#arma3_texture
1 messages · Page 5 of 1
nooo kinda like if the material is to high would there be an issue loading a low poly count model but high quailty picture
nothing else but higher memory imprint
@full quarry so it could cause a server over load if there’s multiple uses of object?
Would have to be a lot but sure
I'm having a slight struggle with, I presume, my SMDI texture..
1 - I want my cars body to be glossier
2 - I want my tyres to be completely matt
3 - there is a part I want to be chrome (but I believe this may be done by changing material in the object builder)
From my understanding, blue channel being lighter in places means more gloss, green channel lighter being more metallic - I've been playing for a while but I can't seem to get a desirable result.. is there something I'm missing, or even better, a way to cheat?
From what I have found, you cant really get as dynamic of a range in the material that you are looking for.
I'd create a separate RVMAT and selection for the tyres with less gloss. And potentially a separate RVMAT and selection for chrome trims.
more to do with RVMATs then, 'fraid you'd say that.. I'll have a play, thanks!
Question, why doesn't this work?
It is very hard to answer anything only with this picture. Which software you use to pack those PBOs?
no clue, it's a mod from the workshop
at this point I should just ask for the source code
I have zero idea why you have to do this when is a somebody's work
Does anyone have the Rhino texture template? (B_AFV_Wheeled_01_cannon_F)
Thank you!
you dont need to touch anything inside some mod
you make your own stuff as separate mod that loads on top of the other one
Just curious I was messing with some road textures and noticed this little gap: https://i.imgur.com/cfcxm6U.jpeg is this just because the road wasint scooted all the way up in photoshop? Also on the right side of the road the edges seemed to be very defined could that just use some some "shading"? I cannot think of the right word aha
Looks like the texture is not made repeating
Or it's repeating but you have a Same parts and one is flipped
so...did someone have the guide the Fresnel? I want to make my rail has the same to sp render,it seems like I just need to set Fresnel value
on the rvmat
You need to adjust Specular Power in the Rvmat along with fresnel
there is no 1 value that makes it look same as in SP
Just want to ask if this is the right config for a retexture
I can't seem to get this texture working in game overriding the original mtp uniform
Made sure my prefix was right and had hidden selections
Does it match with the original conifg for that uniform?
as in is the hiddenselection "camo" same as in the original
Oh! Never mind, I got it working
do you intend on changing the original uniform or creating new one?
👍
gocha
specular power 255,fresnel 1.3,6
pretty close the render auslt
Nice Stuff!
I'd suggest two:
- adjust specular and speculaPower
- don't use VR to test lighting
yeah i k
it seems like I put specular RGB value too Orange or brown
em....
yeah....too freaking shine
This is why I suggest 2
Unless the VR has modded lighting, that lighting is very dark than regula lightings. You better to use Stratis, unless the weaopon is meant to be used in vanilla VR
Or... you can check my Mod to replace VR lighting. Too lazy to link it rn
One thing to add: better to use diag exe to adjust rvmat on the fly
ok thx,I'll try
Specular of 255 is very very high powered. I suspect you don't have correct kind of smdi texture that fits Arma.
yeah,I'm trying to use met and rough in smdi's G&B channel
but I still don't understand how to conform the speculor and speculor value in rvmat
metal and roughness dont directly translate to SMDI
so youll need to adjust it both in texture and with the specular settings
the specular[] array and specular power determine the maximum of what the rvmat outputs and then the texture modulates that
so the rvmat setting higher than texture map or?
rvmat sets maximum. texture alters it
black on texture should still be 0
and white would be what the max is set as
if I recall right
if that's the math used in the shader https://community.bistudio.com/wiki/HQ_Normal_Maps#Specular_map - i can't possibly bend my brain around it 
My brain is already melting from trying to read that text
"In order that shaders were simpler (faster), then inside them is inconsiderable multiplication of specular component with coefficient, which is derived in detail analysis"
Excuse me wha
85 rounds of bootleg machine translation 🙃
like, that's equvalent to k = 1 / (sp + 1); y = green p * (blue p * (1 - k) + k);. Or even y = green p * lerp (blue p, 1, k); And max difference between specularPower of 70 and 7000 would be like 3/255 (if the color has 8 bits per channel). 
i see 3DMA Stuff here nice
or, if i read from another angle, the point of omitting the red/diffuse channel is: red/diffuse + green/specular should always be 1... and the point of blue/power channel is to make that sum not 1 effectively. Yaay, my head hurts 🤣
https://www.math3d.org/rnGgfwgM4 yaay for graphing calculators
I'm confused are you calculating how directX works?
or are you trying to export spec gloss in one single texture normal map included?
i'm trying to understand what specularPower in rvmat means and what are the sane values for that
you have look at the basics right?
https://community.bistudio.com/wiki/RVMAT_basics
specularPower is mainly just glossiness
not directx but close enough http://learnwebgl.brown37.net/09_lights/lights_specular.html
You can also edit rvmat files with texteditor so you see some values and you can easy try out some stuff with it.
I did experiments with it very often and with the OB Bulldozer viewer i was able to see what i did after each rvmat save. SpecularPower defines how much gloss the env_map reflects
Less power it makes the gloss matt, more power it makes the gloss very glossy
Best is you try and learning by doing
Also fresnel can do a lot of differences to the whole rvmat
Also if you set specular as example instead of 1,1,1,1 to 1.5,1,1,1 you got a red shine gloss effect, you can play around with these values, some stuff gets cool effects
Such stuff ive tested around with specular and specular power as example
You can find it in the enoch pbo
Why is it giving me this? I have the .jpeg in the mission folder like it needs.
Guys is this right place for flags and insignias?
depends what about them
I created a custom faction but I need a flag
Custom flag
Idk how to add it
And insignia
well you would start from making those textures I suppose
if you made a faction you probably are a bit familiar with configs
so then you would make new configs for those
What configs?
insignia and flag if those are what you want to make
I created faction with that orbat alive thing
for reference you can get the all in one config dump or use the ingame config viewer (or one of them advanced config viewer mods that have better search)
ah thats something quite different then
thats just for use with Alive if I recall right
Tutorials it's in pins?
well there are no tutorials for flags or insignias exactly
you would proably have to make it a separate mod
I dont remember how the Alive stuff worked exactly but if I recall right its not separate mod that you build with the stuff you make
It's a module in editor
I didn't said how to create flags with orbat
that is true
was just making an observation
youll need to learn how to set up a proper mod addon and config and how to pack that into a pbo
I did
Created an custom faction and packed it for test
then you can use the all in one config or in game config viewer to find examples of insignia and flag configs
Also do u know white or black textures for vehicles?
That workshop it's big idk what should I search
dont know.
maybe look for black retexture or white retexture
could be hard to find like youve noticed
Thanks anyway
Can't do much but to look at it in game (or buldozer viewer with real lighting set up (pins) and tweak colors until it's good.)
oh god pls no
This is why I mentioned about diag exe
It is very easy to check in-game and its lighting
Diag exe and filepatching is very fast yeah
isnt that RAL8000? #89683C if so
though as goat and polpox mentioned it'll be a good idea to do diag exe + filepatching
u guys mean the DX diag.exe or?
Arma 3 has development branch which has a diagnostic game binary
which branch is it again i forgot the link to all the places
development branch :U
oh, not possible to have diag and profiling then?
you could manually copy the exe out of it and into the other
or is it just diag is included in dev branch
ah epics i shall do that later
thats for the reload config stuff isnt it?
ye
I would love to update the old SU35 model, and see that the left side MFD is looking awkward. There are artifacts all over the place, probably due to z-fighting? Not sure about it though. On the right is the same MFD with AO disabled
the base texture is _ca
Hello, I’m just writing this absurdly long text wall as to a few questions I had regarding the texture files of certain items in Arma.
First of all, I’ll make it clear that I do not have much experience with such stuff, and some of the following questions may be completely irrelevant, as I don’t know what is and what isn’t when it comes to such files. So:
(1.) Is there a whole long process to retrieving texture files for Arma and the process of making/replacing them? Or is it pretty straightforward and direct?
(2.) Do you need any special applications or programs to edit/manipulate texture files from Arma?
(3.) If I am able to do this all, does it take up a lot of space on a drive or not? Would I need a separate drive to put them on?
If anyone is willing to give me a detailed, but simple step by step guide (preferably with images as I’m mostly visual in learning such stuff/directions (sorry…)) to learning how to edit textures for certain things in Arma 3, it’d be heavily appreciated. Feel free to PM me and give me the instructions and rundown on how to get myself set up, and how to begin with this all. (Basically what I said above-…) I really would like to try my hand at a seemingly interesting… Creation of new ideas-?
Thanks. Sorry again for the inconvenience…
- from PBO, extract a PAA, edit, pack it into another PBO, with proper config
- Arma 3 Tools' TexView to export/import
- P Drive helps anything about Modding in A3 indeed
why the diag.exe doesn't lunched the mod?
Reasons or somehow. I rename diag exe arma3.exe so you can run as "32 bit"
Of course itself is 64 bit but this way you can easily switch the exe
Check bit depth
Change that to what?
I don't recall, IIRC it accepts only certain depth(s). You can search this channel
Someone? Anyone?
My icon is 128×128
And png and it has alpha channel
You haven't said how you are converting it or what the error message is? Hard to give better advice without some basic info.
It just said fail
Where did you make the png? what bit depth did you save it in?
That's sort of half the info required
I didn't changed bit depth I just changed the format
@full quarry
You have not answered either of my questions 
what progrma didd you use? what bit depth is it saved as
I used gimp
and the bit depth?
youll have to check then
I think it's 8
is it greyscale or rbg?
Rgb I think
then I got nothing more if you are correct those should work
He still hasn't said how he tried to convert it or a better description (like a screenshot) of the error message. Doesn't seem to want to help himself, low effort.
8 bit
I'm in game
After the game I tell u
It's a png
And 128×128
In file properties its bit depth 32
In gimp at top of the screen it says RGB color 8-bit
@stray relic
medic_icon_co.png if it is not transparent, medic_icon_ca.png if it is
Should I add that co or ca?
yes
From the original web page I linked previously
It has alpha channel
Still can't convert
isnt there a list of useful base game icon paths? looking for a magnifying glass icon at the moment
ah yeah 3den enhanced had it
just need to find that lmao
there is a wiki page that has a lot of them listed
ive been looking for it for ages but can never ifnd it
lemme try
theres that one
hmm maybe I'm confusing that one with the one you need
I found this though
https://www.youtube.com/watch?v=PFDw6dw2VTo
Icon viewer UI for ArmA 3 to find any image in any pbo.
yeah 3den enhanced's is just in tools part
Are there any good places to find arma 3 retexture templates. Specifically looking for the beret and the Bonnie hat.
bit depth is too high or you first have to convert it to tga. i always save copy as tga then convert it to paa
Finally someone answered
What about flags?
never did flags
Anyone here?
I figured how to make custom insignias
Also when I'm trying to run game it gives an error
The bad thing is connection it's bullsht here I can't send image
You can write down what exactly is the error
Posting dog GIFs is my job here 😢
Making me unemployed
It says line 28: /CFGUnitInsignia/: 'i' encountered instead of '{'
Then it is a config error, not texture error
There is no i there
There is no what?
"i"
Post around Line 28
Line 28 it's empty
I said around
I looked
I said post
Wdym?
Post around Line 28
post the whole config
the error is somewhere around line 28 but due to how config is processed it dont reportt the exact place
you are missing an { though
I don't see any problem
Yeah but I don't see missing "{" all of them is there
Once again, post the config
post the config already
As I said, and HG said, multiple times, there is an issue
Of course there is an issue
Are you sure this is your latest config? Did you made it into the Mod?
Yes
And it's an .pbo
Are you 100% sure your Mod has been updated and loaded properly into the game?
I didn't published it but it loaded in mod list
how do you pack the pbo?
When loading the game
When it says initializing addons
This error comes
Also can u reply on my message or ping me ?
Well, it looks like an AB's issue? Or, maybe due to you lack requiredAddons[]?
AB?
Ah addon builder
U asking me?
I don't think so
Again, the game will not care if you think so
How should I know my required addons?
I just added some pngs
Anyone able to answer this?
BI forums has a thread where templates were collected once
other than that there isnt any centralized repository
Sounds good thanks
bist du deutsch ?
No
ok was wondering because the link to the author url ends with _de
Yes
So did u see that config?
I think I sent the wrong 1
But I have some german friends
Do u have any idea about my config problem?
cant see something wrong there, might be the wrong config you attached
I sent a wrong cfg
The difference is I added 4 lines there cuz I have 5 icons
explanation unclear, ended up throwing my cat in the microwave
I sent wrong cfg anyway
Do the cargo buildings have hidden selections?
buildings rarely have hiddenselections as they dont work on terrain objects
So that’s a no to being able to retexture them?
usually yeah they are not set up for that
Bugger
Hello, how do I add icons to these?
I did put this here but
that just added an arsenal icon
Put \ before HAMS_Armor
Hoooo, thank you
@full quarry can I ask u something?
sure, though the channel works the way that people can just ask their questions
It's about modding
I asked
no you didnt you asked to ask
Idk that works for multiplayer
what
Anyone here?
Then ask your question first
Do u know those banners in rectangle form?
What banner?
In arma
Okay, which?
Those banners without flagpole
In-game prop you mean?
And?
I created a banner mod but it won't show my flag texture on it it just shows the white flag texture
I can't upload cpp cuz of shitty net
Why? It is not a image but text
Ask from our government
That's not a question. Since you can read my message it won't be a concern to upload a few KB of text
U mean I type those codes?
You can of course
It's 30 lines
Idk how to work with that
Not hard. Let's not waste our time for nothing, please do so I can point what's wrong
Can I upload images with pastebin?
What why?
To show the results in game
I thought I've asked for the config and you said you can't upload images
I can't upload in discord
That's not even related with how weak your internet is
You may simply have no perm to upload here
It says "u are not allowed to paste"
@lethal condor it worked
A banner does not use setFlagTexture
💀
Ah yes
I forgot to change that
So the other things is fine?
In what sense?
Nothing
It is 100% not recommended to have requiredAddons[] empty though
So I can delete that or I Need to fill it?
Fill it. I thought I've ever taught you that what is the recommended string to put
That flag mod I made yesterday that requiredaddons was empty and worked
And insignias worked too
Yes, it will work. Because it only adds. But it is a good habit always to fill it
So what should I do with this?
Change flag to banner?
hiddenSelectionsTextures[]
Give my texture address to this?
Yes
class Blackwood_Banner_01: Banner_01_F
{
author = "Punisher";
editorPreview = "\Blackwood Banner\data\Blackwood_banner.jpg";
scope = 2;
scopeCurator = 2;
accuracy = 1000;
displayName = "Blackwood Banner";
hiddenSelectionsTextures[] = {"\Blackwood Banner\data\Blackwood_banner_co.paa"};
};```
Thanks. also can u tell me the best size for that banner?
Anything 2:1 ratio
Hi, I was told to come here for a issue I was having with RVMATS.
This is the issue: http://i.imgur.com/eHZjRHg.png
This is the RVMAT: http://pastebin.com/UhaYrgzG
These are the textures: (Diffuse: http://i.imgur.com/lv07kKQ.jpg) (Specular: http://i.imgur.com/qpdYMeg.jpg) (Normal: http://i.imgur.com/tXeut0I.jpg)
Anyone know what I'm doing wrong?
Specular should not be a b/w image, check BI textures SMDI is Spec in Green, Gloss in Blue.......should result in a red/pink/yellow texture
Specular is a black and white image
Is it impossible to have a mesh inside another mesh? The mesh inside is using a standard rvmat, and the one around it is using one with transparency, however the one on the inside doesnt render through it. Is there a workaround for this?
SMDI is spec+gloss, which means the end result is a redish/yellowish map texture
correcting the alpha sorting so the transparent surface renders on top
Could you give a bried explanation on how to do that?
in OB select the transparent mesh, go to faces menu on top and hit "move to top"
in Blender there is also a dialog to set face sorting order
;)
+1 ;P
That worked perfectly! Thankyou
Bear in mind you'll need to keep doing it periodically if you copy and paste new mesh into OB.
i stil hope enfusion will allow color spec and color gloss maps though
spec gloss pbr
or metalness ggx, PBR
too serious, Spec Gloss would be fine for a start .....
How would I go about creating a specular map like that?
photoshop, manually or simplest / worst / fastest way is to use the specular map filter in texview2
Thanks, one more question though, the model is a little bit dark, what should I adjust to make it brighter?
first make sure textures are all proper. This looks like the Ambient occlusion, OR the shadow LOD is not proper
If you're talking about the numbers at the top of the RVMAT, I have no idea what they all mean or do
has anyone a workflow from substance painter to arma 3?
Does anyone know if theres a way to "sharpen" my texture around these curved edges in the UV here? the unpainted portions are intended to have a different base material as a lens, and im not too keen on this random spillover of paint application
How did you apply the black color?
VIA polygon fill
disregard
im a numpty that forgot to bake his mesh maps
looks fine now
isnt there a lighting preset or smth for arma for substance
there is a shader but its outdated
Hi, so I'm trying to retexture a MV-22 from the workshop that is a Arma 2 port but with modifications to model (such as nose and belly mounted miniguns and a pylon rack). Typically I understand it's as simple as going to the hiddenselections and just changing the texture from there, but when looking withing the config file, there is no option for hiddenselections, but when looking at the config viewer within Arma 3 on the vehicle itself, it shows that there's not only texture sources but also a hiddenselections with textures in them. I've added hiddenselections to the config file which hasn't worked, and I've tried using the setObjectTexture within the attributes of the vehicle but that hasn't worked either, even though these are the texture files for the MV-22 Arma 2 port. I can send both the modified and unmodified configs if needed.
First thing first, a config does not necessary config every part of a config entry (this case an MV-22 from whichever the Mod is) but multiple config can involve into one entry. This could be why you can't find hiddenSelectionsTextures in config.cpp you found
On the other words: If you want to have a modded hiddenSelectionsTextures, you can define that and nothing else in your config (of course some basic header and inheritance is still needed)
So theoretically I could just make a new config file within it's own mod that adds hiddenSelectionsTextures and effects the respective mod. And not inherently need to modify the config from the parent mod itself.
Inherit is still needed, but guess the you got the idea
Right, thank you, but I'm still confused on why even using the setObjectTexture method isn't working with the mod.
You simply may done a easy mistake, but in order to check you want to post the cfg
*update: I tried using this and it did not work
Gimm bit, will check
Okay checked the config.
I'd like to ask:
- is
requiredAddons[]correct? - What exactly do you mean by not work?
- Any errors you got?
- Those file path are correct for sure?
_coVMM.paais not a preferred suffix but_VMM_co.paa
and
units[]doesn't look correct as well :3
Oh true
- requiredAddons[] I have just as a place holder because I'm loading it with just parent mod but it should be "EX3B_V22"
- Textures do not apply to the aircraft at all, and hold their default USMC gray textures
- No errors that I've gotten in the editor, when launching, nor when actually spawning in and playing as the unit
- 100% confident that the file path is correct, I can move it to the same drive Arma 3.exe is on but when doing this with other units it doesn't seem to affect it negatively
- I can change that and report back a change
Can you check EX3B_T_MV22_Inf_F 's hiddenSelections[] ?
when checking the file out of game, there is no hiddenSelections[], but when I check in the ingame config viewer, this is what I find: hiddenSelectionsTextures[] = {"\A3\Air_F_Exp\VTOL_01\Data\VTOL_01_EXT01_olive_CO.paa","\A3\Air_F_Exp\VTOL_01\Data\VTOL_01_EXT02_olive_CO.paa","\A3\Air_F_Exp\VTOL_01\Data\VTOL_01_EXT03_olive_CO.paa","\A3\Air_F_Exp\VTOL_01\Data\VTOL_01_EXT04_olive_CO.paa","\A3\Air_F_Exp\VTOL_01\Data\VTOL_01_signs_CA.paa"};
It would mean your base MV22 has no hiddenSelections
🍿
check for hiddenSelection[] (sic) in-game, though
or spawn it in editor, look at it and run selectionNames cursorObject in the debug console 🤷♂️
Yeah, please make sure they have one
I found this when looking for hiddenSelection[]
hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","Camo_5"};
and when running that in the debug console I don't actually get anything in return but I'm confident I'm just running that command incorrectly
So does this mean my base MV22 does have hiddenSelections or?
It does have, if I believe your report
(or it inherits the config from vanilla and doesn't) 
Maybe 🤔

the model isn't set up with hidden selections and config is just inherited
or wait
for Mikero's sake. Try and add hiddenSelections[] = {"camo1","camo2"}; to your config before the hiddenSelectionsTextures[] line
Mikero? Uhh alright just give me a sec
alrightly, changed what was suggested
New textures still didn't apply

nah, the selections don't seem to be applied in model
Is there a way to apply them...?
without editing the p3d model - no
and unbinarized model? Then that's the question of licenses and ethics, i'm no expert in those
an unbinarized model, yeah i don't have that. Hopefully the author will make his mod open source
though even id I did have the p3d, modelling is wayy out of my expertise
if you did have the p3d it's be "Open - select the faces that need to be retexturable - assign to a new (or existing) selection (aka vertex group) - save - pack"
like... 8 clicks per LOD for total of ~50-ish
oops, i've forgot the model.cfg edits 

I literally just want to slap an anime girl on this aircraft why must it be so difficult
inb4 "find flat enough section on the fuselage or wings and attachTo a user texture object there" 🤣
or just fix their stuff themselves
Hopefully this is the right place - does anyone have civilian/construction textures for the IFV-6C/CRV-6E? Kinda like a yellow/black CAT aesthetic.
Does anyone know why textures wouldn't be showing up when I have randomization turned off and the filepath specified?
class CfgPatches
{
class MS_Retextures_Config
{
units[] = {"Mako_Retextures"};
weapons[] = {};
requiredversion = 0.1;
requiredAddons[] = {rhsusf_hmmwv};
};
};
//**************************************************************************************
//********* Factions *******************************************************************
//**************************************************************************************
class cfgFactionClasses
{
class Mako_Retextures
{
displayName = "Mako Retextures";
priority = 3;
side = 2;
};
};
class cfgVehicles
{
//**************************************************************************************
//********* Vehicles *******************************************************************
//**************************************************************************************
class LandVehicle;
class rhsusf_m1025_d;
class m1205_m: rhsusf_m1025_d
{
crew = "C_Man_casual_1_F_afro";
side = 2;
faction = "Mako_Retextures";
displayName = "M1025 (Unarmed) [Mako Blue]";
hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
hiddenSelectionsTextures[] = {"data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", "data\rhsusf_hmmwv\textures\m998_interior_m_co.paa", "data\rhsusf_hmmwv\textures\A2_parts_m_co.paa", "data\rhsusf_hmmwv\textures\wheel_wranglermt_m_co.paa", "data\rhsusf_hmmwv\textures\m998_mainbody_m_co.paa", "data\rhsusf_hmmwv\textures\gratting_m_co.paa", "data\rhsusf_hmmwv\textures\tile_exmetal_m_co.paa", "data\rhsusf_hmmwv\textures\m1025_m_co.paa"};
class EventHandlers
{
init = "(_this select 0) setVariable [""BIS_Enablerandomization"", false];";
};
};
};
maybe path in config and path in pbo dont match
That's what I thought, the .pbo is called Mako Retextures. m998_exterior_m_co.paa is in Mako Retextures>Data>rhsusf_hmmwv>Textures>m998_exterior_m_co.paa
yeh does not look like your config path matches that structure
also dont use spaces in your folder names
use _
Oh what did I miss?
Sorry I've been having issues, what did I miss?
Mako Retextures is the name of the pbo
pbo prefix strikes again 
*except when no pbo prefix is set and engine automatically uses pbo file name as a prefix when loading. Yaaay for consistency
well as you can see it dont do that
nonono
Gotcha, so in $PBOPREFIX$ I would put the name of the pbo?
or just x\myMod\MyAddon?
(in this instance, x@MakoSecurityFactions\MakoRetextures)
it'd be "Mako Retextures\data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", though
you can make $PBOPREFIX$ with x\MakoSecurityFactions\MakoRetextures contents and change the texture paths to look like "x\MakoSecurityFactions\MakoRetextures\data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa"
Perfect, thank you
would it need to be @nimble latchSecurityFactions or just MakoSecurityFactions
pboprefix and texture paths in config need to match each other
well, initial parts (prefixes) of texure paths
Yeah that's why I'm asking, as the game adds the @ automatically when it's installed
whatever is happening outside of PBO doesn't matter if pboprefix is set up
files would always be accessible at <pboprefix>\<path_inside_the_pbo>
x\MakoSecurityFactions\MakoRetextures BOLD BACKSLASH data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa :3 in example here
I ran it with the new file prefix and it's not going, holdon
nvm
I see my mistake
I am a GENIUS
/j
IMPROVEMENT!
The first texture path worked, the rest didn't
I'll take a closer look
Went from this to this
Thank you all so much
I like this color especially for the offroads
I'm going to make an entire retexture mod which has them in solid black and a ton of different camo patterns
(With credit to rhs obviously)
I kinda have a faction with this dark blue color
For uniforms and vehicles (actually not vehicles)
What resolution should insignias be?
Mine is 1024×1024
And it's fine
Some uniform textures of ICP assets.
Is it possible to layer a transparent texture that's emissive over the model's base texture. Aka make parts of the texture "glow" without whole things glowing. There some config magic or something?
No. A whole rvmat can only glow
So pretty much impossible unless a model is made for that in mind?
Basically
Darn
Blame 15 yo rvmat system
Where PBR was not a thing yet
I actually wanted to have such too, but not even sure if Arma 3 can get a shader update
SuperExt shader from tokh has masked emissivity buuut it might not work always
Uh, never heard of thaat
SuperExt.
And afaik it should work just fine always?
Hmmmmm, just testing
class Stage3
{
texture = "#(argb,8,8,3)color(1.0,0.0,0.0,1.0,EM)";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};```Using default_super as base and this is working it seems
three axis vectors in uvTransform scare me
Wait I guess I was misunderstanding
Yeah the vectors in transform are wrong (many people copy paste that)
dir should be 0,0,1 to be valid
I actually found some SuperExt examples in TKOH buildings, but it has different format with regular Super
it does not seem to make any difference though
😠
what is different? Using TexGen's?
Indeed
That is because there is a max number of these uvSource/transform things
Am I okay just to copy n paste the rvmat?
texGen's is... I think the more modern way to do it, to be able to re-use them
Just, people tend to build their rvmat's by copy-pasting old ones before that was added
you can also just drag the file in here, it should embed nicely
might need to name it .cpp for syntax highlighting

on the positive note - that's probably super good enough to claim that's safe 🤣
Hmm managed to use (ported from TKOH) em paa, but not sure how to adjust the power
depends if you are painting in Spec/Gloss or Metalness, or something else
I have a workflow, im at this very moment converting that workflow into a Substance Designer Node, with some exposed parameters to tweak it as you would in photoshop doing it manually, try to publish it tonight
@silver adder I would be interested in your substance designer workflow, if you are sharing for A3?
this ;) http://i.imgur.com/KLImOco.png
Very nice!
that then becomes a node like this http://i.imgur.com/eK3U9mi.png connect it up to your inputs and it should output AS, CO, NOHQ and SMDI
very cool indeed.
something like this is the end result, some issues with outputs coming back in the wrong size which is strange :s http://i.imgur.com/XbnffWD.jpg
humm, that is strange with respect to the wrong size.
it is since it is all the way though told to respect the input size
ah, that would cause it.
all i see is black :>
man that'd make things a lot easier if the emission can be tweaked
shame this isn't a default thing in a3. imagine having houses at night with lights on
but wait. isn't this possible via regular textures with emissions?
like, making a glowing texture in itself is not a big deal. could just do them as overlays on the model
yep thats possible
Yeah it just means you have extra faces for it and then extra alpha sorting / possible z fighting etc
would be a lot nicer to just do it via texture/rvmat
Standard practise for glowing cockpit instruments that come on at night. Duplicates mesh, needs careful face ordering and has undocumented effect on bone count, so would be nice to do it another way as Kerc says.
Something I found the other day in relation to animations breaking when close to the bone limit:
I suspect that a named selection which has mesh in two sections (texture / rvmat combo), even though it has only one bone entry in the skeleton, actually counts as 2 towards the 255 bone limit.
we might have to try to reproduce that in simpler model to confirm how it works.
I would if I had any confidence that BI would care about it, but past experience suggests I should not waste time on it.
if you have Substance Designer you can drag this SBSAR into a window, load up your textures and it should output ARMA ready textures https://www.dropbox.com/s/jl8mv58oqnl8994/PBR_to_Supershader.sbsar?dl=0
it still needs work to make it more friendly, will keep working on it, and an accompanying wiki page
I've ran into an issue, where the texture doesn't darken the same as other textures in shadow
Normal map is plugged in and everythong
pouches use specgloss workflow (Ambient occlusion and Normal Map overlaid at .8 opacity)
normalmap done in right direction?
ambient occlusion levels matching the originals?
is it modifiend original normalmap that you know works or fully new one?
compare original and new normalmaps together
I’ll check if the shade of the normal map is fine
Think so
It's a heavily edited photoscan that came out of substance painter
it should be good to go on that front
I don't think it's a lack of shadow LODs
other pouches act fine
that's how it looks with the arm occluding some light
am I allowed to use and modify existing arma textures?
I need a road decal, so I wanted to grab the texture from the game files and edit that. But I've just realized, Idk if that's actually allowed 😅
How does emmisive values work?
emmisive[] = {3000.0,500.0,10.0,0.0}; gives an orange tint and i dont why the first number is so high. (taken from a3 vr emissive rvmat)
0 = no emission
1 = slight
1000 = very
100000 = sun
Generally allowed in the sense its not taken down usually but there's no explicit permission
Tho if its in the A2 licensed data packs thats diff
ah ok. So I should probably be fine- although, I decided to do something else, but still, good to know ^^
but that is not usable in substance designer if i understand that correctly
I got an rvmat with a specularPower of 280. Wasn't there a sane upper limit like 60 or so that the RV engine can handle? Or no ill-effect ranking it up so high?
specularPower is passed to shader as float. So.. not really a limit.
SuperShader sets a expected limit of 1000. You can go above and it'll clip it.. in some cases.
Skin shader seems to expect up to 500
more questions about rvmat files! I've been trying to get mine to load the textures but it doesn't matter what path I change it to, it can never find it. What am I doing wrong here? It's maybe noteworthy to say I use Hemtt to build the mod.
it looks like your files are in something called "main" and not "unif"
Still no luck. 😦
Changed it to main\data\ui\camo1_nohq.paa this time
do you have pbo manager?
I do, should have all the tools
can you open the pbo and take a screenshot?
hm, could you try building it in conventional way?
I could, but I would have to transfer over my whole workflow. Might try it tomorrow
you could just try packing the folder with pbo manager quickly to see if it gives the same error
not binarizing anything
since you dont use P drive your pboPrefix is likely not set up right so the paths go poop
yes it is, drag and drop the PBR_to_Supershader.sbsar into a open Substance Designer Graph, and it will just appear, if you place the file in the correct place for SD to look it will also appear in the shelf
Guys, could someone perhaps help me? I am texturing a model I made, and I have issues getting a reflective glass of a scope to work properly. In SP everything is okay
but in OB, it breaks
I have tried both _co and _ca textures
your rvmat for it is probably wrong
Hmm, is there something I need to keep in mind when it comes to the rvmat for reflective surfaces?
because yes, I do not have a separate rvmat for it now
youll likely need that so you can get different glass like values for it
I see, thanks, I will play around with it
inb4 "at least one rvmat per material. Like bare metal, painted metal, chrome, glass, glossy plastic, matte plastic, bare wood, laquered wood..." :3
Ah, I see, thanks
that was meant mostly as a joke in "give the wrong answer so people correct you" way, but if there are no complaints...
I wouldn´t know, for now I am content with having learned Blender and SP, I´ll save the quirks of Arma for another time 
what are the pros and cons for a vehicle having multiple texture files vs one texture file?
more pixels per surface (texel density)
unless you mean more smaller resolution textures vs one bigger one
where you have really no benefits
is there a specific rule for tanks in which vehicle parts need to be its own texture
from what ive seen it seems to be pretty random with the samples
do you mean windows with this?
for example ye
but also anything with transparency
nets
wire mesh
stuff like that
alright, thanks
How legal is it to rip models from Arma 3 to retexture them in Substance Painter?
Illegal.
Hello! can someone help me with making a custom flag and patches? I have followed youtube videos but it dosen't work.
What exactly you look for?
making a custom flag and patches
In the patches loading the mod into mods in Arma 3
ArmA? Not Arma 3?
And?
I cant do it i need help
Can't how?
Putting the mod into the mod thing in Arma 3
What exactly are you trying to putting into? A folder? Or a PBO?
PBO
?
How do i load a folder into arma 3
- Make a folder
- Make the addons folder in it
- Put some PBOs in addons
- Load in Launcher
But how do i load it into the launcher
Excuse me, you name a folder pbo?
They said that in the video
I don't know what is the video but literally teaching false things
Hey all. I'm looking at this mod, and when I tried it out, the Yellow and Green Lights are glowing correctly, but the Red Light gives off no light. Any idea what may be causing this? As a heads up all three colors are all on one single texture. https://steamcommunity.com/sharedfiles/filedetails/?id=2444073983&searchtext=Traffic+Light
Here's the texture called by the script for all 3 colors:
And here's the lights appearance ingame; note the difference with the red:
probably just wrong set up wiht rvmat
I've never done any rvmats before; only reskins using the SetObjectTextureGlobal command. What file should I be looking for? I don't see any filenames that match the texture in question.
Interesting... seems like Green and Yellow use a Chemlight, but Red uses a different source. This is based on the P3D files. Do you recognize the rvmat it's calling for?
Nvm I don't even see the rvmat in either A3 or the mod itself; the drr is similar to the modname - drr_trfl. Easy fix; I'll try to text-edit to save time and to prevent damaging it.
After checking with people in #ip_rights_violations, it looks like I can't use the source code since it lacks a license, unfortunately. I'm going to move over to #arma3_config to figure out how to create a patch that doesn't modify any of the creator's content as per the EULA.
The filepaths in the p3d also seem messed up. s and lights prefix? 😕
*ights
At this stage it might be simpler to make your own thing from scratch.
The model itself is not super complex so could be easy enough "first model" if you are not familiar with model making yet.
Potentially. I've made models for Total Annihilation, and briefly dabbled in it in game dev school circa 2005, but as you can imagine going back that far, Poly counts are a lot higher today than they were back then. I can probably learn it including texture wrapping, but that's learning a whole new skill.
the kind of object you got there does not need super high resolution model
simple one is more than enough
if you have a bit of background it might not be a big thing at all once you get into it
Fair enough. Do you have a quick list of video tutorials that you recommend? I know the website has a lot of information as well.
Im not really up to date on what tutorials are good sorry.
typically the popular ones pop up at top of searches though and have been decent
at least generic modeling tutorials
Arma specific things there are less tutorials and not all of them are always on point
is the CO texture supposed to be a blank slate for the normals, SMDI, etc. to be applied to, or is it where all the textures have been applied to?
as in, do i need to photoshop the normals. smdi, etc. into the CO texture file?
normals go into _no (most likel _nohq), smdi goes into _smdi...
https://community.bistudio.com/wiki/Texture_Map_Types related doc 🤷♂️
i know, but in ARMA 3 files it seems the CO textures themselves have already had the other textures applied to them
hence my question
🤷♂️ whatever looks better. You may even try plain camo in _co and move all the panel lines etc into _dt
what do people (and BI) use usually?
Hello! Does Arma 3 supports ORM Textures?
no
you can check out vanilla textures from unpacked arma 3 data
sometimes some shading might be added to the CO texture but not much
its usually just pretty plain color
looks like the normals have been applied to the CO?
alright no issue
on another note
i tried baking my AO in blender and it came out as this? i dont know what seems to be wrong because yesterday went perfectly fine
that looks wrong yah
do you know why? i did correctly yesterday but didnt change anything and now its like this... i mustve missed something?
not off the top of my head
thanks
Maybe you just need to change a little the baking config like extruccion and ray distance, or even samples and then return to your used values. Sometimes blender does the same for me but with changing configs for bake solves my problem.
And its always good to check and recheck if there's not any object overlaping
To save faces and complexity on my 3D model, I'd like to use a square instead of a circle. If I did this can I use transparency around the parts not to be textured?
Namely, I'm making a new 3d model to make a proper traffic light, using a model based on a Canadian style of traffic light. I hope to also make it have appearance states to switch between different global styles for the heads, and different kinds of heads as well. The square I was speaking of was for the light itself. Also, if the RVMAT makes it glow, will the transparency glow as well?
There. I'll also probably need some help making the textures themselves, as I haven't done texture mapping in over 10 years.
What is the best way to make a ti texture? I kinda have been doing a naive way of taking the smdi and making it black/white. and I forget does the thermal heating look only at the red channel?
Manual painting unless you create some sort of 3d representation of heat you can use to bake/project it on the main model
I've got a question regarding multimaterials and optimalization in general.
Say I have 10 different assets and I want to apply 10 different seamless textures on them in various combinations. The seamless textures are wood, bricks, dirt, concrete and so on.
The question is: for better optimisation should I rather:
- make 3 different multimats (3 different textures + dirt on black layer) and mix them over all those assets? The result would be 3 multimats, 10 different mask files, 10 textures, but some assets will use all 3 multimats at the same time.
- make sure to optimise the assets so they don't utilize more than 3 different textures, then create separate multimaterial for each asset? The result would be 10 different multimaterials, 10 different masks, 10 textures, but at the same time no single asset would use more than one multimaterial.
On one hand we have less materials, on other we have less textures per asset. The second option also limits the choises sadly
Less used materials per asset cuts down section count per object so it might have bit better performance. But it might be pretty marginal difference.
How many of the objects would be in same scene at the same time? And how large structures we talk about? For a "Hero" asset like the Hanoi Train Station on Cam Lao Nam Ive used 3x multimaterials for interios (different floors with different surface types) and +1 multimaterial for exterior +1 supershader for shiny detail parts and +1 supershader for non shiny detail parts.
I would maybe not do that for each individual building in the neighbourhood though. 😅
Yeah that makes sense. I'm thinking about any assets since well concrete or wood material can be used on quite much every asset
I didn't think 5 multimats for hero asset though but I'm glad it's possible 😄
What should I pay most attention to then for optimisation of static objects?
texel density? polycount?
texture size?
Does 512x512 texture scaled up drain as much resources as 2k texture with the same texel density?
512 texture would have smaller memory imprint but in todays "memory norms" 2k is more a standard
depends a bit on what kind of potato you want to optimize for 😅
material count is the main thing I think
per asset
damn it
less of an issue these days with GPUs having so much power. And good distance lodding keeps scene complexity down
with polycount its more important to have very simple far distance lods so things can be drawn far without eating performance
close up stuff can be more complex
but within reason of course
Okay so as a rule of thumb I'll design small assets like fences/walls/defences to use single multimat but for buildings it can be 2 or 3 multimats depending on size and importance
yes thats pretty solid goal
Coolio
I've found things with just exterior quite often can be fitted into 1 multimat pretty well.
"normal sized house" with interior works with 2multimats
the fine line balance between realism and game design requirements is thin sometimes 😅
What set of materials then?
- Roof
- Walls
- Details
- Dirt
I'm always one material short
😄
details might be their own super shader for example
They can yeah
with dirt you mean some sort of surrounding ground/earth mound stuff?
Maybe I'm focusing too much on squeezing everything on multimats and multimat+supershader will be good enough (and I assume better for performance?)
Dirt would be something to add on top yeah
I was more thinking about making AO baked there and some bottom-top gradient to make the house look less copy-pasted
Dirt could be done on MC overlay
and just painting some discoloration
it does not necessarily need to have its own separate texture
Technically is MC something like 5th multimat material?
I never understood the principle of it so my brain refused to consider it
its an texture overlaid on top of the tiling textures
but in the same UV as the mask
just tiling textures
MC on top
Yoooo
I was putting that on black layer of the multimat
Also is that 4k resolution?
yes
yes
I have not fixed the dozer lighting since I refreshed P drive but should be alrigh. so with MC
without MC
its used for both multimaterial and supershader
because of shine?
yes
theres also second detail sheed with some alternate concrete parts and lamp and railing colors
used again both in multimat and supershader
yeah makes sense
so also optimized because it's using less textures
one might think that since it's a different material details used in multimaterial and in supershader could be split into different textures without impacting the performance
probably could be, but that would be double the files since I've multi used parts of many textures in many surfaces accorss different materials
would be waste to split the texture
Quick question with a hopefully simple solution: My RVmat is making my texture darker than it should be, what do I need to edit in the RVmat to fix this ?
depends what causes it
best to just paste your whole rvmat here
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.01, 0.01, 0.01, 1 };
specularPower = 2;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
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 = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform {
aside[] = { 1, 0, 0 };
up[] = { 0, 1, 0 };
dir[] = { 0, 0, 1 };
pos[] = { 0, 0, 1 };
};
};
class Stage5 {
texture = "#(argb,8,8,3)color(1,1,1,1,SMDI)";
uvSource = "tex";
class uvTransform {
aside[] = { 1, 0, 0 };
up[] = { 0, 1, 0 };
dir[] = { 0, 0, 0 };
pos[] = { 0, 0, 0 };
};
};
class Stage6 {
texture = "#(ai,64,64,1)fresnel(3.7,2.2)";
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";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform {
aside[] = { 1, 0, 0 };
up[] = { 0, 1, 0 };
dir[] = { 0, 0, 1 };
pos[] = { 0, 0, 0 };
};
};
class StageTI {
texture = "a3\data_f\default_vehicle_ti_ca.paa";
};
could be your mc
or lack of proper anything
texture wise
or DT I suppose since it too is at 0.5 grey
you sure its the rvmat causing it?
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)"; so change that to:
texture = "#(argb,8,8,3)color(1,1,1,1,dt)"; ? And yeah, it only happened after I updated it (I had to update it so can't revert)
No, it was a generated one
ah
The DT fixed it, thanks mystical goat man
try this too. looks like "default" is like that
but use whichever works best
Tried it and all 1s work best, thanks again
Mhm is it possible to open the a3 gdt files in gimp somehow? I am thinking about mixing two groundtextures together for dunes on the beach 🤔 gimp could combine two images to one image
Yeah paa files or that what you can see in the tex view 🤣
quick google gives at least https://github.com/gruppe-adler/paa-gimp-plugin, but i haven't tested that myself. Or you can use "Save As" in TexViewer and enter .tga/.jpg/.png file extension, it converts to at least some of those.
But editing other people's files sounds dangerously close to being shouted at 🙃
Mhmmm they are just the basefiles
@lethal condor sorry for ping, but i'm seeing you are active at the moment. Can you please provide a comment on editing/remixing files (textures in this case) from the base game?
In what kind of terms?
"opening 2 a3 gdt paa textures and combining them into one image"
Nnnnot really sure what it does mean. Maybe I'm missing the context?
disregard me, i'm most likely talking to voices inside my head and/or going way above my explaining skills. Sorry again.
I want to mix grass green and beach textures to get a more suitable gdt for some beach dunes
I think I have never messed with terrain texture, so you guys probably confused someone with me
sorry for the third time, i meant that not technicality of that, but legality/ethics/whatchamacallit of editing other people's (BI in this case) texture files versus creating totally from scratch
Mhm maybe there is a solution to it on placable objekts.. need yellowgreenbrown gras or short seagras. Will take a look today evening and dont edit the gdt 🤔
BI has been fine with that when it's done in Arma mod context
It does, thats for sure...i want a smoother overlapping from beach texture to main grass texture
Or dunes texture
Just remember you'll need to also combine the nopx texture the same way
To get that mix
Beach/sand is typically one of the difficult ones to blend though and most of the time it's just left for clutter to handle
It is also going to eat one material slot from tiles that have beach, so just bear that in mind when you plan the shape of your terrain and how you want the mask to go
I am hoping that gimp can do this...looks like some filters or masks. Dont know, i am going to finish sculping the beach first this week
Yes it's possible to in Gimp for sure.
Does someone have very good experience with Substance Painter and managed to found a shader that is close to Arma ?
Check the pinned
those are export things not shaders
And what if i only have SP an no SD? ^^
export things are fine, but is there an appropriate rvmat for the arma 3 export sets ?
Rvmats are very use case specifc
Can someone perhaps help me? After importing stuff to Arma my model´s _co texture seems to have gained some strange additional scratchy detail:
While in Substance the textures are smooth:
https://jdtools.dev/rvmat/index.html maybe this can help you? not exactly sure what you are looking for
Generally importing anything from Substance into Arma makes it look like a regurgitated dog turd compared to what you see in Substance
did you use some vanilla rvmat as base?
the game adds nothing but what you feed it
Hmmm, would this be caused by a specific stage of the rvmat? Because all the textures I made in SP
I used the rvmat generator to get the properties for rubber, glass, etc
yes
you will have to remember that substance painter uses PBR shader and Arma uses Specular Gloss shader
so they dont work the same way
Hmmm. My assumption was that the export presets would handle it. I mean, in SP afaik you can also choose to work with a spec gloss shader, but I havent really tried that yet, question is how much would that help.
if textures are right then the material values are not I suppose
or the material generation you have used does not do it right
I dont know how well that rvmat generator works
heard some folks using it though
I'll play around with it tomorrow, thanks
the scratches you see are likely caused by your normalmap
and the different lighting in the editor does not show them
and also your shinyness of the tube is very different
so if you want that you will need to tweak it
I baked the normal map in Blender with bevel nodes, so the only details on that should be around the edges
Yeah this is deffo an rvmat thing, shouldnt be too difficult
some rvmats have a DT texture thats can cause stuff like that
yep, it was the DT, now it works fine, thanks!
For the future reference, a3\data_f\default_super.rvmat is an empty Super Shader material. You can use this as the base of your material
ah, okay, I´ll take a look, cheers
I can´t even remember where did I get this DT from
what did u change hte DT to? I get the same issue but my solution has been to just in subs painter
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 };
};
};
👍
it is imperative to understand how the materials work even if generators are used to make the files
huh so I have that already, and with that I have the following for substance vs arma
https://cdn.discordapp.com/attachments/221488699484012566/1162691863233429614/image.png?ex=653cdc2d&is=652a672d&hm=874227d53a9ec70f5910c71b353692d01f23598c6a9afe9a0ff5704ab3e9bcd8&
https://cdn.discordapp.com/attachments/221488699484012566/1162691454846636072/image.png?ex=653cdbcc&is=652a66cc&hm=6b0b3b4b25284cec6b7bd3674f068f8269700386e41816005e02507d94137638&
but its never exactly 100% so 
I am afraid it will never be 100percent, no matter what you do
wait for Arma 4 and normal shaders is the usual reply I receive 
Good evening.
By Our last Operation i encountered a Bug. One of Our custom patches glitched and was displayed as a trouser of an uniform. Does anyone have an idea what the reason for this could be?
broken mod somehow
Is there a solution or reason for this?
I mean how this error is triggered?
the mod you got is not made right I suppose
or you got mismatched versions withing the group maybe
such behavior means model or modelcfg issue usually
which is fixable only in the soure files
Ok
Means the uniform has an error? Or could there also be an relation with the Name and ending of the .paa file?
https://community.bistudio.com/wiki/Arma:_Texture_Naming_Rules
Ok so the error is more likely to be caused by the uniform and not my custom Patch
this is how the bug looks
It looks like whoever made that uniform defined the insignia selection incorrectly, including the pants in the selection
Try using one of the default ones from the Unit Insignia wiki page and see if it does the same (it should)
Good day people,
I have no experience in texturing whatsoever, but I do know some scripting.
I would like to create a custom livery/texture for the h-60 hatchet mod.
Where do I start? 😄
We would like to hear what is the goal. As a Mod? Or as a part of mission? Do you have a texture to put? Or you want to make one?
Mhm nice, do you have tipps for making a texture, too? Need some stone textures for my coast and would like to create them in gimp from scratch
Me? Unfortunately no. I only have some experience with existed texture template. I'd say if you want a tutorial to make a stone/rock texture, I think it is more of a generic question that can be asked on Google
- Find the H-60 texture file
- Import that to your photo editor and edit the texture
- Implement it in game
oh i see, i want to make a custom little livery with the dutch flag, my unit already has a custom local mod, maybe i could add it to that, but if it is not much harder i might just upload it to the steam workshop.
I have never made a mod before, so no clue how this all works 🙂
im just gonna try to find the default h-60 texture and try to edit that for the texture itself
i figured the first 2 steps yea, i just need some help on how to implement it ingame
How to make a glowing texture not-glowing, like a matte?
Tldr: you'll need to create a config that replaces the hiddenselectiontextures path with the file path to the new texture
Edit the emissive or specular values in the rvmat
If you want to implement it as a mod, you’ll need to make a config file. You can probably see some of my posts on #arma3_config
If you want to implement it inside a mission, then you can script it in
hello texturererers if i have a _ca texture with bits completely transparent will it cause the rvmat to be applied to the transparent bit
i do not know anything about rvmats im just asking for a frend
yes
so if i have emissive rvmat with transparent bits of texture transparent bits will still be emissive
I would say yes
Is it emissive= property in rvmat, then yes.
Is it SuperExt with emissive texture, and the emissive texture part is transparent, no
Though I'm not sure how the emissive property creates the end result color. If its additive or multiplicative. I would think additive
i have no idea im just asking for ir tabs
idea being ca selection with bits showing instead of 4 selections on each arm 
Is scripting it in any different then?
tabs? 😄
You probably want SuperExt then
Yes
Scripting you can just throw the the texture as a .paa inside the folder, write a “this setObjectTextureGlobal” command and done
ohhh, then all i have to do is bully the mission maker to add it
Yes
soooo, there isnt a single texture for the entire thing, it is split up into multiple parts
yes vehicles typically have 2-4 textures
depending on size and complexity of the model
So i have an easy solution for you
oh lord
You can either go into the config viewer and count which texture slot the actual texture is in
Just count from 0
Im not at my pc but theres also “getObjectTexture” or “getObjectTextureVehicle” or something like thT
I did that glow in dark for Arm Patches. But you cannot choose only NV. Itll always glow
you can
ish
let me find one mo
emissive = 7 in rvmat is what we think did it, i'll pm a pic as can't post here
mh nvm can't set material on patches. mustve been something else
Well you can make it very dark, but itll still glow in pitch black
Someone should do a NV-only glow rvmat property (no, I don't mean that, please don't)
i'll put a patch of your profile picture into usp if you do it
im pretty sure i did this at one point though
i remember my patch being way too bright and i changed something config side to make it dimmer
and im like 90% sure i used an rvmat or something similar
Well I thought so too, but the patches config has no rvmat parameter 🤔
Oh wait, We have two patches addons
can only make the entire thing glow in nv though so 🤷
baer said emmisive[]={7,7,7,7}; was likely what caused it to glow in nv in the rvmat
havent a clue what it means so
its just rgba color
oh, neat
Found it
_ir.paa map when 
actually you can set material.
And you can user SuperExt material to only have specific parts glow
omfg these aren't even using SuperExt 😠






