#arma3_texture

1 messages · Page 5 of 1

lethal condor
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Low pixel density like what?

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Let's say, you want to make Steve from Minecraft, without a blur?

steel geyser
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nooo kinda like if the material is to high would there be an issue loading a low poly count model but high quailty picture

full quarry
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nothing else but higher memory imprint

steel geyser
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@full quarry so it could cause a server over load if there’s multiple uses of object?

full quarry
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Would have to be a lot but sure

balmy palm
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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?

mild olive
balmy palm
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more to do with RVMATs then, 'fraid you'd say that.. I'll have a play, thanks!

wispy vigil
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Question, why doesn't this work?

lethal condor
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It is very hard to answer anything only with this picture. Which software you use to pack those PBOs?

wispy vigil
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at this point I should just ask for the source code

lethal condor
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I have zero idea why you have to do this when is a somebody's work

subtle minnow
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Does anyone have the Rhino texture template? (B_AFV_Wheeled_01_cannon_F)

low helm
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Thank you!

full quarry
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you make your own stuff as separate mod that loads on top of the other one

queen cobalt
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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

full quarry
#

Looks like the texture is not made repeating

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Or it's repeating but you have a Same parts and one is flipped

rigid grove
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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

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on the rvmat

stable swallow
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You need to adjust Specular Power in the Rvmat along with fresnel

full quarry
dawn jay
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Just want to ask if this is the right config for a retexture

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I can't seem to get this texture working in game overriding the original mtp uniform

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Made sure my prefix was right and had hidden selections

full quarry
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as in is the hiddenselection "camo" same as in the original

dawn jay
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Oh! Never mind, I got it working

full quarry
dawn jay
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I was retexturing the original mtp uniform from arma 3

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Not a new one

full quarry
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👍

rigid grove
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specular power 255,fresnel 1.3,6

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pretty close the render auslt

stable swallow
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Nice Stuff!

rigid grove
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but still had some iusse for that

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too shine for arma3 don't you think?

lethal condor
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I'd suggest two:

  1. adjust specular and speculaPower
  2. don't use VR to test lighting
rigid grove
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yeah i k

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it seems like I put specular RGB value too Orange or brown

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em....

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yeah....too freaking shine

lethal condor
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This is why I suggest 2

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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

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Or... you can check my Mod to replace VR lighting. Too lazy to link it rn

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One thing to add: better to use diag exe to adjust rvmat on the fly

rigid grove
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ok thx,I'll try

full quarry
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Specular of 255 is very very high powered. I suspect you don't have correct kind of smdi texture that fits Arma.

rigid grove
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yeah,I'm trying to use met and rough in smdi's G&B channel

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but I still don't understand how to conform the speculor and speculor value in rvmat

full quarry
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metal and roughness dont directly translate to SMDI

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so youll need to adjust it both in texture and with the specular settings

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the specular[] array and specular power determine the maximum of what the rvmat outputs and then the texture modulates that

rigid grove
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so the rvmat setting higher than texture map or?

full quarry
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rvmat sets maximum. texture alters it

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black on texture should still be 0

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and white would be what the max is set as

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if I recall right

mint hare
severe rune
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My brain is already melting from trying to read that text

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"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

mint hare
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85 rounds of bootleg machine translation 🙃

mint hare
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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). notlikemeowcry

stable swallow
mint hare
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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 🤣

mint hare
spark shore
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I'm confused are you calculating how directX works?

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or are you trying to export spec gloss in one single texture normal map included?

mint hare
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i'm trying to understand what specularPower in rvmat means and what are the sane values for that

neat cape
# mint hare i'm trying to understand what `specularPower` in rvmat means and what are the sa...

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

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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

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Such stuff ive tested around with specular and specular power as example

rigid grove
tulip oyster
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Hi, anyone have Livonian beret texture?

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Or know where to find it?

stable swallow
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You can find it in the enoch pbo

odd herald
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Why is it giving me this? I have the .jpeg in the mission folder like it needs.

full quarry
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maybe jpg

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tho neither is really valid texture file

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should be filename_suffix.paa

rancid obsidian
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Guys is this right place for flags and insignias?

full quarry
rancid obsidian
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Custom flag

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Idk how to add it

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And insignia

full quarry
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well you would start from making those textures I suppose

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if you made a faction you probably are a bit familiar with configs

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so then you would make new configs for those

rancid obsidian
full quarry
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insignia and flag if those are what you want to make

rancid obsidian
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I created faction with that orbat alive thing

full quarry
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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)

full quarry
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thats just for use with Alive if I recall right

rancid obsidian
full quarry
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well there are no tutorials for flags or insignias exactly

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you would proably have to make it a separate mod

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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

full quarry
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yeh that wont be able to make new flags or insignias

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its more a mission making tool

rancid obsidian
full quarry
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that is true

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was just making an observation

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youll need to learn how to set up a proper mod addon and config and how to pack that into a pbo

rancid obsidian
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Created an custom faction and packed it for test

full quarry
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then you can use the all in one config or in game config viewer to find examples of insignia and flag configs

rancid obsidian
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That workshop it's big idk what should I search

full quarry
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dont know.

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maybe look for black retexture or white retexture

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could be hard to find like youve noticed

rancid obsidian
rigid grove
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trying to made a perfct m110a1 reciver color

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any idea?

full quarry
# rigid grove any idea?

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.)

rigid grove
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oh god pls noblobcloseenjoy

lethal condor
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This is why I mentioned about diag exe

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It is very easy to check in-game and its lighting

full quarry
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Diag exe and filepatching is very fast yeah

floral fiber
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though as goat and polpox mentioned it'll be a good idea to do diag exe + filepatching

rigid grove
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u guys mean the DX diag.exe or?

severe rune
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Arma 3 has development branch which has a diagnostic game binary

floral fiber
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which branch is it again i forgot the link to all the places

severe rune
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development branch :U

floral fiber
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oh, not possible to have diag and profiling then?

severe rune
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you could manually copy the exe out of it and into the other

floral fiber
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or is it just diag is included in dev branch

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ah epics i shall do that later

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thats for the reload config stuff isnt it?

severe rune
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ye

rigid grove
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ok thx,I 'll do it later

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just copy the exe and rename to diag?

rare dove
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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

rare dove
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the base texture is _ca

crisp jewel
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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…

lethal condor
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  1. from PBO, extract a PAA, edit, pack it into another PBO, with proper config
  2. Arma 3 Tools' TexView to export/import
  3. P Drive helps anything about Modding in A3 indeed
rigid grove
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why the diag.exe doesn't lunched the mod?

lethal condor
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Reasons or somehow. I rename diag exe arma3.exe so you can run as "32 bit"

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Of course itself is 64 bit but this way you can easily switch the exe

rancid obsidian
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Why I can't convert my pngs to paa?

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They are 128×128

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And png

lethal condor
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Check bit depth

rancid obsidian
lethal condor
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I don't recall, IIRC it accepts only certain depth(s). You can search this channel

rigid grove
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looks like the end_land_optic_co.paa had a good sepculor effect

rancid obsidian
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Someone? Anyone?

rancid obsidian
stray relic
full quarry
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Where did you make the png? what bit depth did you save it in?

stray relic
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That's sort of half the info required

rancid obsidian
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I didn't changed bit depth I just changed the format

rancid obsidian
full quarry
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what progrma didd you use? what bit depth is it saved as

full quarry
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and the bit depth?

rancid obsidian
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I think it was 8 bit?

full quarry
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youll have to check then

rancid obsidian
full quarry
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is it greyscale or rbg?

rancid obsidian
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Rgb I think

full quarry
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then I got nothing more if you are correct those should work

stray relic
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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.

stable swallow
rancid obsidian
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After the game I tell u

rancid obsidian
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@stray relic

stray relic
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medic_icon_co.png if it is not transparent, medic_icon_ca.png if it is

rancid obsidian
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Should I add that co or ca?

stray relic
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yes

rancid obsidian
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I turned off the pc

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It's 2:45 AM

stray relic
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From the original web page I linked previously

rancid obsidian
rancid obsidian
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Still can't convert

floral fiber
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isnt there a list of useful base game icon paths? looking for a magnifying glass icon at the moment

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ah yeah 3den enhanced had it

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just need to find that lmao

sullen vapor
floral fiber
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ive been looking for it for ages but can never ifnd it

sullen vapor
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lemme try

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theres that one

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hmm maybe I'm confusing that one with the one you need

floral fiber
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yeah 3den enhanced's is just in tools part

mossy estuary
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Are there any good places to find arma 3 retexture templates. Specifically looking for the beret and the Bonnie hat.

stable swallow
stable swallow
rancid obsidian
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Anyone here?

full quarry
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negative 😄

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but do leave a message after the boop

rancid obsidian
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Also when I'm trying to run game it gives an error

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The bad thing is connection it's bullsht here I can't send image

lethal condor
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You can write down what exactly is the error

drowsy stream
rancid obsidian
lethal condor
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Then it is a config error, not texture error

rancid obsidian
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There is no i there

lethal condor
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There is no what?

rancid obsidian
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"i"

lethal condor
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Post around Line 28

rancid obsidian
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Line 28 it's empty

lethal condor
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I said around

rancid obsidian
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I looked

lethal condor
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I said post

rancid obsidian
lethal condor
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Post around Line 28

full quarry
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post the whole config

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the error is somewhere around line 28 but due to how config is processed it dont reportt the exact place

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you are missing an { though

rancid obsidian
lethal condor
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But since the game says so, there is

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The game will not care if you do or not

rancid obsidian
lethal condor
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Once again, post the config

full quarry
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post the config already

lethal condor
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As I said, and HG said, multiple times, there is an issue

rancid obsidian
rancid obsidian
lethal condor
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Are you sure this is your latest config? Did you made it into the Mod?

rancid obsidian
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And it's an .pbo

lethal condor
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Are you 100% sure your Mod has been updated and loaded properly into the game?

rancid obsidian
full quarry
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how do you pack the pbo?

rancid obsidian
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Addon builder?

lethal condor
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And just in case, what throws the error?

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The game? Or AB?

rancid obsidian
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This error comes

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Also can u reply on my message or ping me ?

lethal condor
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Well, it looks like an AB's issue? Or, maybe due to you lack requiredAddons[]?

lethal condor
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What?

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Who else?

lethal condor
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Again, the game will not care if you think so

rancid obsidian
lethal condor
rancid obsidian
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I just added some pngs

full quarry
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other than that there isnt any centralized repository

mossy estuary
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Sounds good thanks

stable swallow
rancid obsidian
stable swallow
rancid obsidian
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I think I sent the wrong 1

rancid obsidian
rancid obsidian
stable swallow
rancid obsidian
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The difference is I added 4 lines there cuz I have 5 icons

stable swallow
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explanation unclear, ended up throwing my cat in the microwave

rancid obsidian
snow kelp
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Do the cargo buildings have hidden selections?

full quarry
snow kelp
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So that’s a no to being able to retexture them?

full quarry
snow kelp
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Bugger

rough nacelle
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Hello, how do I add icons to these?

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I did put this here but

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that just added an arsenal icon

lethal condor
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Put \ before HAMS_Armor

rough nacelle
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Hoooo, thank you

rancid obsidian
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Hey guys

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How to make a tiny flags icon?

rancid obsidian
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@full quarry can I ask u something?

full quarry
floral fiber
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thats not a question

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ask the question

rancid obsidian
floral fiber
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no you didnt you asked to ask

rancid obsidian
floral fiber
#

what

rancid obsidian
rancid obsidian
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Anyone here?

lethal condor
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Then ask your question first

rancid obsidian
lethal condor
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What banner?

rancid obsidian
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In arma

lethal condor
#

Okay, which?

rancid obsidian
lethal condor
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In-game prop you mean?

rancid obsidian
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Yes

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Signs

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Flags

lethal condor
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And?

rancid obsidian
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I created a banner mod but it won't show my flag texture on it it just shows the white flag texture

lethal condor
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Okay

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Then show us what you've done

rancid obsidian
lethal condor
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Why? It is not a image but text

rancid obsidian
lethal condor
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That's not a question. Since you can read my message it won't be a concern to upload a few KB of text

lethal condor
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You can of course

rancid obsidian
lethal condor
#

Then?

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You can use pastebin too if you need

rancid obsidian
lethal condor
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Not hard. Let's not waste our time for nothing, please do so I can point what's wrong

rancid obsidian
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Can I upload images with pastebin?

lethal condor
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What why?

rancid obsidian
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To show the results in game

lethal condor
#

I thought I've asked for the config and you said you can't upload images

rancid obsidian
#

I can't upload in discord

lethal condor
#

That's not even related with how weak your internet is

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You may simply have no perm to upload here

rancid obsidian
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I can't upload in any discord servers

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Or DMs

lethal condor
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Okay whatever

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Config please

rancid obsidian
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@lethal condor it worked

lethal condor
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A banner does not use setFlagTexture

rancid obsidian
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Ah yes

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I forgot to change that

rancid obsidian
lethal condor
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In what sense?

rancid obsidian
lethal condor
#

It is 100% not recommended to have requiredAddons[] empty though

rancid obsidian
lethal condor
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Fill it. I thought I've ever taught you that what is the recommended string to put

rancid obsidian
#

And insignias worked too

lethal condor
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Yes, it will work. Because it only adds. But it is a good habit always to fill it

rancid obsidian
lethal condor
#

hiddenSelectionsTextures[]

rancid obsidian
lethal condor
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Yes

rancid obsidian
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With line

lethal condor
#
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"};
};```
rancid obsidian
lethal condor
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Anything 2:1 ratio

halcyon wren
silver adder
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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

frozen blade
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Specular is a black and white image

livid knot
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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?

frozen blade
#

SMDI is spec+gloss, which means the end result is a redish/yellowish map texture

full quarry
livid knot
full quarry
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in OB select the transparent mesh, go to faces menu on top and hit "move to top"

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in Blender there is also a dialog to set face sorting order

frozen blade
#

;)

silver adder
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+1 ;P

livid knot
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That worked perfectly! Thankyou

stray relic
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Bear in mind you'll need to keep doing it periodically if you copy and paste new mesh into OB.

frozen blade
#

i stil hope enfusion will allow color spec and color gloss maps though

silver adder
#

spec gloss pbr

frozen blade
#

or metalness ggx, PBR

silver adder
#

too serious, Spec Gloss would be fine for a start .....

halcyon wren
#

How would I go about creating a specular map like that?

silver adder
#

photoshop, manually or simplest / worst / fastest way is to use the specular map filter in texview2

halcyon wren
#

Thanks, one more question though, the model is a little bit dark, what should I adjust to make it brighter?

silver gull
#

first make sure textures are all proper. This looks like the Ambient occlusion, OR the shadow LOD is not proper

halcyon wren
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If you're talking about the numbers at the top of the RVMAT, I have no idea what they all mean or do

dense peak
#

has anyone a workflow from substance painter to arma 3?

waxen shoal
#

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

livid knot
waxen shoal
#

VIA polygon fill

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disregard

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im a numpty that forgot to bake his mesh maps

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looks fine now

floral fiber
#

isnt there a lighting preset or smth for arma for substance

sullen vapor
celest anvil
#

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.

lethal condor
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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)

celest anvil
#

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.

lethal condor
#

Inherit is still needed, but guess the you got the idea

celest anvil
#

Right, thank you, but I'm still confused on why even using the setObjectTexture method isn't working with the mod.

lethal condor
#

You simply may done a easy mistake, but in order to check you want to post the cfg

celest anvil
#

I assume by cfg you mean config.

celest anvil
#

*update: I tried using this and it did not work

lethal condor
#

Gimm bit, will check

lethal condor
mint hare
#

and

  • units[] doesn't look correct as well :3
lethal condor
#

Oh true

celest anvil
# lethal condor Okay checked the config. I'd like to ask: - is `requiredAddons[]` correct? - Wha...
  • 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
lethal condor
#

Can you check EX3B_T_MV22_Inf_F 's hiddenSelections[] ?

celest anvil
# lethal condor 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"};

lethal condor
#

It would mean your base MV22 has no hiddenSelections

mint hare
#

🍿

#

check for hiddenSelection[] (sic) in-game, though

#

or spawn it in editor, look at it and run selectionNames cursorObject in the debug console 🤷‍♂️

lethal condor
#

Yeah, please make sure they have one

celest anvil
mint hare
#

oops, sorry

#

typo with (sic), shaking my head

celest anvil
#

So does this mean my base MV22 does have hiddenSelections or?

lethal condor
#

It does have, if I believe your report

mint hare
#

(or it inherits the config from vanilla and doesn't) notlikemeow

lethal condor
#

Maybe 🤔

mint hare
mint hare
#

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

celest anvil
#

Mikero? Uhh alright just give me a sec

#

New textures still didn't apply

mint hare
celest anvil
#

I've been in this endless cycle for 2 days now

mint hare
#

nah, the selections don't seem to be applied in model

celest anvil
#

Is there a way to apply them...?

mint hare
#

without editing the p3d model - no

celest anvil
#

wait

#

so not even if I have the model.cfg?

mint hare
#

and unbinarized model? Then that's the question of licenses and ethics, i'm no expert in those

celest anvil
#

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

mint hare
#

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

celest anvil
#

hmmmmm

#

but how would the animations be applied to the p3d?

mint hare
#

oops, i've forgot the model.cfg edits notlikemeow

celest anvil
#

I literally just want to slap an anime girl on this aircraft why must it be so difficult

mint hare
#

inb4 "find flat enough section on the fuselage or wings and attachTo a user texture object there" 🤣

celest anvil
#

All I can do is pray that the author makes it open source one day

mint hare
#

or just fix their stuff themselves

nocturne scroll
#

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.

agile surge
#

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];";
            
            };
        };

    };
full quarry
agile surge
full quarry
#

yeh does not look like your config path matches that structure

#

also dont use spaces in your folder names

#

use _

agile surge
#

Oh what did I miss?

agile surge
full quarry
agile surge
#

Mako Retextures is the name of the pbo

full quarry
#

so

#

that means nothing 😅

mint hare
#

pbo prefix strikes again blobcloseenjoy

agile surge
#

Oh do I need to add it lol

#

My stupid ass

mint hare
full quarry
#

well as you can see it dont do that

mint hare
#

nonono

agile surge
#

Gotcha, so in $PBOPREFIX$ I would put the name of the pbo?

#

or just x\myMod\MyAddon?

(in this instance, x@MakoSecurityFactions\MakoRetextures)

mint hare
mint hare
full quarry
#

you dont need the x there though

#

why do people use the x\

agile surge
mint hare
#

pboprefix and texture paths in config need to match each other

#

well, initial parts (prefixes) of texure paths

agile surge
mint hare
#

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>

agile surge
#

gotcha

#

Trying it with the new paths

mint hare
agile surge
#

I ran it with the new file prefix and it's not going, holdon

#

nvm

#

I see my mistake

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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

rancid obsidian
agile surge
#

(With credit to rhs obviously)

rancid obsidian
#

For uniforms and vehicles (actually not vehicles)

tranquil mason
#

What resolution should insignias be?

rancid obsidian
#

And it's fine

mossy estuary
#

Some uniform textures of ICP assets.

olive pawn
#

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?

lethal condor
#

No. A whole rvmat can only glow

olive pawn
#

So pretty much impossible unless a model is made for that in mind?

lethal condor
#

Basically

olive pawn
#

Darn

lethal condor
#

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

full quarry
#

SuperExt shader from tokh has masked emissivity buuut it might not work always

lethal condor
#

Uh, never heard of thaat

full quarry
#

or was it called that? or was it MultiExt

#

Ext it had at least in the name

severe rune
#

SuperExt.
And afaik it should work just fine always?

full quarry
lethal condor
#

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
mint hare
#

three axis vectors in uvTransform scare me

lethal condor
#

Wait I guess I was misunderstanding

severe rune
#

Yeah the vectors in transform are wrong (many people copy paste that)
dir should be 0,0,1 to be valid

lethal condor
#

I actually found some SuperExt examples in TKOH buildings, but it has different format with regular Super

full quarry
severe rune
#

😠

severe rune
lethal condor
#

Indeed

severe rune
#

That is because there is a max number of these uvSource/transform things

lethal condor
#

Am I okay just to copy n paste the rvmat?

severe rune
#

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

severe rune
lethal condor
#

Highlight doesn't work angery

mint hare
#

"many people copy paste that" meowsweats

#

2318 files in the unpacked game data contain that meowsweats

full quarry
mint hare
#

on the positive note - that's probably super good enough to claim that's safe 🤣

lethal condor
#

Hmm managed to use (ported from TKOH) em paa, but not sure how to adjust the power

silver adder
#

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

mighty crest
#

@silver adder I would be interested in your substance designer workflow, if you are sharing for A3?

silver adder
mighty crest
#

Very nice!

silver adder
mighty crest
#

very cool indeed.

silver adder
mighty crest
#

humm, that is strange with respect to the wrong size.

silver adder
#

it is since it is all the way though told to respect the input size

mighty crest
#

ah, that would cause it.

vocal copper
#

all i see is black :>

cedar lichen
#

man that'd make things a lot easier if the emission can be tweaked

vocal copper
#

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

full quarry
#

yep thats possible

cedar lichen
#

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

full quarry
#

multimaterialext with same emissive masking when? 😄

stray relic
vocal copper
#

why would it affect bone count?

#

you'd tie it to existing elements

stray relic
#

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.

full quarry
#

we might have to try to reproduce that in simpler model to confirm how it works.

stray relic
#

I would if I had any confidence that BI would care about it, but past experience suggests I should not waste time on it.

silver adder
#

it still needs work to make it more friendly, will keep working on it, and an accompanying wiki page

warped skiff
#

all hail P1NGA

#

will try it out later today

abstract willow
#

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)

full quarry
#

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

abstract willow
#

I’ll check if the shade of the normal map is fine

abstract willow
#

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

near warren
#

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 😅

olive pawn
#

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)

lethal condor
#

0 = no emission
1 = slight
1000 = very
100000 = sun

floral fiber
#

Tho if its in the A2 licensed data packs thats diff

near warren
#

ah ok. So I should probably be fine- although, I decided to do something else, but still, good to know ^^

dense peak
#

but that is not usable in substance designer if i understand that correctly

rare dove
#

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?

severe rune
#

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

cyan mason
#

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.

livid knot
cyan mason
#

Changed it to main\data\ui\camo1_nohq.paa this time

livid knot
#

do you have pbo manager?

cyan mason
#

I do, should have all the tools

livid knot
#

can you open the pbo and take a screenshot?

cyan mason
#

It's not a pbo, it's not build yet because it's in hemtt.

#

So I can't open it 😛

livid knot
#

hm, could you try building it in conventional way?

cyan mason
#

I could, but I would have to transfer over my whole workflow. Might try it tomorrow

livid knot
#

you could just try packing the folder with pbo manager quickly to see if it gives the same error

#

not binarizing anything

full quarry
silver adder
#

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

hallow jay
#

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

full quarry
#

your rvmat for it is probably wrong

hallow jay
#

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

full quarry
#

youll likely need that so you can get different glass like values for it

hallow jay
#

I see, thanks, I will play around with it

mint hare
#

inb4 "at least one rvmat per material. Like bare metal, painted metal, chrome, glass, glossy plastic, matte plastic, bare wood, laquered wood..." :3

hallow jay
#

Ah, I see, thanks

mint hare
#

that was meant mostly as a joke in "give the wrong answer so people correct you" way, but if there are no complaints...

hallow jay
#

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 Trollge

frosty pumice
#

what are the pros and cons for a vehicle having multiple texture files vs one texture file?

full quarry
#

unless you mean more smaller resolution textures vs one bigger one

#

where you have really no benefits

frosty pumice
#

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

full quarry
#

threads are their own

#

and transparency should not be mixed with solid parts

frosty pumice
full quarry
#

for example ye

#

but also anything with transparency

#

nets

#

wire mesh

#

stuff like that

frosty pumice
#

alright, thanks

pastel hornet
#

How legal is it to rip models from Arma 3 to retexture them in Substance Painter?

lethal condor
#

Illegal.

dense bramble
#

Hello! can someone help me with making a custom flag and patches? I have followed youtube videos but it dosen't work.

lethal condor
#

What exactly you look for?

dense bramble
lethal condor
#

Okay, please elaborate more

#

What part you stuck?

dense bramble
#

In the patches loading the mod into mods in Arma 3

lethal condor
#

ArmA? Not Arma 3?

dense bramble
#

Sorry

#

I played ArmA Before

lethal condor
#

Does not explain anything

#

And uh...

#

What exactly you got? Any errors?

dense bramble
#

Loading the mod into this

#

My mod from the arma 3 folder

lethal condor
#

And?

dense bramble
#

I cant do it i need help

lethal condor
#

Can't how?

dense bramble
#

Putting the mod into the mod thing in Arma 3

lethal condor
#

What exactly are you trying to putting into? A folder? Or a PBO?

dense bramble
#

PBO

lethal condor
#

You cannot put a PBO there

#

But a folder which has a folder addon with PBOs

dense bramble
#

A folder

#

then

lethal condor
#

?

dense bramble
#

How do i load a folder into arma 3

lethal condor
#
  1. Make a folder
  2. Make the addons folder in it
  3. Put some PBOs in addons
  4. Load in Launcher
dense bramble
#

But how do i load it into the launcher

lethal condor
#

Drag and drop

#

The error literally said what I've said

dense bramble
#

i know

lethal condor
#

Excuse me, you name a folder pbo?

dense bramble
#

They said that in the video

lethal condor
#

I don't know what is the video but literally teaching false things

chrome void
#

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:

full quarry
chrome void
#

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.

chrome void
#

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.

chrome void
#

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.

severe rune
#

The filepaths in the p3d also seem messed up. s and lights prefix? 😕

mint hare
#

*ights

full quarry
chrome void
full quarry
#

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

chrome void
full quarry
#

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

frosty pumice
#

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?

mint hare
#

normals go into _no (most likel _nohq), smdi goes into _smdi...

frosty pumice
#

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

mint hare
#

🤷‍♂️ whatever looks better. You may even try plain camo in _co and move all the panel lines etc into _dt

frosty pumice
#

what do people (and BI) use usually?

atomic kernel
#

Hello! Does Arma 3 supports ORM Textures?

full quarry
#

sometimes some shading might be added to the CO texture but not much

#

its usually just pretty plain color

frosty pumice
#

looks like the normals have been applied to the CO?

full quarry
#

like I said some shading might be added

#

thats not full strenght though

frosty pumice
#

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

full quarry
#

that looks wrong yah

frosty pumice
#

do you know why? i did correctly yesterday but didnt change anything and now its like this... i mustve missed something?

full quarry
#

not off the top of my head

atomic kernel
atomic kernel
chrome void
#

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.

upper thicket
#

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?

full quarry
leaden fox
#

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

full quarry
# leaden fox I've got a question regarding multimaterials and optimalization in general. Say...

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. 😅

leaden fox
#

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?

full quarry
#

depends a bit on what kind of potato you want to optimize for 😅

#

material count is the main thing I think

leaden fox
#

whatever potato A3 is optimized for now 😄

#

material count per asset or total? 😄

full quarry
#

per asset

leaden fox
#

damn it

full quarry
#

and after that in scene complexity

#

in there total count matters too

leaden fox
#

polycount?

#

for static object especially

full quarry
#

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

leaden fox
#

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

full quarry
#

yes thats pretty solid goal

leaden fox
#

Coolio

full quarry
#

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 😅

leaden fox
#

What set of materials then?

  • Roof
  • Walls
  • Details
  • Dirt
#

I'm always one material short

#

😄

full quarry
#

details might be their own super shader for example

leaden fox
#

They can yeah

full quarry
#

with dirt you mean some sort of surrounding ground/earth mound stuff?

leaden fox
#

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

full quarry
#

Dirt could be done on MC overlay

#

and just painting some discoloration

#

it does not necessarily need to have its own separate texture

leaden fox
#

Technically is MC something like 5th multimat material?

#

I never understood the principle of it so my brain refused to consider it

full quarry
#

its an texture overlaid on top of the tiling textures

#

but in the same UV as the mask

#

just tiling textures

#

MC on top

leaden fox
#

Yoooo

#

I was putting that on black layer of the multimat

#

Also is that 4k resolution?

full quarry
#

yes

leaden fox
#

Yooooooooooo

#

That's based

#

The arches are trimsheet?

full quarry
#

I have not fixed the dozer lighting since I refreshed P drive but should be alrigh. so with MC

leaden fox
#

Good stuff

#

Designing all that is quite damn satisfying

full quarry
#

detail sheet has trims and smaller concrete chunks

#

and the doors

leaden fox
#

Yeah that's how I also did that

#

And that's probably part of the multimat, right?

full quarry
#

without MC

full quarry
leaden fox
#

because of shine?

full quarry
#

yes

#

theres also second detail sheed with some alternate concrete parts and lamp and railing colors

#

used again both in multimat and supershader

leaden fox
#

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

full quarry
#

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

upbeat cradle
#

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 ?

full quarry
#

best to just paste your whole rvmat here

upbeat cradle
# full quarry 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";
};

full quarry
#

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?

upbeat cradle
full quarry
#

worth to try I suppose

#

did you use the default_super.rvmat as base?

upbeat cradle
#

No, it was a generated one

full quarry
#

ah

upbeat cradle
full quarry
#

but use whichever works best

upbeat cradle
empty nexus
#

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

mint hare
#

rvmats aren't images, they're text configs

#

you ninja

empty nexus
#

Yeah paa files or that what you can see in the tex view 🤣

mint hare
#

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 🙃

empty nexus
#

Mhmmm they are just the basefiles

mint hare
#

@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?

lethal condor
#

In what kind of terms?

mint hare
#

"opening 2 a3 gdt paa textures and combining them into one image"

lethal condor
#

Nnnnot really sure what it does mean. Maybe I'm missing the context?

mint hare
#

disregard me, i'm most likely talking to voices inside my head and/or going way above my explaining skills. Sorry again.

empty nexus
lethal condor
#

I think I have never messed with terrain texture, so you guys probably confused someone with me

mint hare
#

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

empty nexus
#

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 🤔

full quarry
empty nexus
#

Or dunes texture

full quarry
#

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

empty nexus
full quarry
#

Yes it's possible to in Gimp for sure.

stable swallow
#

Does someone have very good experience with Substance Painter and managed to found a shader that is close to Arma ?

lethal condor
#

Check the pinned

floral fiber
#

those are export things not shaders

dense peak
#

And what if i only have SP an no SD? ^^

stable swallow
#

export things are fine, but is there an appropriate rvmat for the arma 3 export sets ?

full quarry
#

Rvmats are very use case specifc

hallow jay
#

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:

hallow jay
#

Generally importing anything from Substance into Arma makes it look like a regurgitated dog turd compared to what you see in Substance

full quarry
#

the game adds nothing but what you feed it

hallow jay
#

I used the rvmat generator to get the properties for rubber, glass, etc

full quarry
#

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

hallow jay
#

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.

full quarry
#

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

hallow jay
#

I'll play around with it tomorrow, thanks

full quarry
#

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

hallow jay
#

I baked the normal map in Blender with bevel nodes, so the only details on that should be around the edges

hallow jay
cedar lichen
#

some rvmats have a DT texture thats can cause stuff like that

hallow jay
#

yep, it was the DT, now it works fine, thanks!

lethal condor
#

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

hallow jay
#

ah, okay, I´ll take a look, cheers

#

I can´t even remember where did I get this DT from

upper thicket
hallow jay
#

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 };
};
};

full quarry
#

👍

#

it is imperative to understand how the materials work even if generators are used to make the files

hallow jay
#

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 harold

runic basin
#

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?

full quarry
#

broken mod somehow

runic basin
#

I mean how this error is triggered?

full quarry
#

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

runic basin
#

Ok

full quarry
#

unlikely to be related to texture

#

config breaking something is possible though

runic basin
full quarry
#

is it a custom uniform?

#

how do you apply the patch?

runic basin
livid knot
#

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)

west ingot
#

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? 😄

lethal condor
#

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?

empty nexus
#

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

lethal condor
#

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

soft silo
west ingot
#

im just gonna try to find the default h-60 texture and try to edit that for the texture itself

west ingot
short sorrel
#

How to make a glowing texture not-glowing, like a matte?

livid knot
livid knot
soft silo
floral fiber
#

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

severe rune
#

yes

floral fiber
#

so if i have emissive rvmat with transparent bits of texture transparent bits will still be emissive

severe rune
#

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

floral fiber
#

i have no idea im just asking for ir tabs

#

idea being ca selection with bits showing instead of 4 selections on each arm hmmyes

west ingot
severe rune
#

tabs? 😄
You probably want SuperExt then

floral fiber
#

im just the config guy that does the camo variations

#

these shits

#

glow in nv

soft silo
#

Scripting you can just throw the the texture as a .paa inside the folder, write a “this setObjectTextureGlobal” command and done

west ingot
#

ohhh, then all i have to do is bully the mission maker to add it

soft silo
#

Yes

west ingot
full quarry
#

depending on size and complexity of the model

soft silo
west ingot
#

oh lord

soft silo
#

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

severe rune
floral fiber
#

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

severe rune
#

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)

floral fiber
#

i'll put a patch of your profile picture into usp if you do it

floral fiber
#

and itll glow in nv

#

but just the eyes

floral fiber
#

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

severe rune
#

Well I thought so too, but the patches config has no rvmat parameter 🤔

#

Oh wait, We have two patches addons

floral fiber
#

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

severe rune
#

its just rgba color

floral fiber
#

oh, neat

severe rune
#

Found it

floral fiber
#

_ir.paa map when hmmyes

severe rune
#

actually you can set material.
And you can user SuperExt material to only have specific parts glow

floral fiber
#

oh wait what

#

fr?

severe rune
floral fiber
#

we learning rvmats now

#

assuming SDMI is just the bit that glows?

severe rune
#

omfg these aren't even using SuperExt 😠

floral fiber
#

WHAT

#

its been possible this whole time???