on some CUP vests, but unfortunately it's come out to look a bit like a sticker, moreso than a "patch".
This has only been textures, and has no additional models slapped on top
(Please do not mind the inverted patch/name tag :D)
Any tips on how to make it less of a sticker, and more of a patch? Thank you kindly 💙
You'd have to edit the normal map (the texture that ends in _nohq) and probably tweak the specular map too (_smdi). Once you've done that, replace the vest's .rvmat with your own that has paths to your edited maps instead using hiddenSelectionsMaterials.
e.g.
Config
class your_CUP_vest_retexture: parent_CUP_classname
{
hiddenSelectionsTextures[]=
{
"\youraddonpath\your_custom_texture.paa"
};
hiddenSelectionsMaterials[]=
{
"\youraddonpath\your_custom_material.rvmat"
};
};
Material
[...]
class Stage1
{
texture="\youraddonpath\your_custom_normal_texture_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="\youraddonpath\your_custom_spec_texture_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
[...]
dir[]={0,0,0}; should be dir[]={0,0,1};
Holy...I see. Is there any guide/documentation on how to "tweak" the normal and specular maps? This is my first time afterall, so i'm not the most adept in these things unfortunately.
But thank you kindly for the config though, that'll be extremely helpful :)
I should note that in the case of the rvmat, you only need to copy the one CUP is using for the vest and then only change the paths. Changing the other settings is only required if you want to manually adjust the settings individually (like the diffuse RGBA, etc.)
As for normal maps, PMC Editing Wiki has a pretty indepth explanation of how they work in RV:
https://pmc.editing.wiki/doku.php?id=arma:texturing:normal_maps
It's a guide made for Arma 1 but the basic principles have not changed even for Arma 3.
So quick question, does anyone have a template for that stealth combat helmet from apex?
Or know where I might get one?
Double-checking my own insanity, I can use multiple multimats, right? I can't think of a reason why not, but I'd rather be safe than sorry.
you can yes
Cool beans, now to continue UVing.
Is it known what AVGCTAGG (average color tag) is used for in PAA textures? Is it used for background? 🤔 Or is each pixel multiplied by this color? 🤔
sure, but there's no info how is that used, what exactly happens with this color
writing OFP PAA renderer
you might get best answers to questions related to such at #arma3_tools I believe. but do mention the use case of OFP renderer as that is likely very relevant to what you do
ahh, thanks
Is there a specific environment and settings to replicate accurate A3 colors in Substance? Doesn't need to be 100% but even 90% similar would be fine.
Trying to do a light retex of the MSBS Grot and its variants to make a grey pattern, but the modified textures aren't applying, they just auto-revert to green. Why does this happen?
Hey, just kinda wondering if any texture is free to retexture a couple uniforms for me! We can discuss extra details in DM’s it would be greatly appreciated
hey sorry to reply to such an old msg but i am having a similar question to the one you were asked here.
where could i get the texture template? like to make my own i would need to have the template so i could know where im colouring what?
you can extract textures from the game pbos or sometimes you can find ready made layered templates on the internet
okay ill see what i can find
Hello everyone, I'm looking for assistance for what I'm doing wrong? This a config to make 2 new textures for the CSAT APR and 2 new textures for the CTRG
In CfgWeapons, your uniforms are not referencing the right classes in CfgVehicles:
class RUC_corp_up_u: Uniform_Base
{
author="Foley";
scope=2;
side=0;
displayName="$STR_A3_RUC_Recon";
picture="";
model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\Custom_Mask\Data\RUCblack.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="RUC_corp_up_u"; // <-- RUC_corp_up_u in CfgVehicles
containerClass="Supply40";
mass=40;
};
};
class RUC_corp_u: Uniform_Base
{
author="Foley";
scope=2;
side=0;
displayName="$STR_A3_RUC_Recon";
picture="\Custom_Mask\Data\RUCblack.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\Custom_Mask\Data\RUCblack.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="RUC_corp_up"; // <---- RUC_corp_up in CfgVehicles
containerClass="Supply40";
mass=40;
};
};
And in CfgVehicles, your uniforms need to reference back to the items in CfgWeapons:
class CfgVehicles
{
class B_Soldier_base_F;
class RUC_corp_up_u: B_Soldier_base_F
{
scope=1;
side=0;
picture="\Custom_Mask\Data\RUCblack.paa";
model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d";
uniformClass="RUC_corp_up_u"; // Include uniformClass token that references back to the item in CfgWeapons
hiddenSelections[]=
{
"Camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\Custom_Mask\Data\RUCblack.paa"
};
};
class RUC_corp_up: B_Soldier_base_F
{
scope=1;
side=0;
picture="\Custom_Mask\Data\RUCblack.paa";
model="\A3\characters_F\BLUFOR\b_soldier_01.p3d";
uniformClass="RUC_corp_u"; // Same thing here, also reference back to the item in CfgWeapons
hiddenSelections[]=
{
"Camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\Custom_Mask\Data\RUCblack.paa"
};
};
};
By the way, your requiredAddons[] array in CfgPatches can be simplified to just one value "A3_Data_F_AoW_Loadorder":
class cfgPatches
{
class RUC_APR_Retex
{
units[] = {};
weapons[] = {"RUC_corp_up_u"
"RUC_corp_u"
"G_AirPurifyingRespirator_02_Foley_F"
"G_AirPurifyingRespirator_02_Drew_F"};
requiredVersion = 0.1;
requiredAddons[] = {
"A3_Data_F_AoW_Loadorder"
};
};
};
Unfortunately after doing al lthat it doesn't appear it have made a difference
Edit: Realized I forgot the _Co that I added so I'll try that again, but the masks(APR's) still aren't showing up. I had them working at one point and I don't know what I did wrong
2nd Edit: Nope still don't know what's wrong
Try this config. All four items work for me:
https://i.imgur.com/eJuBUg5.png
Be sure to replace the #(argb,8,8,3)color(0.80,0,0,1.0,CO) lines with the path to your textures and displayName with entries from your stringtable. I simply used a flat colour for demo purposes since I don't have access to your textures.
I would suggest that you don't pack your config.cpp directly into the pbo without running it through a binariser like CfgConvert or an addon packer like Mikero's MakePbo. It'll help pick up any issues that you might have in your config.
Oops, forgot to post the pastebin. https://pastebin.com/7xp8Hn6k
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Ok Going to give it a shot in a moment just taking a short break(been at it for 7 hours now so I think you're about to save me life)
ill take a look at this
whats not working again?
@light path found your issue
your Units in CfgVehicles and Uniforms in CfgWeapons cannot be the same classname
// CfgVehicles Template
class x_unit: Civilian_F //Or whatever base class your are using
{
author="Timmy Taliban"; // Your name here
_generalMacro="Civilian_F"; // Whatever base clase
scope=2; // Whatever you want
displayName="UNIT NAME HERE"; // Don't forget unit name
nakedUniform="U_BasicBody";
uniformClass="x_uniform"; // Make sure that the CfgWeapons Class Entry matches "x_uniform"
model="\a3\characters_f\Civil\c_poloshirtpants.p3d"; //Make sure model is right one
hiddenSelections[]=
{
"Camo"
};
hiddenSelectionsTextures[]=
{
"your\path\here" // Don't forget to name the .paa with "_co" at the end
};
};
*/
// CfgWeapons Template
class x_uniform: Uniform_Base
{
author="Timmy Taliban";
scope=2;
displayName="UNIFORM NAME HERE"; //Uniform Name Here
picture="your\path\here"; // Don't forget to name the .paa with "_icon" at the end
model="\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="x_unit"; // Make sure the CfgVehicles Class matches the "x_unit"
containerClass="Supply20";
mass=40;
};
};
*/
ref the above
hope this helps

You would have to create a new shader and an hdri
@soft silo @vernal sage I tried both of your solutions and they both worked for me, I appreciate you guys so much!
Hoy! anyone here able to help me out with RVMAT creation?
I've got an aircraft modelled and ready to test, my main quarrel is the RVMAT system. mainly how to go from blenders submaterials into the mat and what setup is required.
I come from using cryengine 3s MTL system so there might be some mental conflict there in my head
cheers
Nothing from blenders own materials transfer over.
Simples way to assign texture and material paths for A3 is to use the Armatoolbox addon as it has a separate Arma path dialogs in the blender material tab where you can set a path to texture and rvmat to be written on export to p3d
Rvmat itself is a text file you need to write (examples can be found in the games files) it contains shading parameters, what shaders are used, what technical textures the shaders use (stages)
got it thanks, already running the tools so I'll take a look. bit annoying but its better than no textures 😄
one last question, are RVMATs needed for every single material? eg aircraft_diffuse, aircraft_spec, aircraft_normal in a single RV then the same for aircraftInterior_diffuse etc etc in another?
the split is between surfaces
so a surface has a texture and a material
dont confuse it with blender material setup where you have different procedural materails per surface type
bit confused here, how is a surface defined? in my head I see that as the material slot of texture but it seems a bit contradictory to what you just said 😄
sorry if I'm being an idiot here
each colour here being a surface?
is this a highpoly with procedural materials or lowpoly with baked textures?
lowpoly baked
then its each of the baked textures equals one arma color texture and material pair
path to color (_CO / _CA) texture goes into the texture slot and path to rvmat (contains reference to normalmap, specularmap, etc) goes to the material slot
alright got it! Cheers man 🙂
hello everyone I have a problem with the texture of my map for example at the level of the water I must have sand and instead it puts me wheat does anyone know where it could come from please?
Deleted my last, problem solved.
Not really a problem but any advice on specular/glossy surfaces would be much appreciated. can't seem to get this looking in any way similar 😄
running the Arma Export preset for substance
I guess the main question is how would I go about filtering out the blue from reflections
It may be its coming from reflecting the sky.
You can try tweaking the specular settings and reduce blue channel specularity
Also the grey might need to be darker from color to be more real metal like.
What kind of normalmap does it have?
Is the goal to have it as shiny metal surface?
hoping to achieve a similar look to this, cutting the shine and going for a faction specific skin is also an option but this looks really cool 🙂
messed around with the spec blue channel a bit but to no avail.
Normal map is exported with the metal rough arma preset for substance
I think my model is a bit scuffed, I really don't know what else to change I've completely removed smoothing groups and custom split normals but it hasn't changed anything
when I roll upside down the textures lose all shine while when I'm upright they're waaay too shiny so I can't figure out how to balance the spec to look good in both situations.
basically stuff isn't shading right on my geometry
The MetRough export preset makes your SMDI very shiny by default. You can tweak the SMDI itself with Photoshop/GIMP if you want but you also need to change (lower) your specular values in your RVMATs.
would that affect the general lighting of the model? messing with spec values here so textures aren't right but its super dark on this side, if I roll upside down then its the polar opposite. I really don't think textures could mess it up that bad
you can see the pylons lighting correctly
in CE this usually happens in the scale of the model is negative or the normals are flipped but everything checks out
that would be incredible, I did notice a similar effect on some rocket pods from CUP. I guess I really just don't understand the RVMAT params enough to correct it
EG whats the purpose of stage 3 in this case:
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};
};
};```
is there a reason to have the "texture" assigned if its not pointing to an actual texture. I'm figuring its a placeholder for a map I'm missing
MC is a overlay color texture that can be used in various ways
those procedural values can be used as sort of neutral defaults
hm alright, so at the current value is it actually doing anything? whats confusing me is the purpose of stages, is stage 1 reserved for normal maps, do I need all the stages etc
ah fuck that looks good
a rvmat to work right it needs all the stages that the set shader uses
different shaders use different stages so it varies how many stages are present and what textures they need
would it be better for me to create the RV through obj builder as opposed to just pasting the textures in there & tweaking values? obj builder shows a completely different result to ingame tho (same w bulldozer, its completely cursed)
any way to look at the RVMAT for the MiG over there? guessing its EPBOd because of CDLC
Ive never used the OB material maker so I dont know how well that would work.
I can't bare to use those tools, really janky for me
you may want to look into the OB real lighting guide I have in the pinned messages too
yeah I'll take a peak at that right now, cheers for the help so far man!
we provide texture and rvmat samples for sogpf stuff here:
https://drive.google.com/drive/folders/1PEysMQdyYnems9iK2jLvMTEGKhwIgD8l
The mig package specifically is here:
https://drive.google.com/drive/folders/1anPaeNS7GKOB75FfEd9LD3MqkVUbNAv7
sweet, thanks
with the lighting set up working the dozer view should be very close to in game view
what you will find out is that the color of the mig is very dark
because thats how metal is without the shine
good point, I wasn't too confident in armas ability to shade like that when I first textured it. just because I hadn't seen it done yet
I might be an idiot here but I can't figure out the right way to run the bulldozer lighting script. using win + r runs it fine but then I gotta open geometry. feels like a dumb question sorry
win + r?
run command
run the A:\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=stratis -worldcfg=stratis -cfg=buldozer.cfg
😄
thats for Object builders buldozer start path
lmao ahh
tried the launch options and all that couldn't think of anything else lol
good news, it works and I've overcomplicated it yet again. bad news, its scuffed
depending on the angle the lighting gets destroyed
gonna run the TOD script and see if it helps
reset your rvmat to defaults
use the default_super from p:\a3\data_f\
as base
then apply your normalmap into it and take a screenshot
🤔 what does it look like without the normalmap?
still does the same thing, hmm
yeah
you sure its applied on the model?
do you model in blender?
yeah
did you use the toolbox p3d export?
yeah, with RVs and Textures setup in the material section
do you have the o2script.exe path set up for the toolbox in the addon settings?
alright all set up now, what'll that change for the tools?
ah yeah, pretty useful 😄
was staring at the option too but brain didn't recognise it
remade the shadow/fire geometry paired with the o2script file path seems to have done the trick, still a couple artifacts on the canopy and shit but eh. hopefully the textures will display correctly ingame now, much appreciated man, was on the verge of giving up temporarily. spent 6 hours looking for why my textures weren't displaying and it was purely because I had the wrong UV set, then after that they looked terrible and the shading was off 😄
couple things still shading off, gonna make my shadow geometry smaller than the mesh and see what happens, still have those jank textures applied but this is promising, thanks again
you sure you are using the right type of normal map? the panel lines on the body look inverted
not too clear on normal map types for arma, in that pic I've jacked the map up to max just to test so it'll look a bit fucked either way, swinging it in the opposite direction wouldn't be too hard if thats what you mean
A good bit of the shading issues I think is due to my shadow proxy
Arma uses y- in normalmap so typically you need to invert the green channel unless you specify nor. Almap export to be y-
Shadow lod does now affect shading, it just creates cast shadow
will give the normal flip a check a bit later thanks, Seems that something related to the shadow LOD was breaking it, when I deleted the LOD and checked the model it was shading correctly
gotta take a small break from the MiG for a few hours
They are simply a 1k/2k/4k tiling texture
This is some super advanced stuff, so I'm sorry to mess with the conversation!
But I'm having some issues with my re-textures. It's saying no problems with the config (other then a missing files alert), however when I pack it and load it into the launcher, I still can't see the addons in game? Anyone know what I'm doing wrong?
congfig.cpp:
class CfgPatches
{
class 5th_gear_garrison
{
units[]={};
weapons[]={};
requiredVersion=1;
requiredAddons[]={};
};
};
class UniformSlotInfo
{
slotType=0;
linkProxy="-";
};
class CfgVehicles
{
class B_Soldier_F;
class rhsusf_army_acu_uniform;
// UNIFORMS
class ODOM_acu: rhsusf_army_acu_uniform
{
scope=2;
displayName="B. Odom";
scopeArsenal=2;
faction="rhs_faction_usarmy_d";
author="Monklie";
_generalMacro="ODOM_acu";
uniformClass="ODOM_acu_uniform";
hiddenSelections[]=
{
"camo1",
"camo2",
"camo3"
};
hiddenSelectionsTextures[]=
{
"10thACU\data\ODOM.paa",
"10thACU\data\acu_ocp2_co.paa",
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa"
};
};
class SILVA_acu: rhsusf_army_acu_uniform
{
scope=2;
displayName="J. Silva";
scopeArsenal=2;
faction="rhs_faction_usarmy_d";
author="Monklie";
_generalMacro="SILVA_acu";
uniformClass="SILVA_acu_uniform";
hiddenSelections[]=
{
"camo1",
"camo2",
"camo3"
};
hiddenSelectionsTextures[]=
{
"10thACU\data\SILVA.paa",
"10thACU\data\acu_ocp2_co.paa",
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa"
};
};
class MAKO_acu: rhsusf_army_acu_uniform
{
scope=2;
displayName="S. Mako";
scopeArsenal=2;
faction="rhs_faction_usarmy_d";
author="Monklie";
_generalMacro="MAKO_acu";
uniformClass="MAKO_acu_uniform";
hiddenSelections[]=
{
"camo1",
"camo2",
"camo3"
};
hiddenSelectionsTextures[]=
{
"10thACU\data\MAKO.paa",
"10thACU\data\acu_ocp2_co.paa",
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa"
};
};
class OBRIEN_acu: rhsusf_army_acu_uniform
{
scope=2;
displayName="R. O'Brien";
scopeArsenal=2;
faction="rhs_faction_usarmy_d";
author="Monklie";
_generalMacro="OBRIEN_acu";
uniformClass="OBRIEN_acu_uniform";
hiddenSelections[]=
{
"camo1",
"camo2",
"camo3"
};
hiddenSelectionsTextures[]=
{
"10thACU\data\OBRIEN.paa",
"10thACU\data\acu_ocp2_co.paa",
"rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_03_ucp_co.paa"
};
};
};
If this isn't the problem, anyone know what could be?
how do you pack it?
I just used PBO manager.
Arma 3 -> Addons -> @10thACU -> Addons
10thACUPBO
arma 3\@yourmod or anywhere else really
workshop can add localmods from anywhere
and yes most A3 related videos are total crap
and the people who made them never seem to want to correct them
Thank you so much!
Is that the only issue, from there can I use the launcher parameters to test out the uniforms?
missing files is not good indicator of config validity. yours look like it could have right things in right places but didnt really go through it line by line
That's what I war thinking, but when I looked at similar pack it gave a similar warning.
if you are referring to files from some mod the programs cant check for your config path validity unless you unpack those mods on your P drive
All of them should be unpacked within the data file other then the RHS addons.
The RHS uniform is file pathed to the RHS addon.
is there a quick way to test a model retexture other than running the game? is it with object builder or something else?
no
retexture is done by config and files and typically model source files are not available
or alternatively, run a minimal version that loads faster
quickest way is to put them in mission with different file names so they get live loaded again
maybe?
although some things like vests and helmets and weapons cant be done like that
so sometimes just need to pack the pbo and run the game again
Diag exe is the fastest
I'm looking for a texture expert that wants to help me and my friends with re-texture some vehicles
I'm a bit confused as to why my ambient occlusion is white, unless that's a reflective effect
Hard to say not knowing anything of the process that has led up to this
Just something I made in Blender and exported to substance painter
Did my materials and a bit of painting before baking textures and it came out like that
It's my first model outside the Blender donut
👍 With the additional details let's hope some can give advice
You guided me on the path, Goat. It's your fault.
I can put people on the path, where that path goes I can't say. 🙏
That way lies madness
If it's a smart mat, could be that it is using AO for wear/ grime
Perhaps it's because the 2 smaller objects are going through the larger one?
Ok, I used a boolean modifier in Blender to fuse my objects and now the texture looks fine
good call. if they were floating that indeed can cause unexpected results
No, they were clipping into it
I thought it would be fine since everything behind it wouldn't be visible. God help me
right thats what I meant, that they were not connected mesh
I want to customise some helmets, are there any good resources that would help me learn how to do it
customize in what sense?
Paint a pilot helmet
so a retexture type of deal.
Basically what you do is you find either a template file made for that helmet that is a neatly layered image file of the texture of that object OR you get the original texture file from the games files to be used as a base AND you edit it in your choice of image editor to look as you want and then package that up as a new addon (a config file + your new texture)
Ok thanks
👍 and as a side note, retexturing is done with the texture file only, the models are not accessible for stuff like 3D painting and the orginal files are not repackaged with you new texture. The original files are just referenced through the config from their original locations
So, I've got my model all set, but I've got this weird effect along the curves here
Perhaps it just doesn't have enough edges?
actual screenshot might be better this is a tiny and dark picture
windows snipping tool is very good for that
Well, it's only on the curves so I figured it would be fine
But someone on another server offered me a solution that I have to try when I get home
k. 👍 just I could not see what the issue was
Do any environment artists have any tips for taking image captures of things like grass and tree limbs?
Want to go out and grab some images of the foliage i want to use for my terrain but dont really know where to start
Thees tons of stuff online about doing so for ground textures and walls but I've yet to see something good for taking images for things that have a high degree of transparency
hey guys, im just starting out rn, learning how to retexture, and im trying to do one for RHS's 6b45 so i can blend it in with stuff from another mod, left is the sample i need to get to, right is RHS's retexture, what should i do in photoshop to get there?
im thinking of simply playing with color balance since hte texture itself is fine
i think i got pretty close, its not seemless, but when its clothing, as long as i get the colors right, i should be fine (could be a little darker, actually)
the textures only blended well in certain lighting conditions 💀
fuck
well i give up XD
Ya different material properties might be tricky
yeah, this is probably why asset retextures usually use assets from the same mod (i didn't do that :p)
oh well, it's already close enough, so that's good enough for me
greenscreen or equivalent can save a lot of manual cleaning.
otherwise its just manual cleaning and colorbalancing to fit game environment
Overcast days are ideal to get 3d scans, leafs and other such things can simply be scanned in a document scanner
Ok, my issue hasn't been resolved and I'm completely stumped as to how I can solve this, so I'm offering up a couple of screenshots showing this weird effect across my model.
I Triangulated the mesh before unwrapping and exporting to Substance Painter, but when I applied the textures in Blender, this is what I'm seeing
what exactly is the problem again?
😅
this thing?
Yeah
do you by any chance have double faces there on both sides of the mesh
check your mesh face normal directions
or maybe its problem with your blender material on its own
Maybe it wasn't high poly enough before I exported it?
did you check the face directions?
Yeah, my normals are fine. I had to flip them because my exported model was backwards when I first opened it in SP
did you make sure you dont have double faces pointing inside?
Blender by default would render both sides
unless backface culling is turned off in material
also solid view has separate setting for it
so it does not draw the wrong side of face
blender by default draws both sides of face as that can be beneficial for image rendering
but games rarely waste resources on that
so best to turn backface culling on so you can see where you have faces going wrong way
also problem could be your unwrap
or it could be your blender material doing something weird
There are some gaps in my model. Maybe that's the problem?
But they're in the back so idk
have you checked all the things mentioned?
did you try making a new material and applying the texture there?
if your material in blender is broken?
did oyu check the texture for those parts if the effect is in fact present on the texture?
which would indicate uv mapping issue
also have you baked only color texture or also normalmap?
check both textures for artifacts
I'll have to do it when I get home from work
Initially, I didn't have the normal imported to the model because it was quite glossy in Blender. Importing it reduced the effect somewhat, but not fully. And the model has gloss that I don't want, but I'm not sure that matters for importing to arma. Correct me if I'm wrong.
I did a few things with my model, including re-meshing it from the initial template. The thing that seems to have worked the best is actually to decimate the model down to a lower poly count.
I still suspect bad uvmapping that overlaps
need help with using Eliteness and extracting PBO files. When I try to extract the PBO files with Eliteness a message "Error" pops up and nothing happens
why do you use eliteness and not extractpbo?
and what pbo is it and what do you need to extract?
I wanted to try retex uniforms and saw a guide which used Eliteness.
Retex uniforms from S&S mod
for personal use
well eliteness has kinda been the wrong tool for that for ages.
I know people making guides mean well but man there are some odd methods out there 😅
I found a PBO Extractor in Arma 3 Tools should I use that one?
well sure. but I did give you the name of the tool extractPbo (its part of the mikero toolset you have installed with eliteness)
Hi ! I'm making a museum on my server, where I will be showing players' art. I finally understood how to change the art in the frames, with the help of this page : https://community.bistudio.com/wiki/Arma_3:_Art_of_War_Artwork_Textures
But I also want to make custom labels to go with it, but I can't find any layout for those, do you know if it exists (and if so, where can I find it) ?
what do you mean by layout?
Stuff like this
hey guys, I'm looking to track down Firewill's F-22 template and I was wondering if anyone here has it by any chance? I've only come looking here due to the fact that the original google drive link to the template is broken
In order to find, go check AoW pbos
How do I do that ? I'm a complete beginner
go to where ever you downloaded steam and look for a file path something like this
D:\Steam\steamapps\common\Arma 3\AoW\Addons
I'll do that, thanks !
There are plenty of tools that can open non obfuscated pbo's, I use Addon Manager personally
@real torrent check dms
anyone able to make some textures for me willing to pay$
I'm having a shadow bug when I apply custom rvmats to Firewill's F-22
and the second I spawn another F-22 the shadows correct themselves
My phone's got issue to load the pics, but most likely are a model issue not your fault, and you can't alter it than report it to the author
Also apparently applying custom rvmat can cause several issues like can't have proper damage materials
yeah idk
the model has an issue that the author will need to fix
it's not a problem with the F-22 skins that come with the F-22 mod itself
most likely the shadow lod contains camo selections
A "but" doesn't apply into the issue
ah well
that's a shame
some of the details are in the diffuse map anyway so it's not too big of a deal
I added some of those indented panels the F-22 has since the effect is missing/too subtle on the original
the AO for the indentations is in the diffuse
would've been nice to have the normal map working too but oh well
shit happens I guess
Learning how to make custom things for my unit, working on outfits at the moment, I have made a patch that goes on a flash on the sleeve, is there a tool to convert the image to look like an embroidery patch? I’ve seen others do it but no sure how to yet myself, if anyone could point me in the right direction I would appreciate it 👍
I have images to show what I mean but can’t post them for some reason
you will want to complete the #✔role-selection
I mean, you can find empty "cloth" textures. You just have to remove the black background in photoshop, and put the image on the empty "cloth"
What photo editing software are you using?
You can probably find answers easier by looking at Photoshop/editing tutorials than here
i can do it for you if you would like but you can use substance sampler
I’ll have a look at it after work, if I have no luck I’ll send you a message, thanks for the pointer 🫡
What are the steps to follow to get a _SMDI texture through a _CO
Do you mean create an _SMDI texture?
yes
Thats a texture representing the specular value of the mesh. The red values is the diffuse map, the green is the secular map, and the blue is a multipler (between white and black).
You cant "extract" it or something from the co texture, its an entirely seperate texture
Hi guys, how can i export a uv map but just the selection from Object Builder?
Did you get a chance to mess around with it?
I'm going to be making a patch tmmr if you want me to I can quickly do yours
I figured this was the channel that fit the best, but I am unable to convert texture files to .paas using ImageToPAA
I even tried exporting textures from a different project and converting those but every single time I get an error saying that the files failed to move (error attached).
This seems to only be a problem with the ImageToPAA software, as I'm able to use the website by gruppe adler to convert them just fine.
Attached are also the first textures, but it seems to be happening with any file
I am using Substance Painter to texture these, and these are my export settings
- Resolution?
- Try to get rid of spaces
3 Follow the name conventions (suffix)
Also AFAIK some bit scale won't be accepted by paa
- 2048x2048
- Spaces haven't been an issue before, but I did test it, same result
- Not entirely sure what you're meaning by that
- The bit depth (if that's what you're meaning) is set to 24 but I see no option to change it
- Check the pinned, PuFu one
- IIRC 24 have some issue. If you have an option to change upon the export try 8 or 16
Didn't realize you were meaning like the _co, etc. prefixes
Which preset would I use, I assume the "Arma 3 Super (SpecGloss)" one?
Super is pretty much used almost everywhere
I tried using that preset but I still get the same error
Still not seeing a way to change the bit depth.
I've been able to export textures before and convert them with no issue, but I don't know why it's happening now
Okay it must've just been a weird permission error
I tried exporting them from a different folder and it worked perfectly fine
🤔 Wonder what kind of issue
Ye I have it a go, I don’t have photoshop because I’m poor so used GIMP, was a bit BTEC but was happy for first one lol, I will send you some pngs and I will keep practicing
My fist attempt lol
Color’s are very bright on the wings and ship
Is there a reason BI didn't release texture templates for the Tanks DLC vehicles?
It's almost impossible to reskin the Rhino, and without being able to put the model in Substance Painter, it's pretty damn hard to add a camo to
most likely there were nobody to make the templates at the time (they are not really part of normal art creation workflow and have to be made separately)
and yes camo addition is often very difficult due to uvmapping of models being optimized and not made with 2d repainting in mind
these are the challenges every retexturer faces
I suppose, but you think they'd at least make the templates after release, and put them into the samples
I don't mind the UV mapping being optimised, I can work with that, it's just impossible to recolour or add a proper camo because there's no separate layer with all the details, wear, and dirt
it still needs someone who knows how to do those be available
Well we gotta be able to edit the textures somehow
manual painting and creating ones own templates has been a thing for over a decade
BI provided templates are relatively new thing in the history of the series
I need some tips on retexturing the Military Aviation Fiat G91. In the ending texture you can see noticeable blothing (don't really know the name of it) around some stuff that doesn't really show up in photoshop. Also how can reduce the size of a logo and retain details or at least a decent quality?
blotching example
around the yellow arrow and circle
example of the unit logo that when i make it smaller just looks like crap
this is how it looks in PS
well first problem comes from the game textures getting compressed so when you have a lot of colors some of them get reduced adn can lead to artifacting
Any way to get around that?
no
well try to use solid colors more
next thing is the pixel resolution. if there just isnt enough pixels small details like small text in decal is just impossible
res is 2048x2048
if a plane is made in decal friendly way that decals are separate see through pieces on the model that can use high resolution images in small areas then you have a chance to have crisp decals
oh
yeah 2k cant really hold that kind of detail in that small area
you can try going 4k but it might not work much better
👍 thx for the help
I am not quite sure what I am doing wrong, but all my models seem to have the consistent issue of becoming very "flat" once they are in shadows. For example this random ammo box seems to look okay-ish in sunlight, but the moment I place it in shadows it goes awry. So it goes from sort-of perhaps looking like a wooden box to looking like some sort of a flat plastic box.
I am not quite sure what the issue might be, but I would guess it is probably Substance related?
Normals are very light dependant in game.
So as soon as something is not directly lit the strength of the normal map strength falls off very quickly.
Personally I make an AO map based off of the object's normal map and then apply some of that over the top of my diffuse, to help fake the depth when not directly lit.
hmmm, understandable, I will give it a try, thanks
Hi , I made a golden retexture of different weapons and I am having issues with the .rvmat file tryna make it more glossy and golen like , can anyone explain how to do so? thanks 🙂
You could try just increasing the specular value at the top of the rvmat file, might give the effect you're looking for
Does anyone else have a problem with Bi Tools installation? My Windows 10 blocks it, says it's a dangerous
BI tools?
where did you get them?
How would one go about setting up Substance Painter export settings for a _dtsmdi map. Is it the same as a regular smdi?
Are you going to mod Arma2?
i wanted to make retexture for Arma 3. guides says that i need it
You found some old likely obsolete guide then. Arma 3 tools are on steam
so it's same thing basically?
No Arma 3 tools are for Arma 3 and more up to date
i have isolated this issues for the texture files of the mod
anyone have any idea on how to fix
(i dont want to have to remake the paas)
How you pack the pbo?
Mikros tools
PBO project
addon builder does the same
Do you know which file is the faulty?
im having a friend pack the pbo and see if its my files or if im stupid
no clue
but thats like a quarter of a Gb
so its probably multiple files
250MB sounds fine though...?
sorry, but what do you mean by that?
PBO has filesize limit, though the limit is about 2 gigs
Are your tools up to date?
🤔
Is there anything that I can do to fix white fringing/outline on _ca .PAAs?
On photoshop the image has literally no white outline when I place a black layer underneath
picture?
I rather not post it, sorry. But I think i got it. Photoshop default feathering was causing issues. I learning how to cut an selection and leave absolute hard edges
:L
If I'm separating parts of say, a vehicle texture, is it better to cut/paste parts into their own empty layers? Or duplicate the original layer multiple times and use a layer mask on each?
I suppose whichever you set up faster
Dont think there is much difference
Are there any way to change the image in the inventory for an item in a MP Mission maybe via a config (without mods, like changing the image in your inventory, that is shown when you have a map) ? Like in the picture
no
ok
so, i've made a simple vehicle retexture that i'm applying using the setObjectTexture function in the editor, how would i go about making it into an actual skin i could apply using the garage?
You're going to have to write a config file and then load it as a mod
check out #arma3_config
Is there anything I can do to make my unit logo glow less ingame, or is that simply impossible with the lack of additional textures?
Edit for clarification: talking about the clan unit logo from Arma 3 Units
Does anyone know if I can texture objects with blender nodes or does it have to be from UV?
arma talks textures and UV maps (no more than 2 of those) 
So wich is the best way to do a good texture¿
I'd recommend reading about texture baking.
Making a scifi panel for an info stand. I think it looks pretty good so far :D
please tell me what to do if the windows inside the car are always black (nothing is visible)
but if you break the glass, then everything is visible
I removed glass1-6 and everything became without glass at all. t.h yes, I think it's rvmat
is your texture see through?
even a little bit is okay, or you can use this #(argb,8,8,3)color(1,1,1,0.8,CO)
i believe there is a arma glass rvmat a3/data_f/glass_veh.rvmat
a3/data_f/glass_veh.rvmat
yes indeed
Hey !
If i create a PBO with some images in PAA, can i call them in an PC to display the image ?
I would like to reduce the mission folder size
that is how mods work
but you would have to run the mod and also others playing the mission would need the mod
Okay so it will be a client mod. So in the texture text box i'll just have to do like NameOfThePBO\images\image.paa ?
if that is the folder structure inside the pbo then yes that is the principle how it should work
Thanks a lot !
making it a seperate pbo and some config wizary
always convert textures with an alpha channel with _ca instead of _co
Another new site that has come up that I am beginning to use is http://episcura.com/ has some good HDRI stuff as well.
Huge Free Library of CG Textures, HDRI, and Snapshots
Is anyone here super skillful in texturing and making custom outfits? I’m not at all good at it, and there’s a custom outfit I want in the game for myself for a unit I’m in. I’d be willing to pay if necessary, DMs are open for anyone interested.
we have #creators_recruiting for such questions!
So I have a blender model, how would I texture it? Assume I know absolutely nothing about texturing 😅
is it a model you made?
Yes
texturing and modeling go hand in hand really
so next step would be you want to learn about UV mapping
and possible highpoly to lowpoly texture baking workflow
depending on what kind of model you have made
It's just a 300 face model, I could make a lowpoly version by just removing the bevel modifiers on some parts
If I remove them it goes down to like 60 faces :P
Can I just texture it in blender?
I've found this tutorial, but if you have one that's better suited for ARMA modding I'd gladly use it
In this Blender tutorial I will show you how to do UV Unwrapping for Beginners.
● Setup texture Maps Tutorial: https://youtu.be/V8ZRp3J64x8
● Easy Texturing Method Tutorial: https://youtu.be/LtAE3JtCsRA
● Wood Texture link: https://polyhaven.com/a/rough_wood
● Help support the channel:
Patreon: https://www.patreon.com/ryankingart
Gumroad: http...
you can start with that yes
and you can do texturing in blender too but the blender material does not transfer into the game
you will need set of textures to use
Do I need to use arma3diag_x64 to use filepatching properly?
Right now I am loading an addon from "P:\z\NCA\addons". I have an unpacked addons folder in "...\steamapps\common\Arma 3\z\NCA\addons".
I can make changes to the unpacked textures in the arma directory, but need to restart the game for them to change.
Looking for any advice on how I can better set up filepatching if anyone has any.
Thanks for the help. I don't think I fully understand, could you expand on this please.
Filepatching ... use files outside of PBO
Reload on the fly ... well what it says
Diag exe ... available in Development Branch of the game
Got it working. Thanks for the help
there was no template available for firewill's super hornet so I guess I'm making my own template
unfinished as you can see
👍
Anybody here familiar with rvmats? Haven't really messed with them too much. I have a flat color texture assigned to my model via object builder, but I'd like to make it emissive, any advice on how to do this?
you would crank up the emissive values of a rvmat
or use one of the vanilla emissive ones from the A3 files
Ahhh I see. I'll take a look then. thanks!
if your P drive is set up right you should find those in P:\a3\data_F if I remember right
Hey figured it all out, was actually a lot easier than I thought. Thanks for your help dude!
how to find the technology config?:)))
What technology config?
maybe there is a team somewhere or look at it somehow. Because I have a mod, but I do not know where the config is, I need some data from it
config.cpp cars
In config viewer?
Literally I have no idea, since I don't know which car
I know where the 3d model is, all textures, etc., but I have no idea where the config itself is, it's probably in the left mod file at all
does the model specify the same configuration path ?
What exactly you need?
config, I need it, for an example in creating my own
Wait, I thought you want to do something with textures after this channel
yes, I need a config that would then be created correctly on my own (because I need an example of the correct configuration), it seems to me that we have moved away from the original topic, I asked for some command to search for a config, like :
copy To Clipboard getText (configFile >> "cfgVehicles" >> "I_mas_BTR60" >> "picture");
only for config search
What's the helmet from?
You are on wrong channel, #arma3_config is the place for config questions
ty, I'll remove it, since i got it resolved
Just so you know editing the game models or models from mods without permission is forbidden.
Download Arma 3 Tools on Steam. TexView2 comes with the toolkit.
Hey not to bother anyone but has anyone tried to retexture parachute
they might not have hiddenselection defined
its weird, I 100% have it defined in similar ways to my other texture stuff but its not working with these parachutes for some reason
parachutes might not support it then
come to think of it I tried that recently and yeah had the same result.
but it was with custom parachute so I just did a second model with different texture on it
So after picking apart a mod called TCGM Parachutes
I am seeing they are adding in the actual models in and then adding textures to those files. I guess thats the route I need
Thats unfortunate, guess I gotta learn how to do that as well
there might be one in the Arma2 sample files from A2
class ParachuteBase: Helicopter 
just a random funny from the config. No real meaning
ah
Hello guys, new here, hoper i'm in the right thread. Quick question, i made for my custom scenario some posters and infoboard assigning texture to some object and it works fine. All image are 2:1 ratio, jpg format. SOME of this texture/images do not load properly: they are black and load only the the camera/player come closer.
Any help? Thank you in advance ❤️
jpg is not proper texture format.
preferably you would use png or tga as source file and convert to .paa so it loads faster in game
also resolution needs to be in power of 2
so 512, 1024, 2048 and so on
so 2:1 ratio texture could be 1024x512 or 2048x1024
and you would likely use _co name suffix for correct paa conversion
@full quarry your help is very precious, thank you. I didn't understand this .paa conversion: isn't it a simple format conversion?
-edit-
Ok, i understood the suffix matter link for referece https://forums.bohemia.net/forums/topic/146270-how-do-i-save-an-paa-as-jpg/
Thank you!
Hello. how do i save an paa file into Jpg? When i search on the forum i cant really find how to do that
has anyone added custom textures for usp in the past? Struggling a bit with this
i don't know what happened but PBO Manager can't extract pbo files, when i extract it into folder, folder is empty
what pbo are you trying to extract?
characters_f.pbo
maybe it broke or it extraced them somewhere else
i tried to extract in right in the addons folder with a pbo name given to folder, and tried to extract in on the desktop as well, most of the times folder is impty or has only 1 json file in it
PBO Manager broken?
your install might be broke yes.
reinstalling didn't help, what helped is removing the program then downloading older version (1.4.1) from developer github page
why dont you just extract all arma data on P Drive?
make sure ur P Drive is mounted and then click "project drive management"
then click "extract game data"
^^Thank you!
how do I get preview images for glasses
Make a screenshot
oh so there's not something like BIS_fnc_exportEditorPreviews for that?
Don't think so. And even that just takes a screenshot
It makes it so there is a special background
sure
ah yea, looking at the code, seems like it only does vehicles, thus not weapons >> glasses vv
wait-
So I make quite a few skins for vanilla servers and the servers I provide for typically upload it into the server themselves.
I wanna make a workshop that shows off my skins but I dont know how to do it. Can anyone give me a hand
Its all quite a bit complex for me
what do you mean by workshop in this case? steam workshop page?
ill grab an example
How they do this
Im dumb as a rock and dont get how they do it
The screenshots I can do that fine. Im on about being able to upload it and then have people download it and play with and preview the skins for themselves
As currently I have to send them screenshots and or stream my game to them
so you mean view the skins in the game garage?
right well that would reguire config work to add appropriate config classes for them and add them to the garage list of the vehicles
Ah that all sounds kinda difficult
well it can be a lot of work and fair bit to learn if you dont know any of it.
Ah I think ill just have to stick to what I do right now
As much as its inconvenient. I have over 200 designs for owners to pick through and im sure thatl take ages and be a pain to import into the game like that
some time at least yes.
Yeah I would need someone to help me with that
cant find any videos online
Well if anyone wants to help me and show me how to do it. feel free to shoot me a DM
there arent really much in way of videos about config work
Yeah I couldnt find a thing
the information is usually as text
you would need to start from basic understanding of config and how to read it and then look up the vanilla game configs on how its made
and repeat that on your own configs
theres millions of things that can be done as mods so there are no explanation for everything
well that requires the above mentioned work
Does anyone know how to texture USP files?
Same way any other, draw a texture, create config that uses usp class a base and uses your texture through hiddenselections and pack that with your new texture into pbo.
check first if license allows it
You cannot extract the usp pbos as they're obscufated or however its spelt
You're still able to get the textures without unpacking the PBO via the GUI-Viewer, make sure that you don't violate the USP license by doing so and reuploading your edits. Considering the files are obfuscated, you may not be allowed to do so, best to check in with the devs.
I'm having a debate over PAA's vs Jpeg (jpg)
in 2023, is there any need to convert to paa anymore?
following this up with the misson file was 64mb and cut it down 30mb with converted them to jpgs
always convert to paa
why
otherwise the game has to do it on runtime and jpg is super crap quality
the quality is same but the file are smaller ?
bad form?
but youre not base arma server. you are distributing non base files through a mission

I give up
so use paa or save 30mb on misson file by using jpgs?
nah becuase my boss is say no but i'm saying hes wrong and i'm trying to win an argument
yeah owner
ye life thing..
yeah
anzus?
Why the hell you calling me boss?
I'm going by the wiki
It says performance increases
By not using clientside mods it makes it easier for the player to get in.
i'm saying the performance increases is outweigh by the optimized size of the mission file
So in dayz if you want to use env.paa on part of your gun you just edit the green channel of the smdi and anything that's white the env is applied to and anything that's black is left alone. Is it the same in arma becasue I can't seem to get it to work
you can adjust the specularity of a pixel that way if that is what you mean
but could also be dayz rendering does something different with it 
basically I want to make all bolts on the gun gold (but not just yellow through texture)
like here the blue is using blue_env.paa file
and all I did was make everything white in green channel that I wanted to be blue (env_blue.paa_
having issues with this in arma it's doesn't apply the env.paa anywhere on the gun
It does not really work quite like that in either of the games even though visually it may seem so
but also I dont really have the juice to explain how arma lighting works
This is a bit of a nebulous question - any of you guys familiar with blender's "flat" viewport shader mode? it doesn't calculate any lighting, and just uses the base color of a scene. Is this an effect that can be imitated in an rvmat?
No not really. Don't think there is suitable shader for that.
Ah I figured, thanks for the heads-up.
Anyone here using Substance painter (1.6) having trouble saving/loading the project?
if I load it crashes
i use obj seems to save the uv better some times it does freak out and freeze for me same as designer
i mean saving/loading the project as a whole
whats the full line from the rvmat
ambient[]={0.9, 0.9, 0.9, 1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.30, 0.30, 0.30, 1};
specularPower=64;
renderFlags[]=
{
"AlwaysInShadow"
};
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1_base
{
texture=""; //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="a3\weapons_f\data\DetailMaps\Metal_detail_DT.paa";
uvSource="tex";
class uvTransform
{
aside[]={0,7,0};
up[]={7,0,0};
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_base
{
texture=""; //as.paa
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage5_base
{
texture=""; //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(1.5, 3.0)";
uvSource="none";
};
class Stage7_base
{
texture=""; //co.paa
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
This is a base material, all the actual textures are on each model rvmat
might be simplest to nab the default one from the P:\a3\data_f\super_default.rvmat
class Stage6
{
texture="#(ai,64,64,1)fresnel(1.5,3.0)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
it liked it like this xD
but well
ty goat
ah yeah well it was a bit incomplete 
the thing is i was trying it with that same structure before and it was giving me an error too
maybe a typo that i didnt notice
thats usually the case yes
Yup
Happens everytime i load
Doesnt matter of brand new clean project with no mesh
There are any burnt corpse texture available? My mission is far from realist or milsim or role play, so no one will be ofended with a burnt unit.
dont think there are no
sad, i will try to make one
look into webknights flamethrower redux thingy. it should have something like that. also iirc webknight doesnt care at all if his stuff is copied and reused.
Thanks a lot! I will find hin and his mod at the Workshop!
even if he allows reuploading, making mods dependencies is still the correct way to use files from other mods so every mod does not have same files
I will contact hin, if can't i will do a more or less texture. Don't want to use a full mode just to use a texture.
@rose minnow On what OS? Windows 10 have you tried with and without UAC and turn off anti-virus, etc?
where can i find uniform texture templaters in .psd (photoshop) form? specifically CSAT uniforms
any reason why changing a texture of a weapon would mess with the muzzleflash?
Arma 3 Samples has some psds check there
- The model is not done properly
- Your replacement is not done properly
Since we don't know what is the situation we can't say much
^
We don't know what “a weapon”, “a texture”, “mess” and “muzzleflash” mean exactly
It's the pk from exile mod when using default texture it's fine but when you replace it the muzzleflash just stays on
Figured it out tho the model is messed up
win 10 indeed
can anyone please tell me where I can find the co and nohq texture for the LBV harness? I cannot find it anywhere in the game files.
clothing_co and tech_co, it uses the two CSAT uniform textures/helmet texture
hmm okay i will check it out
Hello guys please who can help me arma 3 mods
Depends on what you need help with?
What the best template on substance painter for arma 3 ?
its been a while since i opened substance. what PBR presets are there?
legacy spec gloss (non PBR)
where can i find the nohq for the NATO/CSAT crew helmets?
characters_f.pbo -> blufor -> data
a3\characters_f\blufor\data\armor1_nohq.paa
If you want the Soft CSAT helmet that was added with the Tanks DLC, it's in the following archive:
characters_f_gamma.pbo -> guerrilla -> data
a3\characters_f_gamma\guerrilla\data\h_tank_unzip_f_nohq.paa
alright thanks
that made all my guns look like bordelands one on substance
i kind like it
hey im trying to retexture a tank but it has 2 CO files, how would i locally test the 2nd one? the first one works fine however doing the same command and changing the jpg name to the turret file it goes on the hull instead
What exactly you do? Terms of command
Change 0 to 1
is there a faster way to find noHQ .paa textures? I know you can find the CO with the configviewer, but what about nohq?
Most likely the same place with the CO
yeah sometimes they do, but most of the time they're in an entirely different folder with a completely diff name
atm, im trying to find the nohq for the ifrit turret
a3\data_f\Vehicles\Turret_NOHQ.paa
You can check the rvmat
Hello all, recently added a "Glasses" item to the game however the texture is not loading. The config is fine (I believe) but everything is linked to where it should be, no corrupted files just at a bit of a loss what else it could be. I've tried all I can find online but no success, any help would be greatly appreciated
I asked this a few weeks ago but I'm still pretty stumped as to how to get around this. Is there any way to make the texture on my model render as - or at least close to - "shadeless"? Similarly to this video: https://www.youtube.com/watch?v=OYPKXI3dFr4
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I'm working with an imported mesh from another game, and unfortunately due to how the model is it just doesn't look good with the usual arma shading unless the texture is rendered in this way. Only thing is I'm unsure if it's possible to do anything like this within arma.
most of the time using models from other games is strictly forbidden. Do you have a permission to use it?
Small question regarding texview 2. Is there a file size limit? If so, what is it?
have seen it open files of few 100mb
problems usually are not size
but wrong file format or save settings
@torn pilot
And/or the resolution
👆
ah ok, thanks
trying to open a 2048x2048 png in texview and its spewing out an error. Works with other files so Im not sure what the issue is. I shall try some magic
Bit depth? IIRC there're some problematic depth
needs to be 8bit/per channel
I did indeed get written permission to use it. Unfortunately, the person who made it has no clue how to work around this either. Which is a given I guess, since I'm pretty sure the issue here is just working around arma's shaders rather than anything with the model itself.
there is no such shader as far as I know at least. 
Yeeeeah I was kinda worried about that, geh. It's a fairly stylized model so it only looks decent under certain shading conditions.
Might be out of luck on this one
So I've been wanting to have some mod items retextured. I had a friend of mine whos experienced with texture edits retexture the helmet and send it back to me as png. However, Texview 2 constantly spits out the error "Error loading file (path to file)" for unexplained reasons. Would anyone here know a solution?
either its wrong resolution or wrong bit depth png that texview cant open
its exactly 2048x2048. Bit depth I have no clue about. I was able to open one of his other retextures just fine so eh... Im clueless
open it in image editor and save it again perhaps
gimp for example can tell and change bit depth
I shall give that a try
I just changed the size to 1024x1024, saved it and then changed it back to 2048x2048. Not sure why but it works now
weird though
i repacked Amples Camo pack to use for my unit
🤔
You may:
- Use the contents of this mods PBOs (textures, models) in your addon under the APL-SA license.
though
Use the contents to make a new mod != slightly edit and repack mod
You may not:
Reupload this mods PBOs to steam workshop.- Use the same PBOPrefix, Class names, or file paths
- Upload "repacks" of this mod that would conflict with this mod.
- Upload modified versions anywhere if your PBOs are mangled/encrypted/obfuscated. Keep it free and open.
While you're violating the authors license, you won't get help here
i was trying to point towards "make your own mod (with or without APCACP dependency)" with too few words 
It's Unlisted, and not shared to the public, as requested by the author.
"Repack" Was a poor choice of words
workshop upload (even if unlisted) are different than a private repository
If you have a specific agreement with the author then it would be fine, but this seems fishy
🤷♂️
Hello all, I come bearing a substance painter question. I've got a SmartMaterial Preset with my folders and layers, generators and matfx/filters, etc that I use as a baseline for texturing new models. Problem Im encountering on the new armor model Im working on, is the edgewear generator will not apply as it has been on the others, and Im stumped for what the cause may be.
it has:
-identical layer, structure, and settings as the other .spps where its working fine
-achieved no result through any modifications of the layer styles or settings on the generator
-can definitively tell its the edgewear gen itself not applying as the working armor looks the exact same as the new with it turned off
I have tried rebaking the meshmaps with what I believe to be the correct settings, but I wouldnt even consider myself an advanced user yet. Any help or insight is greatly appreciated
might have just stumbled on it, noticed these are highlighting the hard edges, did our modeler goof somewhere?
should have read that through
Hi. How can I automatically add scuffs on the corners?
@dense peak Look up "generators" in regards to substance painter on google
yeah I’m banging my head against the wall. Another dev was able to add edgewear to it on his iteration of the .spp with the same bake settings and .fbx used
it shows the curvature is defined
it just… won’t apply it to said curvature/edges, it will apply the grunge effects from the gen just fine as you tweak the settings too
1st is the new armor I’m working on, 2nd and 3rd are the one where it’s working fine. can see the 2nd armor looks just like the first with the edgewear turned off
tweaking all the settings on the gen or layer styles does nothing, it adds grunge to the armor but can’t seem to find edges
Does anyone know if Firewill has a discord?
Not that I know of, but his email address is in the description on the mod workshop pages. So if you want to contact him, that's most likely the best way to do so.
Fair enough
Might as well ask while I'm here, does anyone have a better template for the F/A-181? The official one has the markings on the same layer as the detail
ok it might have been that the mesh was 3ds
seems like obj gets saved and loaded fine :(
humm, interesting. That sounds weird. But you may be on something there. I only use obj and not 3ds. I will try it and see if I get issues.
Heyyy, any pro skinners out there?
I got 100 hours and I’m currently playing ‘Antistasi’ with 14 other pals.
We all use ‘Scientist uniform’, the white set.
Is it possible to reskin the texture, without too much hazzle? I dont want to make an addon-uniform and have to get the server owner to add new mods and stuff.
Can I just make it on my client, so only I can see the new texture - and send the folder to those who wants to use it?
I have alot of experience in FiveM/GTA (7k hrs), with 4 years of Photoshop and 3DS Max.
No it would have to be on server
Unless server does not verify files