#arma3_texture

1 messages Β· Page 4 of 1

full quarry
#

Which would still cause errors to pop up

potent yoke
#

Damnnn…
Isn’t it possible to put a folder in the Addons folder, so that it replaces the standard texture?
If there’s a serverside check that doesn’t allow modded files, im sure i can make him remove the check

full quarry
#

No

outer needle
#

which are the textures I'm supposed to overlay over the diffuse (_co) to make the textures not look so plain?

I have my _as, _co, _nohq and _smdi correctly set upt but my textures looks incredibly bland.
Im assuming there is some sort of multiplication lack going on that makes the intensity of my shadow and roughness be super mild?

livid knot
#

Do you have an rvmat setup?

outer needle
#

yes

full quarry
outer needle
#

the textures setting is not complete, that why the handguard is untextured, but the rest of the weapon looks bland, way to bland. I understand that the export from susbtance to arma is not 1:1. We are using the moonie presets (https://github.com/MoonieFR/SubstanceToArma).

I read some suggestions about including normals and occlusion in the diffuse, but even doing so doesn't really changes the texture

full quarry
#

what rvmat type do you use?

outer needle
#

give me a moment for the rvmat

#

basic metal:

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=32;
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="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

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};
    };
};
#

ah

#

wait a second

#

perhaps its because of the renderFlag?

full quarry
#

yeeep

outer needle
#

LOL

full quarry
#

aaand all your other settings look a bit scuffed

#

maybe

#

and no reflection mapping

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aaand no normalmap is in use

outer needle
#

i do have them, this is my base rvmat, paths are assigned in each individual area/component

full quarry
#

Id recommend using the default_super.rvmat form a3\data_f\ as base

outer needle
#

yeah, i've been thinking of changing rvmat because the changes on textures even when visualized in the paa viewer are wildly different from what I have ingame

#

what about the co including the nohq and the as for faked depth?

#

is that ideal?

full quarry
#

some people like adding some shading to the _CO too and it can look nice

#

but Id reset your rvmat first and try again before doing such

outer needle
#

thanks, i shall try with the default_super rvmat

outer needle
full quarry
#

best results typically can be achieved by keeping the shader attributes mostly default and use the texxtures to modulate them

#

specularity and specular power are the ones most often altered for different material looks

waxen shoal
#

Does anyone know of a way I can correct the AO on the side rails and other small wonky areas on this rifle here? or if its an issue with the model/UV thats causing the AO to apply strangely?

quiet hedge
#

Any advice as to why my uniform is appearing very "glossy" for want of a better term?

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The trousers are fine as the rvmat for the top and bottom are the same (with the specifics changed, obvs)

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So it's gotta be the rvmat right?

full quarry
#

Yep

grizzled sky
#

anyone out there that is willing to work with a noob on something?

tropic crater
#

so i have this as a 64x64 png that I saved as a .paa from texview2

#

ingame it shows like this

#

what did I mess up

vernal fractal
tropic crater
#

i thought it had a tranparency setting. btw the project is set to 8bit. let me try tga. nope. still same

grizzled sky
#

I have some uniforms that someone was working on for me and we are stuck. Got some things done but now when we update it makes the uniform invisable. Just trying to add name tags to a garrison uniform.

lethal condor
tender storm
#

When packing PBOs for use with Addon Buiilder, it's copying all files over ect correctly, creating a texHeaders.bin file, however when loaded in game, it throws an error saying it is unable to find the textures

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Addon builder reports no problems with the packaging however.

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22:13:17 Warning Message: Picture \weapons\ui\icon_glock.paa not found

mint hare
#

PBO prefix strikes again. AFAIK by default Addon Builder uses the name of an Addon source directory as a prefix. So if your stuff was stored at D:\projects\arma3\mytotallyawesomemod, then prefix would be set to mytotallyawesomemod and D:\projects\arma3\mytotallyawesomemod\weapons\ui\icon_glock.paa would be accessible in-game by mytotallyawesomemod\weapons\ui\icon_glock.paa blobdoggoshruggoogly

outer needle
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^

tender storm
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so its stuck in tbb\weapons

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is there a way to stop that happening

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maybe use .\ ?

tender storm
#

Ok so I can't get around this. I've set the Prefix as suggested to be the project header - Vanguard

mint hare
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can you please post a screenshot of PBO contents in PBO manager?

full quarry
#

No P drive in use?

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(the tools are designed to be used with P drive...)

inner ingot
#

Oh facepalm Missing the DTSMDI / specular maps.

floral fiber
shell rock
#

Hash of C:\Users\olive\OneDrive\Desktop\Mod@TCamo Pack\addons\Tropentarn.pbo not loaded

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What does this MEAN

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Can't sign the PBO because of it

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Had to start from scratch 3 times, I've retextured shit, Remodeled, i've remade the mod, always comes up with this error

lethal condor
#

Not even sure if is a texture issue but which software you use to pack?

winged shuttle
#

I don't get how uploading to the workshop functions, can anyone explain it to me?

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I'd like to upload a texture for a patch and I'm using the publisher. I don't know which folder to designate as "Mod content", since whatever I pick gives me the same error

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This is probably something really dumb

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Still, I've created an "Addons" folder and put the .pbo texture in it in the hopes it would work, but nothing.

floral fiber
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show the mod structure

winged shuttle
winged shuttle
winged shuttle
#

Anything wrong with it?

floral fiber
#

you need to select the @insignia_addon folder not the addons folder of it

winged shuttle
#

Ahh, I see, thanks a lot :)

rocky spruce
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Hey im trying to preview a new texture i created on a test mission with this init MB setObjectTextureGlobal [0, "m114_co.paa"];

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but cant get it working, any ideas?

full quarry
rocky spruce
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Ive done it plently of times before with other textures, but this one just refuses

thin atlas
#

I am looking to create a 3d unit patch mod, I been looking at how S.O.G. Cdlc patches are done, and I see the file structure, but am unable to find a tutorial on how to implement the same for a standalone mod

#

I know I need an rvmat, nohq(normalmap) and the patch itself
but when it comes to creating scratch configs, I am unable to do so

full quarry
#

there is no such gear type

#

thats not how unit patches work

olive gale
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is there a way to make an AS file

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I have the nohq,smdi,co

olive gale
#

I searched for guides but nothing

livid knot
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Its a missile you're doing right? The as covers ambient shadows, your missile doesnt have many if any crevices and shouldnt have a ton of areas that arent shadowed, you might be ok not having one

full quarry
olive gale
#

I found a guide for photoshop and xnormal for the Ambient occlussion

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can I post it here to help people with their Ambient occlussions

pallid trail
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how do i put a custom patch on a helmet (from a modpack)?

versed nacelle
#

If the helmet supports custom textures for that area you can create a custom config to make a new version of that helmet with your own texture (= patch) on it. ~~Or run a script to modify it: https://community.bistudio.com/wiki/setObjectTexture~~

Alternatively you could take the full texture (when the above is not possible) and modify it to include your own texture with patch on it.

full quarry
versed nacelle
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true... totally forgot about that...

gloomy island
#

hey yall, do you know if soda cans from the base game can be used with hidden selections?

pallid trail
livid knot
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Terrains in arma use parallax occlusion mapping right? Is there any way to utilize this outside of just terrains? Maybe cheekily through an rvmat or something

livid knot
#

Darn, thankyou!

full quarry
#

Id suppose there areny really that many mysterios in "can something be done" anymore πŸ˜…

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doesnt hurt to ask though

livid knot
cyan mason
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Question regarding textures in A3: Am I doing something wrong with texture export or is this just how A3 deals with files? My photoshop files look way different then what's ending up ingame. Any suggestions? (can't add pictures unfortunately

full quarry
#

or upload to someplace like imgur and link here

#

without pictures your description unfortunately says very little

cyan mason
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I had to run out of the house for a bit so can post a picture in like 30 minutes. But for lack of better images: my png (and paa) is way darker ingame then in TexView.

full quarry
#

as in you have not set o2script path in the arma toolbox addon settings and it exports broken

cyan mason
#

I'm converting an existing modpack for visual, so maybe I'm doing something wrong there.

#

Basically repacking the mod, and something might go wrong there..

full quarry
#

thats not quite what you should be doing

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youre not supposed to pack up anyones work

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if you make retextures, you can only make them by hiddenselections

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and hiddenselections retexture mod only contains your new textures, your new config that refers to original mod and changes your new textures to the unit classes

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and then uses the original mod as a dependency

cyan mason
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To be honest, I'm not going to publish anything. I'm trying to teach myself how to do it and was looking at others on how they do it. Learn by example πŸ™‚ But maybe what you said is a better way anyway πŸ˜› Sorry if I did something horrible .. wasn't under the impression that doing it this way to learn a bit was doing a booboo

full quarry
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you are learning nothing from what you are doing right now so yes best to scrap that and start doing it the right way.

#

what you do even if you dont publish it, gets you booted out of here for beginning

cyan mason
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franctically deletes all of this ..

cyan mason
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My apologies then.

thin atlas
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@full quarry I have deleted all the files I had, and am willing to learn the right way, if you are willing to lend a hand to me

full quarry
# thin atlas <@150949769953411072> I have deleted all the files I had, and am willing to lear...

https://www.youtube.com/watch?v=qZoI7f0ApSI this might work as starting point

Welcome to my Arma 3 tutorial series where I show you all the basics required to start creating your very own Arma 3 mods, from retexturing existing game assets to importing and implementing new ones.

Project Files Download:
https://drive.google.com/file/d/0B6voDxYIREkgQ2I4VXdubkN6VG8/view?usp=sharing&resourcekey=0--WkZzElEp_FzlbE1Nqqhog

Elite...

β–Ά Play video
thin atlas
#

thanks homie

full quarry
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well the pbo manager part is a bit boop. but the retexturing part seemed ok at quick look

thin atlas
#

right, and the end goal is to learn how to create a config that uses the results from the tutorial to create an arm patch mod that looks beveled like the ones in the cdlc

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because currently, my patches are pretty crappy honestly, they suffer from the glitchy texture problem, that actually the clotheslines outside the old man house has

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They look like they have a radial fuzz from gzdoom on them

gloomy island
gloomy island
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or if anyone can explain how to check

lethal condor
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Check in Config Viewer

vernal sage
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Probably best for you to just make your own model since BI didn't bother setting up hiddenSelections for them. Either way, they're not super complex models since Eliteness shows that the cans don't even have more than 1x LOD (other than shadows+geo).

thorny tusk
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I'm new to arma 3 Modding, I have managed so far just based on loose information gathered around old forums to make a reskin mod for the vanilla van. I am having trouble getting the texture to apply to the vehicle, seems to not have the correct path to the paa file, if any one has advice I am more than ready to listen. (reposting this here because it seems more appropriate)
Honestly i'm pretty much clueless with this and I do need assistance and a lot of practice.

silver adder
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anyone use Knald?

severe lark
mint hare
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P:(pboprefix)(rest of the path)

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pbo name means nothing, really

full quarry
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No P: in any game paths

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P: Does not exist for the game

mint hare
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well, unpacked game data would end up in P:

waxen heron
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Yep, but the unpacked data is in the a3 folder, which is recognized by the game.

mint hare
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eh, no? I don't think the game touches P: drive at all?

waxen heron
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When you set an a3/[...] texture path or anything like that, it's well recognized and works.

The P: disk contains the game files in the same organization as they are originally, so ... yes, the disk itself doesn't exist for the game, but its content does (well, the content that comes from the game ofc)

severe lark
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all of my paths include "P:" though... so how the hecc does it work then

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well not all

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but my texture paths do

waxen heron
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Maybe the packing process overwrite the path ?

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idk

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In Object Builder do you have setup the texture path in options ?

severe lark
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I'm using the Blender arma toolbox, but yeah I set up the texture paths in there

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And the only way I've gotten it to work is by including the "P:", it didn't work otherwise

waxen heron
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weird

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Well, if it works, why not

severe lark
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Yeah

waxen heron
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As the saying goes, "if it works, don't touch it again" x)

full quarry
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If you have P: in toolbox it does remove it on P3d export. But if you have P in P3d that is a nono

severe lark
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Gotcha, makes sense

thorny tusk
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the mod seems to be working well, the other issue i'm having is my texture is not the one that gets slapped on the van when spawning it

rigid spindle
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Is there a good like, list of default RVmats I can try assigning to this / look at a comparison image of

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It's a userTexture item with just a black texture on it, but you can see the sky and trees through it

rigid spindle
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mmk. I'm not sure quite what property is making it see-through to the shaders and such

waxen shoal
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just finished a big texture overhaul for the studio I joined last month, and they hit entirely different now πŸ”₯

full quarry
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Neat

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hug_dscha1 level up

rigid spindle
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.....Are there any built-in RVmats that actually block the sun instead of letting it shine through slightly

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like I'm standing behind this default-material object and I can still see the sun's corona

rigid spindle
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It's just black

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but I assume 0,0,0,0 would be transparent instead of More Black

full quarry
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As far as I can tell that should be transparent surface. Off the top of my head don't have a clue why it don't work for you

rigid spindle
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I think I need to use #rgb instead of #rgba ?

full quarry
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I'd use a texture as a basic surface cover. I find that more reliable.

full quarry
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I've used videos similar to that to figure out some hard to see details. They can be very useful

frozen blade
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@rose minnow does

silver adder
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i try to use it to replace xnormal, but i load up high poly, low poly and a cage then preview, the textures are all flat, bake the same results

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using triangulated fbx files, the low poly loads fine in the 3d preview

dapper grail
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SMDI or RVMAT issue?

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If SMDI here's what I tried or know I can do:
-Base : Emit bake, inverted roughness bake, or greyscaled _co.
-Overlay on pink layer, or play with color channels.
-Use the tex2view specular map finish filter.

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If RVMAT:
-Specular issue?

dapper grail
full quarry
dapper grail
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It's not meant to be that different from the rest.

full quarry
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Could be normalmap issue the tail seems to shade different in sunlight too.

dapper grail
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Ook.

dapper grail
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Hmmmm.

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I will try exporting larger textures today and see if that makes things better.

full quarry
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What does yourr normalmap look like?

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And make sure you don't have inverted faces on the model

dapper grail
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If it's cursed I'm sorry, but I use premade blender mats, export them separately and then combine them in gimp πŸ’€.

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And yes these are 1024 x 1024 textures for now.

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UV map is quite small so details look funky.

full quarry
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This seems alright.

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I was expecting inverted surface (all green)

lethal condor
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Maybe it doesn't have o2script?

dapper grail
lethal condor
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Aka you may have exported it wrongly. How does it look in OB?

dapper grail
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Looks fine to me.

lethal condor
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Hmm looks fine. Although you want to have a smooth edge, but whatever

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Just in case - how does it look when no light source nearby in night?

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It might just reflects the light too much

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Also your rvmats, please

dapper grail
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class StageTI { texture="a3\data_f\default_vehicle_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.1,0.1,0.1,1}; specularPower=30; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ModelTesting\Elephant\data\ER_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)"; uvSource="tex"; class uvTransform { aside[]={1,1,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,mc)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="ModelTesting\Elephant\data\ER_AS.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,1}; }; }; class Stage5 { texture="ModelTesting\Elephant\data\ER_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(0.4,0.2)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; };

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Rvmat.

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Will get night pics 1 sec.

lethal condor
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specular[]={0.5,0.5,0.5,1}; this maybe too much

dapper grail
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K, will reduce by half.

lethal condor
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Maybe 0.1 is enough

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But you'll see

dapper grail
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After lowering spec to 0.15.

lethal condor
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Hmm πŸ€”

dapper grail
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SMDI issue?

lethal condor
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Maybe. How it looks and where are the problematic part of the smdi?

dapper grail
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This is the one I'm using rn. greyscale _co with the tex2view specularmapfinish filter.

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I also used several other methods.

lethal condor
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Blur parts are them I guess?

dapper grail
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Yes blueish parts on the upper right corner.

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Other parts are the same color but don't have the issue though πŸ˜΅β€πŸ’«.

lethal condor
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Bottom left are the tip of the warhead I'd assume?

dapper grail
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Yes.

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Fins are in the middle.

lethal condor
dapper grail
lethal condor
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I've just realized the typo πŸ˜“

dapper grail
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It's fine.

lethal condor
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So, let's say, if you make the smdi solid color? e.g.#(argb,8,8,3)color(1,0.5,0.5,1,smdi)

dapper grail
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Ok.

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Hmmm, so back to it being a normal map issue.

lethal condor
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Is this... solid smdi?

dapper grail
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Yes.

lethal condor
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Strange

dapper grail
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I think I will repack UV and try again. I had a similar issue and it was because they UV was too small so the details were pixelized.

full quarry
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I'd say it's combination of wrong smdi and all sharp edges

dapper grail
full quarry
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1but you have not fixed the edges

dapper grail
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Sharp is for shadow lods.

full quarry
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Sharp can be used but as you can see from close up, it shades all edges sharp. The ones that are supposed to be smooth/round too.

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Only edges that are supposed to be shat should be set as sharp

rose minnow
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knald very sensitive to coords

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always make sure you reset xform just before exporting and i use obj for both hp and lp

silver adder
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will give it a shot

dapper grail
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I can confirm it was a normal map problem.

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Spoke too soon.

formal vigil
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anyone know how to put textures from arma 2 into blender? or convert them into png/tga?

dapper grail
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Just use tex2view.

formal vigil
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does it let me convert it into png/tga?

dapper grail
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Yes.

formal vigil
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what really?

dapper grail
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That's how I convert pngs to paa and tga and viceversa.

formal vigil
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no im on about from arma 2 to png

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from RVMAT -----> png

dapper grail
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Lol.

formal vigil
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or any textures

dapper grail
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That's not how that works. You convert from paa to png. Rvmats are not images they are text files.

formal vigil
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i want the BAF textures

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do i need dlc or base game

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or both

formal vigil
#

making videos of characters

dapper grail
# formal vigil or both

Neither, Arma 2 data packs exist, but not sure if you can use them in your context due to licensing.

formal vigil
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hmmm

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ok

full quarry
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The datapacks exist only for use withing Arma

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using them for rendering is not included in that

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this is the texture MAKERS channel not tht texture TAKERS channel

full quarry
#

@formal vigil?

dapper grail
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Moving the light source creates different artifacts, so the issue is not limited to a certain part of the rocket.

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New SMDI and NOHQ.

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Next solution : get substance painter πŸ’€.

mint hare
#

and how does your .rvmat look?

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also dat epic TexView speed πŸ’€

grizzled sky
#

Trying to see if anyone can help me understand why when we update a uniform now, it makes it invisible.

grizzled sky
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So we were adding a nametag to a garrison uniform. And when saved it went invisible

full quarry
#

How are you adding a name tag

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and whats a garrison uniform

thorny tusk
#

what is an rvmat exactly?

lethal condor
#

Real Virtuality Material - RVMAT is a material file that define how it looks of an object

mint hare
#

what shader to use, configuration values for that shader, some bullet penetration specifics...

thorny tusk
#

how would I go about adding glass and wheels to a custom vehicle? currently they are missing on my mod.

full quarry
#

Same way any other modeling/texturing is made

thorny tusk
#

so i'm guessing i'm seriously missing something then.

full quarry
#

No idea how you managed to do that.

#

Well probably missing hiddenselections

#

Or maybe damage/hit point config

thorny tusk
#

it was working in testing on my pc but the workshop version is cleary missing something πŸ˜„

#

textures[] = {"Norm_Van\Data\Textures\normalVan_co.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};

#

would it be something like this?

full quarry
#

Perhaps

thorny tusk
#

okay i'll try this

plain blade
#

i need a new paint job done to my ww2 planes and tanks im 65 yrs old so i cant spell or type well so i need to voice chat pls can someone help me tyvm

flint badge
#

how i can get typhoon medical texture? to reskin? i could not find but theres p3d but i am noob as im new to this

full quarry
#

but also what is typhoon?

flint badge
#

Tempest***

#

@full quarry this vic

#

but medical verison

full quarry
#

you would either use scripting commands ot draw said texture on screen for screenshotting or you extract the pbo the texture is in as .paa and resave that as .png or .tga for editing in image editor

flint badge
#

aye i found the pbo but only can extract cargo, ammo, covered and fuel into png from paa via txtview2

#

there is medical version and repair vehicle version aswell BUT issue is they in P3D

#

since you say we cant do anything to P3D files

full quarry
#

they are always separate paa files

#

you are possibly looking into wrong place then

#

check the paths in the in game config viewer and the medical versions hiddenselection textures

flint badge
#

thank i will look

#

game config viewer ? is it ingame config to enable hiddenselection or?

#

hiddenSelectionsTextures[] = {"\A3\Soft_F_Exp\Truck_03\Data\Truck_03_ext01_ghex_CO.paa","\A3\Soft_F_Exp\Truck_03\Data\Truck_03_ext02_ghex_CO.paa","\A3\Soft_F_Exp\Truck_03\Data\Truck_03_cargo_ghex_CO.paa","\A3\Soft_F_Exp\Truck_03\Data\Truck_03_cover_ghex_CO.paa"};

full quarry
#

Well if the symbol or texture you are after is not part of hiddenSelections then it cant be retextured

thorny tusk
#

@full quarry thanks, the hiddenSelections was what I needed πŸ˜„

tender swan
#

Hello, why do I have my texture shifted? THANKS

full quarry
tender swan
#

What is that ? I'm a newbie

#

Sorry

full quarry
tender swan
#

Sketchup

#

I do'nt understand

full quarry
#

you will have a lot easier time if you learn proper 3d modeling program like blender

tender swan
#

thank you, i will improve on blender

sudden hatch
#

Hello, I'm working on a building on blender, but I'm a bit lost with the texturing process, mainly to transfer correctly the texture to arma III. I check the game pbo and I see multiple set of texture that I don't understand all of this work, I look at the wiki page from mondkalb but I'm still a bit lost. For example I see (looking at the livonian military barrack) a color file that seems to be a seamless texture but there is also a color map with the uv unfold how does the two combine I don't see it in the rvmat file ?

full quarry
#

multimaterial rvmat uses 2 uv sets, one for single uv space textures (MASK, AO, MC) and then second uvset for tiling texture alignment the 4 colors of the mask texture get replaced with the same rvmat defined tiling textures

sudden hatch
#

Thank you for the reply, if I have a simple shed for example with texture for door/window/wall+roof/floor, I need to export from blender an image with all the geometry unwrap, put it in gimp add some color (I'm limited to 4 ?) for each material and add the seamless textures to the addon folder also and link the two with rvmat file ?

#

but what is AO and MC ?

#

In the livonian barrack data, I saw a CO file with the low res bake texture from the model, what it is for ?

full quarry
#

HorribleTip of the Day:

multimaterial rvmat uses 2 uv sets, one for single uv space textures (MASK, AO, MC) and then second uvset for tiling texture alignment the 4 colors of the mask texture get replaced with the same rvmat defined tiling textures

This sample blend contains an example on how multimaterial can be represented and live painted straight in Blender.

full quarry
#

@sudden hatch you can also try this πŸ‘†

sudden hatch
#

thank you very much, it's really helpfull, for the mask we are limited to 4 color?

#

For the SMDI and MC Map does it is the same as normal and height map ?

#

What is AO ? I see AS and NO in the wiki page and there is no clear definition.

full quarry
#

if needed

full quarry
blissful knot
#

What is the rgb value (the 0-255 values) for blufor, opfor, and indfor?

lethal condor
#

It can be changed dynamically

rigid spindle
#

So, the "User Texture" items are really nice, but if I have say, transparent writing on there, how can I make that writing shiny? Is that where using an RVMAT comes in?

manic mulch
#

hey guys, i was wondering something. Is it possible to change the ground textures of a terrain?
Like for example, replacing Altis textures with highres ones.

full quarry
#

for example high res ground textures give very little value in this game

#

most of the time they are hidden by clutter

#

and they would likely eat frames too

rigid spindle
#

So, is there a way to make a texture reflect zero light but have the non-black parts of it emit light

#

or well

#

have it just visible even when it's dark, like for a fake "night sky" skybox

full quarry
#

its usually easier to answer the specific case

#

especially when someone wants to make something "weird"

rigid spindle
#

so I'm using UserTexture objects to show these (converted to paa)

#

So naturally, the void should not reflect their flashlights

#

but should be visible without them, even at night

#

I'm therefore pondering how to make an RVMAT that does this

#

or if it's even possible

full quarry
#

you can make it emissive at least that could solve it

rigid spindle
#

Yeah, that sounds right.

#

I just didn't know if you could make it emissive at all.

#

or rather, if "emissive" meant what I thought

manic mulch
#

First try doing a texture (as well as a addon) for arma.

#

I upscaled the gdt_dirt texture with AI to 4k, and replaced the beach texture with it.

#

For some reason, it doesn't seem like the normal map is working.

manic mulch
#

Seeing a tutorial, i understand that i need to combine a heightmap with a normalmap.
But how should this be done?

lethal condor
#

AI upscaling normal? I think it can be done by doing RGB separately and combine later

manic mulch
#

the normal was done above the diffuse map

#

so i have the diffuse map (the basic color texture), the normal map, and a height map

azure matrix
#

Is it necessary to use a low poly and a high poly version of an object to create a proper texture in substance painter? im trying it the first time and my curvature map is feeling like shit, all cylindrical objects are complete white on the curvature map. I just only have a low poly model, is there a workaround or do I also need a high poly mesh?

manic mulch
#

still no luck on getting the heightmap to work

floral seal
manic mulch
#

finally got NOPX to work.
BUT... for some reason i got this strange darkening when too near of the texture.
Does someone knows the cause of it?

full quarry
#

I dont think body texture should have alpha either πŸ€” why does it?

full quarry
#

or something went wrong with the nopx

floral seal
#

oh, i fixed it with alphatest32

near warren
#

Do you think this looks kinda like it could already be in game for something on the display?

#

oh maybe a little too detailed for the game's icons

#

Ok not quite x3

stable swallow
strange lodge
#

so im trying out the PMC tortorial and im getting this message

full quarry
#

You most likely did not do the P drive setup as its told in the beginning

strange lodge
#

I have retraced my steps multiple times but the only thing i can figure is my mapdisk is not right

#

Quote from the page

Use this for β€œmapdisk.bat”:

subst p: /d
subst p: "c:\arma3work"

Replace β€œc:\arma3work” directory to where you want to keep your work drive.

#

I cant figure out what they mean by saying "work drive"

#

is that where arma3work folder is located? or is it the p drive where buldozer folders are located?

#

I will also say that both my arma3 and arma3 tools are in my d drive. does this effect it?

full quarry
#

its the folder you want to use as "arma work drive"

#

work drive being the virtual P drive

#

once you mount it

full quarry
#

but dont put the subst folder under tools or arma 3

strange lodge
#

what does "subst p: /d" mean?

full quarry
#

you can find subst command documentation online if you want to learn more about it

strange lodge
#

got ya

#

I think I figured it out

#

when I downloaded the Arma3P, DeOgg, DePbo, etc files, I put them into the C file folder. not the P drive

full quarry
#

no they dont belong to P drive

#

they install on C by default and belong there

#

@strange lodge no need to do anything what the tutorial does not say

strange lodge
#

It worked when I did it

full quarry
#

well you did something else then. they do not belong into the P drive

stable swallow
# strange lodge I think I figured it out

The P Drive is basically your Virtual Arma 3. This means you can see the model you import how it would look like ingame. Rvmats, Textures, model proxies if you split one model up in seperate pieces.

So its basically you see how its in Arma without beeing in Arma

strange lodge
#

Got ya

#

I was able to make a pbo for it and tomorrow I'm gonna try to figure out how to put it into arma editor

#

As time consuming it is, I would say that most of my time was retracing steps and figuring out what I did wrong

#

It took me a while to realize I misspelled a .cpp file as a .ccp file

full quarry
#

πŸ‘

#

it is a process

manic mulch
#

is there someway to replace the terrain textures (and the MidDetailTexture) on the fly, while ingame?
While working in the MidDetailTexture, i noticed how much that texture can change the whole map atmosphere. Being able to change it on the fly could led to some interesting mod possibilities (my idea would be to create a rainy atmosphere, where the textures look soaked)

full quarry
#

you are not the first one to explore wet surfaces like that

#

but its not possible

manic mulch
#

ok. thank you

rigid spindle
#

Uh, with RVMats, what's the maximum amount a thing can glow?

#

currently I have ```sqf
ambient[]={2,2,2,1};
diffuse[]={0,0,0,0};
forcedDiffuse[]={0,0,0,0};
emmisive[]={4,4,4,2};
specular[]={1,1,1,1};
specularPower=550;
PixelShaderID="Normal";
VertexShaderID="Basic";
fogMode="none";
class StageTI
{
texture="a3\data_f\default_vehicle_ti_ca.paa";
};

#

but I think maybe 550 isn't doing anything

rigid spindle
#

and like, it doesn't say precisely how far you can take emissive or what the variables actually do in it

#

like is 2 better than 1 for alpha? I don't know

full quarry
#

The more rgb you put the more it emmits

#

lights are in the 500-1000 range often

rigid spindle
#

Hmmm

#

I think I've got some very good results with sqf ambient[]={2,2,2,1}; diffuse[]={0,0,0,0}; forcedDiffuse[]={0,0,0,0}; emmisive[]={5,5,5,1}; specular[]={0,0,0,1}; specularPower=40; PixelShaderID="Normal"; VertexShaderID="Basic"; mainLight="Stars" fogMode="none"; class StageTI { texture="a3\data_f\default_vehicle_ti_ca.paa"; };

#

I had no idea raising it up would make it glitchy

#

that said, I'm very happy with it

silver adder
#

Yeah it turns out that it doesnt like my FBX files, not sure if it is just a year thing, i didnt try setting 3dsmax export to older formats, 2010 etc. but it doesnt like my 2014 fbx's........OBJ works fine

severe rune
#

It shouldn't make it glitchy

#

I have a thing with emissive of like.. 100 or so and it's fine

young patio
#

so ive recently baked my normal maps onto my model but when i try and move it into Tex2View i get slapped with this error

#

problem is its a generic error code and i dont know why its giving me that error.

Things ive tried:
Saving the image from Blender to a JPG, then Converting it to a PNG in GIMP (no success)
Saving the image as a copy (no success)
Saving the image as a render (no success)
Saving the image with the _NO file extension (no success)

#

Never mind figured it out i added an alpha channel in GIMP and seemed to fix it

full quarry
#

however alpha channel is unnesessary in normalmap so that is just modly bandaid instead of a real fix

young patio
teal charm
#

How do I add textures for two different materials

#

Two different texture selection materials

#

I'm trying to add it to the rvmat correctly

#

Is this the same as multimaterial ?

full quarry
lethal condor
#
  1. Path actually may be incorrect
  2. Bit depth is wrong maybe
  3. Also how do you debug?
livid knot
#

I want to double check im in the clear here (pretty sure I am since how else do retextures work) but am I allowed to take a vanilla paa file, edit it, and upload it to the workshop?

sudden hatch
#

@full quarry Hello, sorry to bother you, you send me a blend example (Horgo) for texturing and I'm a bit lost (or totally :/). Does this example make the MASK file or does it just extract the mask file info (colors) to put texture on the right place ?

#

I would like to know if anybody work directly with blender in order to create the texture map instead of using substance painter.

full quarry
#

and teh example is set up so that you can paint the mask and save it out

sudden hatch
#

Sorry to bother, I'm slowly learning the texturing.
I don't really understand the workflow.

When you can paint the mask, you mean manually with the texture paint or there is a macro that does it I'm a bit confused.

full quarry
#

for any automation you will have to create your own procedural nodes

#

you will need to do basic texturing tutorials and learn hoiw it works before the example is of any use to you

sudden hatch
#

I know how to basically texture on blender using the node editor, but I'm not sure how it correlate with the MASK texture for arma.

So in the example if I understand it well, you take the Mask image (that you made yourself) and with the node editor you're seperating the color (RGB value) to assign to each node of texture map, you're mixing each color one by one but what the macro is for at the end ?

#

I try to reproduce your example but all I got applied is the MAsk texture and not the individual texture by itself. I use to create a material for each set of texture, but in your example I see only two one for exterior and one for interior.

full quarry
#

the node setup is just a preview of what it could look like in game

#

the mask is the only thing really important

#

it mimics the behavior of a multimaterial RVMAT

sudden hatch
#

Ok so all the node editor stuff in the example doesn't really matter for the export to arma 3.

Can you tell me what is your workflow from UV unwrap to export to arma 3 ?

Do you create a material for each texture, what I don't understand is how the information will translate from blender to arma ( I mean the streching of the texture).

full quarry
#

Id recommend forgetting Arma for a while and just looking up unwrapping and texture baking to understand how the basics work first

#

after that it is easier to understand how it works in Arma

manic mulch
#

doing some tests with midrange textures.

manic mulch
fervent wagon
#

Idk if this is the right channel to ask but can someone help me out make a skin for a plane?

#

Or does anyone have a tutorial for it

lethal condor
fervent wagon
#

Thank u

#

I’d also like to learn it seems easy

#

I hope πŸ’€

manic mulch
#

is there something like a reflection texture for objects like the water spill?

manic mulch
full quarry
#

then no dont think anything can be done about that

#

it already has a bit of specular reflection since it shines blue from the sky

manic mulch
#

is there a global value for specular reflection that can be changed?

lethal condor
#

rvmat thing

mossy estuary
#

So I make a model in blender, i make a custom texture and have a uv map in blender. When I import the model into arma how do I take the texture with it? Does the texture just stay as part of it?

livid knot
#

You have to assign it to the selection

full quarry
heady trout
#

Hey, I’m not new to Arma but I’m new to making textures does anyone know how to put textures on objects like on Computers, TVs, and billboards.

dawn bough
#

And some of the billboards have attribute value in attributes (Eden editor - RMB - Attributes - last line of attributes) where you can add your own img

heady trout
#

Ok I’ve been using setObjectTexture but it comes up with an error Init: Missing;

full quarry
heady trout
#

We fixed it the scripting chat

wary mortar
#

So, in Blender, I'm trying to use a HDRI image for baking the AO texture map for my object, but I'm worried I'm missing something.
I set up the HDRI in the world properties, as an environmental texture. Here's the nodes:

#

I can see the HDRI when I go on material preview mode, but not on Render. I've tried everything I've found online, double-checked the set up, and everything at least as far as I can tell.
When I baked the AO texture map, it looked exactly the same as before I set up the HDRI. I'm not sure where I'm going wrong.

#

--I opened up a brand-new blender file, and did the exact same HDRI setup process, and it worked just fine there, so not sure what's going on.

#

I'd love any help from y'all.

wary mortar
#

Anyone?

zenith mulch
#

You might be in eevee

full quarry
#

eevee has no baking option so has to be cycles

wary mortar
#

I was in Cycles. For whatever reason, my HDRI wasn't showing up, or helping for the AO bake.
I solved by just copy-pasting my res1 model into a brand-new project in Blender. Bake came out well.

#

I do have a question about textures in Buldozer, the OB preview. How accurate is Buldozer for how the textures look in-game?

#

(I assume it's fairly good, but figured I'd ask).

#

My model preview is coming out very shiny, and I'm not sure how accurate that'll be. I should probably reduce the Specular power in the rvmat, and mess with some of the values of the smdi, no?

full quarry
wary mortar
#

(I took a redeye flight and am waiting for my next flight so mind is groggy, in case I missed something obvious)

full quarry
#

Should be it. But sometimes buldozer wants to read the config from Arma3 folder and you might need to rename the bin.pbo from arma3\dta\ temporarily to get the buldozrt to recognize the config on P

midnight crown
#

Is there a way to make camouflaged texture solid green?

tropic crater
#

aka, a good amount of work ahead

bronze crypt
#

I use gimp, idk if you can do it better with photoshop or sometbing

#

Something

mighty crest
#

Allows to go from 3dsmax directly to substance painter.

near warren
#

I have some how managed to break my object in game-
Messing with textures, loading into the senario by mistake and then the model in game was invisible, even when placing new of the objects and in new missions. Commands showed material was correctly made to be default. Other versions of the objects worked fine. (8x8 variant wasn't working but a 4x4 was)

#

I am attempting to restart the game to fix, but- yes

#

like, working, load into the game, exit to editor, not working. No matter the texture, material. So- interesting

#

hmm- maybe it cached a material but it was made incorrectly, so it was breaking just that object?

#

restart fixed it, it seems. Also, is this the right channel for material questions?

gloomy patrol
#

is anyone able to simplify the textures or geometry of some large assets for me? im looking to reduce asset costs

full quarry
full quarry
#

Though I'd advice just simply not using some random models from interwebs since making them game compatible is usually a nightmare.

gloomy patrol
#

i am mildly capable i might be able to create my own textures or models

#

ill see if it can import blender

wary mortar
sonic dagger
#

Hello ! Do you know where I can find D3S's templates ? They don't seem to be available anywhere

golden lotus
#

Hey everyone πŸ‘‹ I’m trying my first crack at creating a custom vehicle texture. I want to create a custom skin for the Flatbed HEMTT. Can someone please tell me where I can find the texture image for the outside of the truck? I want to create a Flatbed HEMTT

lethal condor
#

outside of the truck
What do you mean? The entire exterior textures?

golden lotus
#

Just the skin. Sorry

#

Outside skin

lethal condor
#

I wanted an answer in yes or no

golden lotus
#

Yes

lethal condor
#

a3\soft_f_enoch\Truck_01\Data\Truck_01_cargo_CO.paa should be it

golden lotus
#

Thank you

golden lotus
#

Anyone want to make a bit of money? I dont got much to offer but I really want a custom IDAP skin for the flatbed HEMTT and I cant find a template to edit anywhere. I could paypall or Zelle someone if they helped me make an IDAP HEMTT Texture. I tried watching youtube and finding the texture file. Its just not working

lethal condor
#

Before asking someone to make one elaborating

Its just not working
is a wise choice

golden lotus
#

I just dont know what im doing. Ive done vehicle skins in other games. I cant fint the Hemtt flatbed outer texture image.

lethal condor
#

That tells me nothing

golden lotus
#

I went to that file location and found the file but when I decompress it it is giving me an error message and showing no texture

lethal condor
#

Okay, in case you don't know what troubleshooting 101:

  • Tell what you've done, with what software, what config, what code etc
  • Tell what error it gave you, exactly, word to word
golden lotus
#

I got the PBO Manager and I opened up soft_f_enoch.pbo and followed the path you gave me. I attempted to open Truck_01_cargo_CO.paa in gimp and paint.net and both couldnt open the texture

lethal condor
#

PAA is not a regular image file, only Arma compatible one

#

You need convert with some software like TexView2

golden lotus
#

Ok. Ill try that. Thanks very much

full quarry
#

texview is part of arma 3 tools package on steam

near warren
#

for testing, if ya don't need transparency, ya can use a jpg and set hidden selection texture in a single player mission

#

Also, texview, ya can save as, select file type to all, then put '.png' at the end and it will convert from paa to png.

#

Question, is "send to... Pal2PacE" there for everyone? Or did I manager to do this somehow without realizing it xD

bright dust
#

Hi, any ideas why when making a texture 2048x1024 still cuts some of my image off on either side?

bright dust
full quarry
#

the mesh is likely not unwrapped to cover the whole texture space

bright dust
#

Never had an issue before, usually just goes straight on but with this size im having that issue where it cuts some off

#

ahh

#

is there a way to do that in object builder?

full quarry
#

not really any guides around on how to use that

#

unless BI wiki had some?

#

dont rember anymore

lethal condor
#

You never should edit your mesh in OB by any means

full quarry
#

true πŸ˜„

bright dust
lethal condor
#

You must only done your very, very final touch

full quarry
#

though I still know people who do all their modeling in OB xD Crazy people

bright dust
#

if so, it still does the same thing and cuts some off

bright dust
full quarry
#

do you have multiple uvsets in the uv editor?

#

would be tabs right under the top toolbar

bright dust
#

FUCK MY LIFE

#

about 5hrs of my life wasted cause of that!

lethal condor
#

More like you should curse Arma or RV engine

bright dust
#

legend, thank you

#

haha yea

onyx sequoia
#

That's funny
Illegal/dead textures

onyx sequoia
full quarry
#

sure

#

and I've done a lot of stuff in there back in the day

#

and can not recommend it xD

onyx sequoia
#

🐸

lethal condor
#

It works is not always ideal

full quarry
#

yes

#

more modern programs have a lot more tools

onyx sequoia
#

The macro is nice

onyx sequoia
#

So dirty

#

πŸ˜‰

real torrent
#

damn right

lethal condor
#

Urm... is this in Blender?

real torrent
#

Substance Painter, why

lethal condor
#

This is a violation of Arma 3 EULA 3. A.

3. End User's Obligations

A. As a Subject to the Grant of License herein above, you may not, in whole or in part, copy, duplicate, reproduce, translate, reverse-engineer, modify, disassemble, decompile, derive source code, create derivative works based on the Program, remove any proprietary notices or labels from the Program or otherwise modify the Program without the prior written consent of the Licensor.

real torrent
#

damn

severe rune
#

If you do things in private, for yourself, don't show anyone and don't tell anyone and don't share any of the violating content with ANYONE. We don't care.
But anything else will very quickly get you banned and may get your mods banned too.

frozen jolt
#

for any OPTRE users i need some help, does anybody know how to retexture the WHOLE transport hog. for some reason I can only change the back of the warthog but not the front

#

this is the transport hog PNG and its just the back, if anybody knows where i can find the front of this pls let me know

neat cape
deft bolt
#

What's the difference between SMDI and DTSMDI? Ive been looking through the a3 folder for multimaterial references and wiki is no help

sage copper
#

A DTSMDI is an SMDI, but with a detail map in the red channel

deft bolt
#

So just a _co texture in red?

sage copper
twin bane
frozen blade
#

would be nice to pay a few bucks to the lad

twin bane
#

^^ i did :)

mighty crest
#

+1

golden lotus
#

Hello again. By any chance can someone tell me where the PAA file is for the Default Offroad Comms truck? I’m guessing it’s multiple textures like the HEMTT. I need the camper shell texture file location. if anyone could point me in the right direction I would really appreciate it.

full quarry
golden lotus
golden lotus
frozen blade
#

πŸ‘

jovial urchin
#

https://ibb.co/DzG1Xfw

Hi everyone,
I'm trying to reskin a base model from the game, to make it into a French firefighter outfit.
The problem is that the "residues" of the nohq from the old texture persist. Is there a way to correct this?

Image noqhpersist hosted in ImgBB

young patio
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howdy people so ive a question for you all How do i make my textures look "nicer"

right now they look for a PS1 game but im missing out on how to add in the other bits that make em look nice things like normal maps, AO maps etc
i have no idea how to add these to my textures in game. ive got them made up the programme i use for my textures "Quixel Mixer" allows me to make normals, AO maps, Displacement, Gloss, Metallic etc a whole host of options but none of that matters
because i cant get it to translate to ARMA 3.

i thought i figured out how to add in normals the other day and succesfully baked a HP to a LP moustache so i thought but when i imported it in game it was just a low poly brown smudge on a guys top lip.

ill be honest i know im not great a texturing but thats mainly because theres not much info out there on how to do the textures/make textures look nice like i can follow as many texturing tutorials online and i can make great set pieces in blender but that doesnt matter when you try to export it to ARMA 3.

so any help would be greatly appreciated folks. cheers.

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examples of the sort of textures that quixel makes below:

lethal condor
jovial urchin
placid panther
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does anyone know why this is happening

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I unpacked the CUP PAA for the uniforms, replaced a single uniform texture with my own and repacked it and now it's done this

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when I try to apply any uniform from that PAA to a soldier, it just turns them invisible

lethal condor
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How do you "unpack", "replace", "repack"?

placid panther
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through pbo manager 'extract to'

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then I replaced this with my own texture

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exact same dimensions

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repackaged it through this then replaced the original file

lethal condor
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That definitely is not the proper way to make a Mod, like, generally

placid panther
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then as shown in the last image everything from that file just becomes invisible in-game now

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i'm not making a public mod just retexturing for personal use

lethal condor
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It doesn't matter

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You cannot expect to work

placid panther
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how am I supposed to retexture uniforms then? I don't want to create a whole separate mod because it takes like 1000 lines of code

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the video I watched literally does it exactly how I did there and it works fine

lethal condor
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Then forget that video and unsub and vote negatively. That is a way to mess anything

placid panther
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how do I do it properly then?

lethal condor
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  1. Pick a PAA (s) to retexture not entire data
  2. Modify the textures
  3. Apply via a config
  4. Using a software other than PBOManager to pack it into PBO, and make into a Mod
placid panther
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what's wrong with pbo manager? and also how do I make a config? There isn't one in CUP

lethal condor
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PBOManager can break anything silently. You at least should use the one from Arma 3 Tools

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And every Mods have config. If you say CUP doesn't have one, it is simply wrong or misunderstanding

placid panther
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where is the config?

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it's not in the files

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it's not here

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or in the other two folders

lethal condor
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It is in the pbos not there

placid panther
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i see

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what do i have to change in there

lethal condor
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No

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You want to make one

placid panther
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there's already one in the pbo though

lethal condor
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I said you want to make one

placid panther
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replace the one that's already there then?

lethal condor
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No

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Make, the, new, one

placid panther
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where? on the desktop?

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doesn't it need to be in one of the mod files?

lethal condor
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Modding PBO 101: you SHOULD not to just unpack, change one file and repack

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Instead, a PBO can change other PBO's content. That is the way you should to take

placid panther
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oh right

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so make a new mod with my own pbo, and a script to replace CUP's textures?

lethal condor
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It is a config not a script, but that is the idea. And bring up a software than PBOManager to pack one

placid panther
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okay how do I do that? create a new @Modname folder, make a config and then what?

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I have no idea how to do that, I don't even know what programming language arma uses

lethal condor
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Neither do I. I just recognize it as a "Arma's config"

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I'm not available to teach A to Z right now, so I just can place a summary:
check Bohemia Interactive Community Wiki (we abbreviate BIKI), check Uniform Config or some words and search

placid panther
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I opened up another retexture of CUP and it has over 6000 lines of code in config ._.

lethal condor
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That's really unnecessary if your intention is just to retex one uniform

placid panther
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I can't even find a simple guide on how to do it or even start

placid panther
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nothing explains it from the ground up, the wiki page assumes you already know what these things mean

lethal condor
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Or wait someone who can teach you the ropes, I can't right now after I'm on the phones

placid panther
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like, why is the uniform texture defined in cfgWeapons?

lethal condor
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It is how it is. And you're misunderstanding. Both CfgVehicles and CfgWeapons define an uniform

placid panther
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yeah that's even more confusing lol

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this wiki page doesn't explain how to start

lethal condor
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Blame someone who thought that is a good idea a decade ago

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There's a Creating Addon 101 article or something in that wiki IIRC. You may want to check that too

dark pollen
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Anyway, here's some help on how to set up your addon:
Step 1: Create @modname etc. incl. addons and keys folders, plus mod.cpp file (edit one from another mod)

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Step 2: Not exactly necessary to do it this way, but you should copy and unbinarize (via Arma 3 tools package's CfgConvert tool) the config.bin from the addon that contains your desired uniform in it. You should end up with a config.cpp file; put it in your mod -> addons > addon_name

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Step 3: Find the uniform config in either CfgVehicles or CfgWeapons

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What you have to do is delete most of the file's config barring the uniform's entries in both Cfg types, and of course CfgPatches should be left intact as well as the classnames the uniform is inheriting from

dark pollen
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Step 4: Change the classnames' names to your liking, adjust the texture paths, etc.

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Also remember to:
A) Use common sense
B) Pack your addon into a PBO once you're finished, check "CfgConvert" to binarize your config (and find any errors), and possibly sign your addon (not required for SP).

severe rune
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mod.cpp is optional. As beginner just skip that

floral fiber
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dont need to use cfgconvert for binarization either

placid panther
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then look for where the texture is defined and change that?

placid panther
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Does anyone know where the armor config files are located for RHSAFRF?

placid panther
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^ I tried the exact process again for Project Opfor but for some reason it doesn't work, does anyone have any idea why that happens?

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It worked for the uniform from CUP, but it is not replacing the texture for the helmet from PO

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this is the line of code, POPBO\data\6b27retex.paa is my texture

dark pollen
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Maybe you're missing a bracket at the end, or you didn't make the addon required in your addon, or worst case scenario, the helmet lacks hiddenSelections (I know it has them in your screenshot, but I'm not sure if the model has it)

full quarry
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the huddenselection could be called something else than camo1

heady solar
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Hey, I'm very new to texturing and was wondering if anyone can recommend a beginner friendly tutorial? I'm uneducated on most of the terminology and procedures one should know (not just Arma related).

mild olive
heady solar
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I'd like to further elaborate that while I was able to get decent results with GIMP, I really had no idea what I was doing or what anything meant. I'm looking to learn much of the general terminology and aspects of texturing in general. As of now, I'm at the point of not knowing what I'm supposed to know.

mild olive
# heady solar I've used a bit of GIMP for basic color changes and marking, but I'm now trying ...

I don't know much on the proper terminology, so someone might correct me in here. But I can give a general overview.

I'd start with any youtube tutorial that covers baking models and generator use within substance painter.

For Arma 3, I use the PBR specular glossiness (A material workflow in substance painter). and pinned in this channel are painter export settings that you can download and use.

The more obscure side of the workflow that you wont find much on youtube about is creating rvmat files. These are essentially config files that you link to the different texture maps that you get from your painter export, and in these you can tweak the overall material settings.

People in the arma discord are good at helping with specific problems that you come across in the process. If you throw them in this channel, they tend to get answered pretty quickly.

heady solar
wary mortar
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A good β€œcheatcode” re rvmat files is that you often dont need to make your own. You can find an rvmat file for a material already in arma (rubber, wood, etc) and just sub in your own texture files’ paths in, and prest-o.

boreal ether
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Guys

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textur list empty?
After extracting from blender as p3d, the texture names are empty in the texture list

full quarry
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you probably have not defined the arma texture paths in the blender matererials

boreal ether
boreal ether
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i try*

heady solar
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How would I go about adding reflective gold accents onto a model that is a dull grey metal? It looks decent when I'm editing, but does not have the reflective metal look in-game.
Pic for reference:

full quarry
full quarry
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Yes

heady solar
full quarry
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Vanilla game does not really have any examples though

full quarry
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Correct base color, correct specular settings, correct fresnel settings etc

heady solar
mild olive
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If you have a proper P drive setup, you can use buldozer to see changes to your rvmat in realtime. I've found messing around with that to be the best way to get my head around the parameters

heady solar
sage copper
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You can mount the P drive using Arma 3 tools (see attached). You'll probably also want to run Project Drive Management >> Extract Game Data and then follow this pin (#arma3_texture message ) on setting up Buldozer to use in game lighting

unkempt lake
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I'm having an issue with importing a reticle made in photoshop where there's a white outline around it. This isn't present in the texture when I export it from photoshop but seems to occur when converted to a .paa. Any help would be appreciated.

full quarry
unkempt lake
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I also tried .tga with an alpha map but experienced the same issue still

mint hare
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looks like an anti-aliasing artifact with white background and slightly inclined lines (red is vertical) blobdoggoshruggoogly

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quick fix in something like Krita (or GIMP) would be to use Color to Alpha on white color, i guess. I'm not sure PS can do that

floral fiber
mint hare
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and in absence of Color to Alpha quick and ugly fix would be to select all non-transparent pixels and fill with solid color (i.e. black) πŸ™ƒ

full quarry
dense peak
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So where do I find the drone backpack pbo?

full quarry
dense peak
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i want to make a big red medic bag in that shape

full quarry
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so retexturing?

dense peak
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yes

full quarry
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so you are looking for the texture?

dense peak
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yes

full quarry
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well cant remember it off the top of my head but you can find the path to the model in the config viewer (advanced config viewer mods got better search too)

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and the path to the model in the backpack class should point to the pbo

dense peak
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ohhhhhhh and do you think its possible to remove the drone part of it? and give it a storage capacity like a regualr backapck?

full quarry
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sure the model itself does not have any of that its all config

dense peak
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awesome

full quarry
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so you can configure that particular backpack to contain anything

dense peak
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C_IDAP_UAV_01_backpack_F

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ohhh i think i found it here.

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well im having trouble finding it in the file explorer.

dense peak
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Took a while but I got it.

atomic jolt
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Quick question, I'm trying to retexture a vest with a 2 part texture, and the command i'm using to check how the texture looks isn't applying the texture to the vest, but to the uniform for some reason. Anyone here have a script that does this properly?

cursorObject setObjectTexture [0,"TestChest.paa"] --> This is what i'm using rn, i've run that 0 up from that to 9 with no luck

full quarry
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only the uniform/unit and backpack

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rest of the gear has to go through config

atomic jolt
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damn

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thanks for the info πŸ‘

mint hare
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well, if you createSimpleObject the vest's model, though... tanking

lethal condor
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Even if you do you can't

atomic jolt
lethal condor
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Mod only

kindred tinsel
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I am struggling with transparency. I tried making a door with a semi transparent panel and while it looks great in certain positions, the non transparent parts do this crazy interference pattern which strobes as you move your POV or the door position. I've defined texture as _ca and made it a 32 bit TGA, is it the rvmat that's causing my grief (I just used a bog standard NormalMapSpecularDIMap with no extras at this point). What's interesting is you can see the outline of the outside window behind. Geo LOD I am currently (after lots of diffferent settings) using forceNoAlpha 1 and sbsource ShadowAlpha, becuase this worked in another model. What am I missing? Is this an rvmat thing, a Geo LOD property thing, or something to do with shadows (I'm not using a shadow LOD at the moment)
https://ibb.co/1XmHnzz

Image image hosted in ImgBB

lethal condor
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This is a GPU related issue I swear and nothing you can do

kindred tinsel
lethal condor
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I think I've said very obviously, but this is a GPU related issue I do believe and there is no way around. If you can closely you can find a lot of this... What's up Ded?

severe rune
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That looks like the shadow banding issue on models.
Try switching your shadow to shadowBuffer instead of ShadowVolume. or other way around

full quarry
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and separate mesh

kindred tinsel
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Thanks peeps, I guess I was looking for a quick way to mass produce loads of different doors to vary the house models I'm making but I guess like all things there's no easy way

lethal condor
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I've always thought this artifact is related with a GPU πŸ€”

severe rune
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Well it is.

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Just like every thing you can see is related to GPU

lethal condor
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Well that's true, but after I changed my GPU to Nvidia one I can see this in almost everywhere, even in vanilla objects, can't recall when and which objects I've seen though

kindred tinsel
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Well I think I got to the bottom of it - Polpox you were right in a kind of roundabout way about it only starting when you got a better GFX card - and it was your comment got me going down the rabbit hole all afternoon - turns out it's the ambient occlusion setting. If I disable AO, the semi transparent/opaque texture works beautifully in game. Any one of the other settings in AO makes it go batshit artifact crazy. It's kind of not the answer I was looking for, but it might jog someone's memory on workarounds - it is possible to do what I was doing, sort of, just need to find a way to pursuade the engine to cooperate πŸ™‚

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I mean, trees work, without artefacts, and the leaves are just planes with transparency, so wtf do trees do that I'm not?

severe rune
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Are you using a AO texture?

kindred tinsel
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No, but I have a feeling I am about to start understanding what one does!

full quarry
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When you set a surface with a texture with transparency it gets flagged as transparent. such surfaces are not meant to be solid

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you can set a named property forcenoalpha to the model but that can cause problems with surfaces you actually want to be transparent

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but basically what you are doing is not intended way of doing that kind of a piece

young patio
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question for yall peeps

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how do you go about making SMDI maps

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im in GIMP now trying to make one but when im adjust levels its doing Nada

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i understand its a different software but thought ok ill just try the equivelant in gimp

livid knot
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@young patio

young patio
# livid knot <@815180273398448138>

thats great but doesnt tell me how to get there? like whats the process?
Im using Quixel mixer to make my textures and its great can generate things like normals, shadows, metallics, albedos etc but nothing for the
SMDI now i know the SMDI = Shadow map Diffuse right? but HOW do i make it?

livid knot
young patio
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i have 5 files of png
and 1 displacement

So yes all seperate

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albedo, AO, displacement,metalness,normal, roughness

livid knot
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you could look up a tutorial online about how to seperate the rgb channels in gimp

young patio
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yeah i can do that thats fine but what am i doing with it just playing the values until it looks this pinky neon colour?

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is it that simple? seems like a trap if it is

livid knot
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No. You arent editing any values. Assuming you understand that an image is made up of Red Green and Blue (RGB) then what this is is setting your texture maps to populate those color spaces. So the diffuse channel becomes Red and will be redish in hue, the Green is specular, and Blue is specular power multipler (white likely). And then when you combine these red, green, and blue images into one it ends up looking neon pinkish

young patio
livid knot
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ah apologies, didnt read your msg about the materials you had close enough. Specular is a non pbr method of creating something shiny, the new method is with metallic and roughness. Id suggest googling if you can just use the roughness or if some combination of the metallic and roughness need to be used. You could try it with just the roughness if youd like

young patio
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copy that its first time trying this so far my textures have been only CO textures and they look like PS1 graphics basic as hell and oversaturated im hoping to bring some grunge and realism with the help of these maps and mats

livid knot
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I just looked it up, and quixel might be able to simply export your textures in the specular format

full quarry
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thing about them is that the SMDI does not really always follow whatever color you got

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gimp is not the easieset tool to make it

young patio
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ill see if that does anything

full quarry
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using roughness map as a base is different matter though

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@young patio if its your own model it migth be easier to make the textures in specular gloss to begin with

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as the metal/rough translates only so well to spec gloss

young patio
full quarry
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no

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you need to understand what it does πŸ˜…

young patio
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yes i think thats half the issue -_-

full quarry
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just adding random specularity does not work

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basically the more specularity on a pixel, the more shiny it is

young patio
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this right?

full quarry
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you can find a lot written on the subject online if you are interested in the technical side

full quarry
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the texture modulates the rvmat attributes set specular inensity (specular[] = [0,0,0,1}) and the specular power

young patio
# full quarry you can find a lot written on the subject online if you are interested in the te...

i would but im under a time crunch and im looking to get it running ASAP

my dumb ass decided to try and make it so im running an op using new assets (my assets) but the textures arent done, i can run it now techincally but the textures are awful so this is why im looking into this.

Only recently like last week got told what an RVMAT is and what it does this how new i am when it comes to textures

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ive got 10 days

full quarry
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time crunch is realistic only when you know what you do Im afraid

young patio
full quarry
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sure

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you can set the default procedural color on the specular stage

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or fiddle with the procedural color a bit to make it look closer to what you want it to be

young patio
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id share the rvmat that i got from a YT tut but Clyde is telling me NO

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its got an SMDI in that but its for a clothing so not sure if itd look cursed or not

full quarry
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you can always test it. a texture for something else wont work for you though

young patio
full quarry
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also the metal surface looks prettly low resolution

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is the metal separate rvmat?

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there is specific ways to make metals shiny but they need to be on their own rvmat because it goes into so far end of shinyness that rvmat cant properly do other types of surface at the same time

young patio
full quarry
surreal hearth
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Pretty new to texture making, I wanted to make some custom models for a unit, just adding small things to vests and helmets, and what have you. I'm not getting any errors, but when I use this vest with my textures, it doesn't appear in the game at all? Any help would be appreciated, just ask me what you need, and I'll send it.

full quarry
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unless your unit has their self made gear

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and you have access to the source files

surreal hearth
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gotcha, ppreciate the help, didn't know, my bad.

full quarry
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you can do retexturing which is just texture file + config

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it does not violate any existing models

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and is done by painting over existing texture or drawing completely new one

surreal hearth
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I think I just explained poorly tbh.

full quarry
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in any case retexturing generally is possible. most things are made to support it

surreal hearth
surreal hearth
full quarry
surreal hearth
full quarry
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copying models is not part of the correct retexturing process as you have already gathered

surreal hearth
full quarry
#

from quick look structurally your config seems to be in right direction

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you do need the required addons though and then Id recommend you clear your custom class from anything else but new displayName = parameter

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that way you can more simply test to get it show up in game first

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and once that works you can add the texture stuff

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the model= parameter you dont need at all since you will inherit it from the original class

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beyond that I cant look into it more right now

surreal hearth
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Gotcha, I'll work on it, appreciate your help greatly.

dapper grail
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I have a seam that only appears when zoomed out and it is driving me insane.

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Disappears when removing smdi.

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Same place as uv seams, uv not going outside the filled areas of the texture.

dapper grail
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Please tell me something along the lines of "it's ok, no one will notice. No need to redo the smdi texture for the 5th time today".

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😒

floral fiber
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nobody will notice what

dapper grail
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I will take your word for it.

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And sleep well at night.

floral fiber
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i have successfully gaslit someone

dapper grail
floral fiber
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now to find someone to gatekeep from

dapper grail
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I have read what you wrote but only understood what I wanted to it seems.

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Issue in blender as well ahahahahahah. So not an arma problem.

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Changing image texture interpolation to closest fixed it 🫠 .

full quarry
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Could be your texture does not have bleed around the uv islands which can cause pixels to cross over

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@dapper grail

dapper grail
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Unfortunately not. I have 16 pixel bleed.

unreal bear
#

Hello everybody. Is there anyone who can provide me with a texture templates for the RHS Klmk suit and suspenders? Im working on a mod and I really need them

dapper grail
#

RHS
In Arma 3 Discord.

floral fiber
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rhs has no discord

dapper grail
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True.

dapper grail
#

I will try redoing everything again.

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Tomorrow...

harsh jolt
#

does anyone have a general idea on how to make NVG overlays fit Widescreen monitors?

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had a couple people ask if i could add compat for it but dont really know where to start

fleet apex
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Would anyone with knowledge of retexturing 2d textures, be open to doing a few? Not looking for a crap load of custom textures (unless you really wanted to) but just like 3-5 base sets

lethal condor
fleet apex
harsh jolt
floral fiber
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you just have to change the texture iirc

barren ginkgo
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yeah say the texture was 1920x1080, make it 1920x1440, the texture will look strange on normal screens

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probably some aspect ratio trickery is possible but it might also be related to using custom FoV / Aspect ratio

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can see the border of the texture that slight mismatch in contrast

river prairie
full quarry
#

or tga with appropriate transparency background

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otherwise it bleeds through

river prairie
full quarry
#

yes like I said its you just need to save also the transparent parts color into the file

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its still transparent

river prairie
wanton vine
#

hey people, anyone know the best way to view an ofuscated model's hidden selections? and is it possible to view which textures are assigned to which selections? object builder does not work and I have been using eliteness

lethal condor
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Via config

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They are essentially nothing related with model itself but config thing

wanton vine
#

Yeah the config viewer is pretty useful, I just had the idea that the game was hiding possible selections from me for whatever reason.
I have been trying to retexture humvees from CUP but it seems like a lot of their textures are hardcoded so I've been foolishly trying to assign textures to random named selections.

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gonna postpone work for now, but thank you for the help

full quarry
wanton vine
#

gotcha

sullen vapor
#

pretty sure you can also see it via Eliteness, part of mikero's tools

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it shows you some p3d properties like LODs, face count and a reconstructed/approximated model.cfg

kind dirge
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Can someone help me!!

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Really wanting to make my own textures for armor, more acurate decals etc can someone run me through al this

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really new to it all lol

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If someone could just sit down with me and go step by step, i can sense id fuck it up lol

frozen blade
kind dirge
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Id like to do M2A3, M1A2, and some Russian IFVs

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and no idea what to use just starting out

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Dont wanna do to much, just some small decals, unit identification, etc πŸ˜„

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i have some things downloaded already like bi tools

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but idk where to go from there

full quarry
#

what you want to do is called retexturing

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it is only possible on things that are set up for it with "hiddenSelections"

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those can be swapped with a config patch addon (addon that contains a config for the new vehicles and the new textures [nothing else])

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the texture painting is done in your choise of paint programs like MS paint, Gimp, photoshop etc

solar shuttle
#

i am pretty sure after making the texture you have to convert it to .paa

kind dirge
#

?

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so it says its an invalid file type (pbo file) how do i convert it to the right file type

full quarry
#

also please dont ping random old messages

solar shuttle
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then after changing the paa files

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u have to make it a pbo again

full quarry
#

you make new pbo with new files

solar shuttle
#

same pbo

full quarry
#

no

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lets not give such bad advice

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its not a good practice

full quarry
#

you are not supposed to pack up someone elses work

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should be pretty simple concept

solar shuttle
#

i mean

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if u gonna post it in workshop no

full quarry
#

proper retexturing is done by making a new addon

full quarry
#

we advice on how to do things properly

solar shuttle
frozen blade
frozen blade
torpid lance
#

Would anyone happen to know what type of Shader the Tin Foil hat from contact used? I couldn't find it and I am trying to get a model to look like the tin foil hat.

lethal condor
#

You can just open PBO and check rvmat around there

steel geyser
#

Would anyone happen to know if you use a 4k Material for a lower pixel density object if that would cause memory issues or crashes ? Been making materials that fit resolution parameters and was curious if anyone has experience or knowledge about this