#arma3_texture

1 messages · Page 3 of 1

full quarry
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how the model looks flat does not quite seem to correspond to what it looks in game right now though

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can you show what it looks like textured in blender?

timid dome
full quarry
timid dome
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i uh, actually am unsure how so i'll take a look at a tutorial and do it

full quarry
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if you use the default BSDF shader with nodes you can plug the alpha from the texture nodes output to the shaders alpha input

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and then you will need to turn on alpha blending in the materials settings

timid dome
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aha, thank you

full quarry
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you can play with the different blend modes to see what shows it best

timid dome
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this is probably the best one

full quarry
#

always good idea to model this stuff possibility to check the placement live

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now I was mistaken earlier and the placement does match what you got here

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so main thing would be to test the treecrown shader rvmat for the leaves

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and play with the alpha sorting for the mesh strips to get them not occlude each other

timid dome
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is the rvmat "TreeAdv"

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or shader rather

full quarry
#
VertexShaderID = "TreeAdvNoFade";```
timid dome
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yep thats what im lookin at then, do i need a MCA file or would a regular CA work

full quarry
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CA is for applying the texture in texture slot

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in rvmat MCA can be used to give it ambient occlusion (alpha channel) and color difference (color channels)

timid dome
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ah okay

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guessing i can make a substance export for that

full quarry
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also the ambient, diffuse etc parameters have special functions in treeAdv shader

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there is a wiki page that goes over the tree shader

timid dome
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ohh okay

full quarry
timid dome
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i'll take a look

full quarry
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neutral mid grey color should be "no effect"

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in the MCA

timid dome
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just clicked MC is the same thing thats used in multicmats

full quarry
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pretty much

wide oar
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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?

full quarry
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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

upper thicket
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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

timid dome
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Hey so i got my "branch" textures working for my helmet, but they dont work in shadows

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im using the treeadv shader if its any help, im kind of lost as to why its doing this

full quarry
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You'll need to play with the ambient, diffuse parameters perhaps

timid dome
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do they affect the "in shadow" lighting?

full quarry
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Yes.

full quarry
timid dome
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already done so, it was one of the livonia bushes

full quarry
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And it gives this?

timid dome
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yep, im actually starting to wonder if its my shadow lod

full quarry
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Could be

timid dome
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i dont think they need to be modelled on the shadow lod, the planes i used for the leaves

eternal solar
dense peak
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Hi, aney one here know how can i retextuer rhs uniforms and vehc

fresh pelican
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And then you gotta code it

soft silo
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Does anyone here use adobe substance? I've been trying to find some tutorials on using it for arma 3 however no luck

timid dome
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what part are you stuck on?

deep hearth
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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.

frozen blade
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depending on what model you are trying to modify that might work or not

narrow gazelle
sullen vapor
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You can create a new rvmat and assign it via hiddenSelectionsMaterials

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the rvmat would contain a reference to your new NOHQ

low helm
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do people here use 3dsmax for previewing textures on objects?

twin bane
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rarely (for me anyway). usually in 3Do/Marmoset or similar. there is an ArmA .glsl shader for substance painter floating around.

low helm
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what instead then...?

twin bane
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sry tried to edit quickly :P

low helm
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:D

twin bane
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or just throw it in OB and run Buldozer /shrug

low helm
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i guess i will have a look at marmoset then

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second question, any ideas how to improve plain plastic (LAW72) textures, been stuck with this fo a week or so?

twin bane
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at the end of the day it comes down to your .smdi map and .rvmat, between the two lies all the power.

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i'd reference current in-game models for relative .rvmat info. (use Eliteness from Mikero, actually use all of his tools, starting with ArmA3P..)

low helm
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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

twin bane
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it's a very important piece of the puzzle for sure.

silver gull
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best look at vanilla weapons/stuff, the texture color values they use for spec and gloss and rvmat values

dense peak
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Hi guys, ineed some one how can help me with retextuer scripts

dense peak
soft silo
dense peak
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I have the textuer ready i just need to do more camos like on 3cb faction @soft silo

soft silo
#

So you need your textures to work?

dense peak
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yep

soft silo
livid cedar
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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?

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p.s I got the paa files from Arma 3 Samples

lethal condor
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If you can't see it ingame, why you would want to retexture?

livid cedar
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I want to see how it looks in game because I am retexturing it and I wanna see how my work came out.

lethal condor
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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?

livid cedar
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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

lethal condor
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What...

full quarry
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You can see them in game if you create config that uses your new texture through hiddenselections

lethal condor
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  1. AK12 is from Apex
  2. If you mean AK12 variants from Contact, are already PBO'd
  3. That's not how a retexture works
  4. More like that's not how a Modding works
full quarry
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You don't replace original files when you retexture

livid cedar
livid cedar
lethal condor
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Then learn to do config

livid cedar
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There's no good guides out there , I've tried and failed in the past

lethal condor
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Even if there is none, you can ask

livid cedar
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Teach me Senapi ? blobcloseenjoy

lethal condor
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livid cedar
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Thanks 🙂

vital jasper
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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.

full quarry
celest obsidian
# vital jasper Good afternoon everyone, So this is abit of a DayZ question but should be the sa...

you can watch this video and see if you find any useful information

https://youtu.be/8ugb1mge-iI

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...

▶ Play video
fossil quartz
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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?

fossil quartz
glass terrace
soft silo
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Is ambient shadows map (_as) the same type of map as ambient occlusion in rendering?

gusty yarrow
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Hey does anyone here know how to create road textures?

full quarry
solar grail
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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?

lethal condor
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What's the resolution of it?

solar grail
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1024x1024

lethal condor
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Bit depth?

full quarry
#

if you have a lot of colors some may get cropped out on compression

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also dont use jpg. it adds artifacts

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png or tga

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and use correct texture _suffix

solar grail
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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

solar grail
solar grail
full quarry
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texturename_co.png/tga and so on for different type of textues

full quarry
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as that affects what conversion rules are used

solar grail
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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?

full quarry
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_Co

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make sure the resolution is actually right

solar grail
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yeah im aware it has to be ^2

full quarry
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bluish tint in game is usually due to wrong resolution

solar grail
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thanks, ill give these things a try

solar grail
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Welp, you were right, for some reason windows shows 1024x1024 in img properies, but gimp shows 1023x1024 😐

full quarry
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dun dun duuuuun

tight pulsar
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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?

lethal condor
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Is it a mission exclusive skin/texture?

tight pulsar
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currently yes, though I'm considering figuring out how to make it a proper addon later on

full quarry
tight pulsar
full quarry
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you can unpack the local pbo you got to get the .paa and convert it to png/tga

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edit and convert back to paa and put in your mission folder

tight pulsar
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thank you, that worked!

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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.

full quarry
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the rest are used through RVMAT

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which you likely dont want to touch at this stage

tight pulsar
tight pulsar
naive elk
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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?

lethal condor
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As HG said, what bit depth?

naive elk
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There are three images, 1160, 744, 594 bytes each.

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Oh, you mean the bit level, not the size?

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That's all 8 bits

lethal condor
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IIRC paa has some issue with certain depth, try 16bit

naive elk
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Do you know how to convert an existing 8-bit image to 16-bit?

lethal condor
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Your paint software may have one

naive elk
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The only program I have is Clip Studio, but this program does not have a conversion function...

full quarry
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or you can get gimp for free

stray relic
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Or paint.net for free, which is a little easier to use than GIMP maybe but less powerful.

naive elk
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The image I was trying to convert was an image that could not be converted to 16 bits. This is completely over...

naive elk
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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...

soft silo
naive elk
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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...

naive elk
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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?

full quarry
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still small unless you set its scale to be big if I recall right, also you have to use power of 2 resolution

grand prism
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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.

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Or can recommend any other tools for the job that is free to use.

next lion
next lion
# grand prism Or can recommend any other tools for the job that is free to use.

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 :...

▶ Play video
#

personal recommendation

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along as you're not using substance for commercial reasons you abide by their student license use policy

grand prism
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oh nice. Did not know that. I am actually working in qualified educational university, so might be actual eligble that way

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in any case, will definetly give that a go then

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Cheers!

ocean monolith
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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

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rotating the object changed its color

mild olive
full quarry
ocean monolith
full quarry
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looks like it may be bugged again

ocean monolith
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i found a typo in my line one sec

full quarry
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well at least mine does not currently work

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then again Arma updated today

ocean monolith
full quarry
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so will need to refresh the P drive data

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have you set up P drive with mikeros arma3p?

ocean monolith
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i do have the a3 extracted and the file dose exist

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no with a3 tools

full quarry
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the method Ive posted there might not work with arma tools way of setting up P drive and buldozer

full quarry
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arma tools creates a copy of arma3 exe as buldozer exe on P drive and does things for file access

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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

ocean monolith
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i can set it up with mikro it just wont let me put it in the drive i want

full quarry
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P:?

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when it asks for drive you should put in P

ocean monolith
full quarry
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you need P drive mounted

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and then hit P as arma3p asks what drive to extract to

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not where to create folder to make P drive from

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it asks what drive you use as the development drive

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commonly P:

ocean monolith
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ik but im saying i cant changed where the folder that the p drive is made from with out it not working

full quarry
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do you have P drive mounted?

ocean monolith
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currently yes

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not when i tryed it

full quarry
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then you run arma3p and hit P

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and it uses the mounted P drive

ocean monolith
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will do

ocean monolith
full quarry
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yeah no luck so far on getting it work again

full quarry
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did you add world = stratis to the startup command line in OB settings?

full quarry
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does your commandline run arma3 exe? or arma3_64bit exe?

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though now that I tested both should work

ocean monolith
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it was ruining 32 now that i changed it to 64 it has he clouds and everything

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thank you

full quarry
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👍

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it may be you need to run the actual arma3.exe once to get it working

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I did that just before I figured out I had forgotten to add the world= stratis line xD

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but both exes work now

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Unfortunately dont have absolutely solid steps on that 😅

grand prism
livid knot
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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:

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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?

livid knot
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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
full quarry
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unfortunatley the arma 3 tools launcher setup and setting up tools with your won P drive mounting and Arma3P are not very compatible

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running Arma3P should be all that is required

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but some settings in Arma3 Tools may conflict

wanton vine
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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.

lethal condor
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It is baked, not a selection

wanton vine
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so no way to change it then?

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shame

lethal condor
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Indeed

valid portal
#

anyone here that has good realistic reshade preset?

full quarry
valid portal
full quarry
shy bridge
#

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 💙

vernal sage
#

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};
    };
};

[...]
severe rune
#

dir[]={0,0,0}; should be dir[]={0,0,1};

shy bridge
vernal sage
#

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.

light wagon
#

So quick question, does anyone have a template for that stealth combat helmet from apex?

light wagon
#

Or know where I might get one?

coarse haven
#

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.

coarse haven
#

Cool beans, now to continue UVing.

upper gale
#

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? 🤔

upper gale
full quarry
#

what are you doing that you need it?

#

typically its not a concern

upper gale
#

writing OFP PAA renderer

full quarry
#

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

upper gale
#

ahh, thanks

fluid phoenix
#

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.

leaden bobcat
#

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?

forest comet
#

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

void oak
#

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?

full quarry
void oak
#

okay ill see what i can find

light path
#

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

vernal sage
#

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"
        };
    };
};
light path
vernal sage
#

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.

light path
#

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)

soft silo
#

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

celest obsidian
light path
#

@soft silo @vernal sage I tried both of your solutions and they both worked for me, I appreciate you guys so much!

orchid oak
#

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

full quarry
#

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)

orchid oak
#

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?

full quarry
#

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

orchid oak
#

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?

full quarry
orchid oak
#

lowpoly baked

full quarry
#

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

orchid oak
#

alright got it! Cheers man 🙂

sweet summit
#

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?

orchid oak
#

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

full quarry
#

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?

orchid oak
#

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

celest obsidian
orchid oak
#

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

full quarry
#

this kind of metal finish is possible

orchid oak
#

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
full quarry
#

MC is a overlay color texture that can be used in various ways

#

those procedural values can be used as sort of neutral defaults

orchid oak
#

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

full quarry
#

this is the MIG from sogpf

orchid oak
#

ah fuck that looks good

full quarry
#

different shaders use different stages so it varies how many stages are present and what textures they need

orchid oak
#

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

full quarry
orchid oak
#

I can't bare to use those tools, really janky for me

full quarry
#

you may want to look into the OB real lighting guide I have in the pinned messages too

orchid oak
#

yeah I'll take a peak at that right now, cheers for the help so far man!

orchid oak
#

sweet, thanks

full quarry
#

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

orchid oak
#

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

full quarry
#

win + r?

orchid oak
#

run command

full quarry
#

what do you do with that?

#

🤔

orchid oak
#

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
😄

full quarry
#

thats for Object builders buldozer start path

orchid oak
#

lmao ahh

full quarry
#

im

#

speechless

orchid oak
#

tried the launch options and all that couldn't think of anything else lol

full quarry
orchid oak
#

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

full quarry
#

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

orchid oak
#

wilco

#

can't tell if this is better

#

gonna rexport geometry in a smarter way

full quarry
#

🤔 what does it look like without the normalmap?

orchid oak
#

still does the same thing, hmm

full quarry
#

that does not sound right

#

did you copy the whole default_super?

orchid oak
#

yeah

full quarry
#

you sure its applied on the model?

orchid oak
#

well it went from white to grey

#

and upon rotating the camera is breaks again

full quarry
#

do you model in blender?

orchid oak
#

yeah

full quarry
#

did you use the toolbox p3d export?

orchid oak
#

yeah, with RVs and Textures setup in the material section

full quarry
#

do you have the o2script.exe path set up for the toolbox in the addon settings?

orchid oak
#

don't think so

#

can't find an option for that, how would I go about it

full quarry
#

blender settings - addons tab - toolbox

orchid oak
#

alright all set up now, what'll that change for the tools?

full quarry
#

it will export your vertex normals correctly

#

thus fix the broken shading

orchid oak
#

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

quaint spire
orchid oak
#

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

full quarry
full quarry
orchid oak
#

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

silver adder
#

They are simply a 1k/2k/4k tiling texture

blissful jolt
#

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?

blissful jolt
#

I just used PBO manager.
Arma 3 -> Addons -> @10thACU -> Addons
10thACUPBO

full quarry
#

you never put anything in the arma 3\addons folder

#

thats for the games own files

blissful jolt
#

Fuck, the video I followed lied!

#

Where should I put it?

full quarry
#

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

blissful jolt
#

Thank you so much!

#

Is that the only issue, from there can I use the launcher parameters to test out the uniforms?

full quarry
#

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

blissful jolt
full quarry
#

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

blissful jolt
#

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.

umbral hemlock
#

is there a quick way to test a model retexture other than running the game? is it with object builder or something else?

full quarry
#

retexture is done by config and files and typically model source files are not available

umbral hemlock
#

or alternatively, run a minimal version that loads faster

full quarry
#

quickest way is to put them in mission with different file names so they get live loaded again

umbral hemlock
#

maybe?

full quarry
#

and setObjectTexture them

#

or restart mission

umbral hemlock
#

aha yea that could work

#

ty

full quarry
#

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

lethal condor
#

Diag exe is the fastest

idle saddle
#

I'm looking for a texture expert that wants to help me and my friends with re-texture some vehicles

unkempt panther
#

I'm a bit confused as to why my ambient occlusion is white, unless that's a reflective effect

full quarry
unkempt panther
#

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

full quarry
#

👍 With the additional details let's hope some can give advice

unkempt panther
#

You guided me on the path, Goat. It's your fault.

full quarry
#

I can put people on the path, where that path goes I can't say. 🙏

unkempt panther
#

That way lies madness

quaint spire
unkempt panther
#

Perhaps it's because the 2 smaller objects are going through the larger one?

unkempt panther
#

Ok, I used a boolean modifier in Blender to fuse my objects and now the texture looks fine

full quarry
unkempt panther
#

I thought it would be fine since everything behind it wouldn't be visible. God help me

full quarry
#

right thats what I meant, that they were not connected mesh

idle patrol
#

I want to customise some helmets, are there any good resources that would help me learn how to do it

idle patrol
full quarry
# idle patrol 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)

idle patrol
#

Ok thanks

full quarry
# idle patrol 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

unkempt panther
#

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?

full quarry
#

actual screenshot might be better this is a tiny and dark picture

#

windows snipping tool is very good for that

unkempt panther
#

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

full quarry
placid sinew
#

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

pulsar gazelle
#

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

pulsar gazelle
#

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)

pulsar gazelle
#

well i give up XD

soft silo
pulsar gazelle
#

oh well, it's already close enough, so that's good enough for me

full quarry
#

otherwise its just manual cleaning and colorbalancing to fit game environment

quaint spire
unkempt panther
#

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

full quarry
#

😅

#

this thing?

unkempt panther
#

Yeah

full quarry
#

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

unkempt panther
#

Maybe it wasn't high poly enough before I exported it?

full quarry
#

did you check the face directions?

unkempt panther
#

Yeah, my normals are fine. I had to flip them because my exported model was backwards when I first opened it in SP

full quarry
#

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

unkempt panther
#

Backface culling?

#

This is new to me

full quarry
#

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

unkempt panther
#

There are some gaps in my model. Maybe that's the problem?

#

But they're in the back so idk

full quarry
#

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

unkempt panther
#

I'll have to do it when I get home from work

unkempt panther
#

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.

full quarry
sharp spade
#

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

full quarry
#

and what pbo is it and what do you need to extract?

sharp spade
#

I wanted to try retex uniforms and saw a guide which used Eliteness.

#

Retex uniforms from S&S mod

#

for personal use

full quarry
#

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 😅

sharp spade
#

I found a PBO Extractor in Arma 3 Tools should I use that one?

full quarry
sonic dagger
sonic dagger
#

Stuff like this

real torrent
#

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

lethal condor
sonic dagger
#

How do I do that ? I'm a complete beginner

plush orchid
sonic dagger
#

I'll do that, thanks !

sonic dagger
#

Okay so I found the pbo

#

How do I open it ? I guess they are protected ?

livid knot
#

There are plenty of tools that can open non obfuscated pbo's, I use Addon Manager personally

gleaming pewter
#

@real torrent check dms

worthy shard
#

anyone able to make some textures for me willing to pay$

lethal condor
real torrent
#

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

lethal condor
#

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

real torrent
#

yeah idk

full quarry
#

the model has an issue that the author will need to fix

real torrent
#

it's not a problem with the F-22 skins that come with the F-22 mod itself

full quarry
#

most likely the shadow lod contains camo selections

lethal condor
#

A "but" doesn't apply into the issue

real torrent
#

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

lethal condor
#

Indeed shame part of the engine

#

I hope Dödmön can fix

real torrent
#

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

valid cloak
#

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

valid cloak
#

Thanks, I want to figure out how to turn this

#

Into one of these

sonic dagger
#

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"

soft silo
#

You can probably find answers easier by looking at Photoshop/editing tutorials than here

ocean monolith
valid cloak
wispy sun
#

What are the steps to follow to get a _SMDI texture through a _CO

livid knot
#

Do you mean create an _SMDI texture?

wispy sun
#

yes

livid knot
#

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

cinder steeple
#

Hi guys, how can i export a uv map but just the selection from Object Builder?

ocean monolith
tranquil mason
#

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

lethal condor
#
  1. Resolution?
  2. Try to get rid of spaces
    3 Follow the name conventions (suffix)
#

Also AFAIK some bit scale won't be accepted by paa

tranquil mason
lethal condor
#
  1. Check the pinned, PuFu one
  2. IIRC 24 have some issue. If you have an option to change upon the export try 8 or 16
tranquil mason
#

Didn't realize you were meaning like the _co, etc. prefixes
Which preset would I use, I assume the "Arma 3 Super (SpecGloss)" one?

lethal condor
#

Super is pretty much used almost everywhere

tranquil mason
#

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

lethal condor
#

🤔 Wonder what kind of issue

valid cloak
valid cloak
#

Color’s are very bright on the wings and ship

snow kelp
#

Is there a reason BI didn't release texture templates for the Tanks DLC vehicles?

snow kelp
#

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

full quarry
#

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

snow kelp
#

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

full quarry
snow kelp
#

Well we gotta be able to edit the textures somehow

full quarry
#

BI provided templates are relatively new thing in the history of the series

median anvil
#

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

full quarry
#

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

median anvil
#

Any way to get around that?

full quarry
#

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

median anvil
#

res is 2048x2048

full quarry
#

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

median anvil
#

oh

full quarry
#

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

median anvil
#

👍 thx for the help

hallow jay
#

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?

patent patrol
#

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.

hallow jay
#

hmmm, understandable, I will give it a try, thanks

livid cedar
#

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 🙂

livid knot
gusty dove
#

Does anyone else have a problem with Bi Tools installation? My Windows 10 blocks it, says it's a dangerous

full quarry
#

where did you get them?

deft bolt
#

How would one go about setting up Substance Painter export settings for a _dtsmdi map. Is it the same as a regular smdi?

full quarry
gusty dove
full quarry
#

You found some old likely obsolete guide then. Arma 3 tools are on steam

gusty dove
full quarry
#

No Arma 3 tools are for Arma 3 and more up to date

wooden anchor
#

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)

lethal condor
#

How you pack the pbo?

wooden anchor
#

PBO project

#

addon builder does the same

lethal condor
#

Do you know which file is the faulty?

wooden anchor
#

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

lethal condor
#

250MB sounds fine though...?

wooden anchor
#

sorry, but what do you mean by that?

lethal condor
#

PBO has filesize limit, though the limit is about 2 gigs

#

Are your tools up to date?

wooden anchor
#

ah

#

i fixed it

#

no clue how

#

thanks for the help

lethal condor
#

🤔

blazing kelp
#

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

blazing kelp
#

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

full quarry
#

:L

tropic crater
#

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?

full quarry
#

Dont think there is much difference

shell moat
#

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

shell moat
wild current
#

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?

soft silo
carmine marsh
#

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

dense peak
#

Does anyone know if I can texture objects with blender nodes or does it have to be from UV?

mint hare
#

arma talks textures and UV maps (no more than 2 of those) blobdoggoshruggoogly

dense peak
#

So wich is the best way to do a good texture¿

full quarry
near warren
#

Making a scifi panel for an info stand. I think it looks pretty good so far :D

ornate sequoia
#

please tell me what to do if the windows inside the car are always black (nothing is visible)

ornate sequoia
#

but if you break the glass, then everything is visible

gleaming pewter
#

that will be either a texture or rvmat issue

#

@ornate sequoia

ornate sequoia
#

I removed glass1-6 and everything became without glass at all. t.h yes, I think it's rvmat

gleaming pewter
#

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

ornate sequoia
#

a3/data_f/glass_veh.rvmat

gleaming pewter
#

yes indeed

worldly parrot
#

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

full quarry
#

but you would have to run the mod and also others playing the mission would need the mod

worldly parrot
#

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 ?

full quarry
#

if that is the folder structure inside the pbo then yes that is the principle how it should work

worldly parrot
#

Thanks a lot !

stable swallow
stable swallow
mighty crest
#

Another new site that has come up that I am beginning to use is http://episcura.com/ has some good HDRI stuff as well.

jolly lantern
#

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.

marble bramble
#

So I have a blender model, how would I texture it? Assume I know absolutely nothing about texturing 😅

marble bramble
#

Yes

full quarry
#

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

marble bramble
#

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

https://www.youtube.com/watch?v=qa_1LjeWsJg

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...

▶ Play video
full quarry
#

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

mild olive
#

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.

lethal condor
#

Filepatching and reload on the fly are different thing

#

You need to have diag exe

mild olive
lethal condor
#

Filepatching ... use files outside of PBO
Reload on the fly ... well what it says
Diag exe ... available in Development Branch of the game

mild olive
#

Got it working. Thanks for the help

real torrent
#

there was no template available for firewill's super hornet so I guess I'm making my own template

#

unfinished as you can see

full quarry
#

👍

rich dawn
#

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?

full quarry
#

you would crank up the emissive values of a rvmat

#

or use one of the vanilla emissive ones from the A3 files

rich dawn
#

Ahhh I see. I'll take a look then. thanks!

full quarry
#

if your P drive is set up right you should find those in P:\a3\data_F if I remember right

rich dawn
#

Hey figured it all out, was actually a lot easier than I thought. Thanks for your help dude!

ornate sequoia
#

how to find the technology config?:)))

lethal condor
#

What technology config?

ornate sequoia
#

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

ornate sequoia
lethal condor
#

In config viewer?

ornate sequoia
#

Where???

#

I can't find the file itself config.cpp

lethal condor
#

Literally I have no idea, since I don't know which car

ornate sequoia
#

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 ?

lethal condor
#

What exactly you need?

ornate sequoia
lethal condor
#

Wait, I thought you want to do something with textures after this channel

ornate sequoia
#

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

full quarry
#

What's the helmet from?

full quarry
ebon totem
#

ty, I'll remove it, since i got it resolved

full quarry
vernal sage
#

Download Arma 3 Tools on Steam. TexView2 comes with the toolkit.

quartz cave
#

Hey not to bother anyone but has anyone tried to retexture parachute

full quarry
quartz cave
full quarry
#

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

quartz cave
full quarry
#

yeah unfortunately that seems to be the case

#

cant reuse the A3 parachute

quartz cave
#

Thats unfortunate, guess I gotta learn how to do that as well

full quarry
#

there might be one in the Arma2 sample files from A2

mint hare
#

class ParachuteBase: Helicopter blobcloseenjoy

mint hare
#

just a random funny from the config. No real meaning

quartz cave
#

ah

full quarry
#

parachute is essentially a helicopter yeah 😄

#

it just doesnt have lift

crude talon
#

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 ❤️

full quarry
#

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

crude talon
quartz cave
#

has anyone added custom textures for usp in the past? Struggling a bit with this

gusty dove
#

i don't know what happened but PBO Manager can't extract pbo files, when i extract it into folder, folder is empty

full quarry
#

what pbo are you trying to extract?

gusty dove
full quarry
#

maybe it broke or it extraced them somewhere else

gusty dove
#

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?

full quarry
#

your install might be broke yes.

gusty dove
harsh jolt
#

make sure ur P Drive is mounted and then click "project drive management"

#

then click "extract game data"

low helm
#

^^Thank you!

near warren
#

how do I get preview images for glasses

full quarry
near warren
#

oh so there's not something like BIS_fnc_exportEditorPreviews for that?

full quarry
#

Don't think so. And even that just takes a screenshot

near warren
full quarry
#

sure

near warren
#

ah yea, looking at the code, seems like it only does vehicles, thus not weapons >> glasses vv

#

wait-

stuck wolf
#

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

full quarry
#

what do you mean by workshop in this case? steam workshop page?

stuck wolf
#

ill grab an example

#

How they do this

#

Im dumb as a rock and dont get how they do it

full quarry
#

so a steam workshop page?

#

with screenshots?

stuck wolf
#

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

full quarry
#

so you mean view the skins in the game garage?

stuck wolf
#

Yeah

#

Thats the one

#

Cus I view them by using the console

full quarry
#

right well that would reguire config work to add appropriate config classes for them and add them to the garage list of the vehicles

stuck wolf
#

Ah that all sounds kinda difficult

full quarry
#

well it can be a lot of work and fair bit to learn if you dont know any of it.

stuck wolf
#

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

full quarry
#

some time at least yes.

stuck wolf
#

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

full quarry
#

there arent really much in way of videos about config work

stuck wolf
#

Yeah I couldnt find a thing

full quarry
#

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

stuck wolf
#

Yeah all I want is for someon to load up the game and boom skins

#

Thats all

full quarry
#

well that requires the above mentioned work

stuck wolf
#

Yeah

#

Its a little to complex for me

#

So I wont bother

quartz cave
#

Does anyone know how to texture USP files?

full quarry
frozen blade
floral fiber
#

You cannot extract the usp pbos as they're obscufated or however its spelt

fallen cloud
#

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.

little remnant
#

I'm having a debate over PAA's vs Jpeg (jpg)

in 2023, is there any need to convert to paa anymore?

stone steeple
stone steeple
#

why

full quarry
#

otherwise the game has to do it on runtime and jpg is super crap quality

stone steeple
#

the quality is same but the file are smaller ?

full quarry
#

but also textures should not be distributed in a mission

#

thats just bad form

stone steeple
#

bad form?

full quarry
#

yeh

#

make a mod if you got that much data to share

stone steeple
#

we are a base arma server

#

no mods

full quarry
#

but youre not base arma server. you are distributing non base files through a mission

stone steeple
#

vanilla arma

#

no mods custom framework

full quarry
#

I give up

stone steeple
full quarry
#

do as you feel works I suppose

#

im guessing its a life mission thing

stone steeple
full quarry
#

and I dont really care about them

#

boss..

stone steeple
#

yeah owner

full quarry
#

ye life thing..

stone steeple
#

yeah

full quarry
#

anzus?

stone steeple
#

nah

#

anzus is modded

little remnant
#

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.

stone steeple
#

i'm saying the performance increases is outweigh by the optimized size of the mission file

knotty sparrow
#

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

full quarry
#

but could also be dayz rendering does something different with it blobdoggoshruggoogly

knotty sparrow
#

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

full quarry
#

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

rich dawn
#

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?

full quarry
rich dawn
rose minnow
#

Anyone here using Substance painter (1.6) having trouble saving/loading the project?

#

if I load it crashes

nocturne badge
#

i use obj seems to save the uv better some times it does freak out and freeze for me same as designer

rose minnow
#

i mean saving/loading the project as a whole

outer needle
#

any idea what can be upsetting this fresnel texture in my stage 6?

full quarry
#

whats the full line from the rvmat

outer needle
#
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

full quarry
#

might be simplest to nab the default one from the P:\a3\data_f\super_default.rvmat

outer needle
#
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

full quarry
#

ah yeah well it was a bit incomplete blobcatsweats

outer needle
#

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

full quarry
#

thats usually the case yes

mighty crest
#

@rose minnow - Nope, working fine for me.

#

I gather it is build 902, right?

rose minnow
#

Yup

#

Happens everytime i load

#

Doesnt matter of brand new clean project with no mesh

stoic tendon
#

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.

full quarry
#

dont think there are no

stoic tendon
#

sad, i will try to make one

zealous niche
stoic tendon
zealous niche
#

Burn Em redux

#

was the name

full quarry
#

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

stoic tendon
#

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.

floral seal
#

he lookin' mighty rad ^

mighty crest
#

@rose minnow On what OS? Windows 10 have you tried with and without UAC and turn off anti-virus, etc?

frosty pumice
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where can i find uniform texture templaters in .psd (photoshop) form? specifically CSAT uniforms

knotty sparrow
#

any reason why changing a texture of a weapon would mess with the muzzleflash?

knotty sparrow
lethal condor
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  1. The model is not done properly
  2. Your replacement is not done properly
    Since we don't know what is the situation we can't say much
lethal condor
knotty sparrow
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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

rose minnow
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win 10 indeed

frosty pumice
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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.

timid dome
frosty pumice
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hmm okay i will check it out

fickle forge
#

Hello guys please who can help me arma 3 mods

full quarry
brazen hatch
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What the best template on substance painter for arma 3 ?

soft silo
frozen blade
frosty pumice
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where can i find the nohq for the NATO/CSAT crew helmets?

vernal sage
frosty pumice
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alright thanks

brazen hatch
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i kind like it

south gazelle
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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

lethal condor
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What exactly you do? Terms of command

south gazelle
lethal condor
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Change 0 to 1

south gazelle
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ok i will try it thanks

#

it worked awesome

frosty pumice
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is there a faster way to find noHQ .paa textures? I know you can find the CO with the configviewer, but what about nohq?

lethal condor
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Most likely the same place with the CO

frosty pumice
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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

lethal condor
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a3\data_f\Vehicles\Turret_NOHQ.paa

frosty pumice
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got it, thanks

#

but theres no faster way other than having to find it yourself?

lethal condor
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You can check the rvmat

frosty pumice
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ahh

#

gotcha

upbeat cradle
#

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

rich dawn
#

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

Today, but popular request - I share a super quick and easy way to make your textures and image textures SHADELESS in Blender 2.8 Eevee !

If you'd like to help support my channel, please consider making a donation! It helps more than you know ✔ https://www.paypal.me/2kai

▶️ DOWNLOAD MY FREE "asTro" GFX PACK: (coming soon)

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✔ You...

▶ Play video
#

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.

full quarry
torn pilot
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Small question regarding texview 2. Is there a file size limit? If so, what is it?

full quarry
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have seen it open files of few 100mb

#

problems usually are not size

#

but wrong file format or save settings

#

@torn pilot

lethal condor
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And/or the resolution

full quarry
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👆

torn pilot
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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

lethal condor
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Bit depth? IIRC there're some problematic depth

full quarry
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needs to be 8bit/per channel

rich dawn
full quarry
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there is no such shader as far as I know at least. blobdoggoshruggoogly

rich dawn
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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

torn pilot
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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?

full quarry
torn pilot
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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

full quarry
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open it in image editor and save it again perhaps

#

gimp for example can tell and change bit depth

torn pilot
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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

severe rune
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i repacked Amples Camo pack to use for my unit
🤔

mint hare
#

You may:

  • Use the contents of this mods PBOs (textures, models) in your addon under the APL-SA license.
    though
severe rune
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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
mint hare
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i was trying to point towards "make your own mod (with or without APCACP dependency)" with too few words blobdoggoshruggoogly

shell rock
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"Repack" Was a poor choice of words

severe rune
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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

shell rock
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🤷‍♂️

waxen shoal
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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

waxen shoal
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might have just stumbled on it, noticed these are highlighting the hard edges, did our modeler goof somewhere?

zenith mulch
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should have read that through

dense peak
#

Hi. How can I automatically add scuffs on the corners?

livid knot
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@dense peak Look up "generators" in regards to substance painter on google

waxen shoal
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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

waxen shoal
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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

snow kelp
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Does anyone know if Firewill has a discord?

versed nacelle
snow kelp
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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

rose minnow
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ok it might have been that the mesh was 3ds

#

seems like obj gets saved and loaded fine :(

mighty crest
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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.

potent yoke
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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.

full quarry
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Unless server does not verify files