#arma3_texture

1 messages · Page 6 of 1

severe rune
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SMDI is shiny, its reflection not emissive

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but emissive is possible

floral fiber
#

i assume thats just set in the uvtransform too?

severe rune
#

left is Emissive fully, right is SuperExt only the eye

floral fiber
#

i have no idea what superext means

severe rune
#

Its a pixelshader

floral fiber
#

o

severe rune
#

You probably usually use "Super"

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SuperExt is super plus emissive texture

floral fiber
#

i dont know what i use i just macro siege's stuff

severe rune
#

I have an example I just can't find it in my mess

floral fiber
#

is this just a case of shoving emissive[] into the transforms?

severe rune
#

Transforms are transforms, no They are a pos

floral fiber
#

i have no clue what any of the stuff in this pbo is

#

oh superext stripes on stairs

severe rune
#

PixelShaderID = "SuperExt"; in the rvmat. And Stage8 has the emissive texture

floral fiber
#

oh so you would just use superext and the emissive texture to do it?

severe rune
#

yes

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That's all you need, have fun

floral fiber
#

is there anything i need to change between super and superext

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aside from the name

severe rune
#

well the stages

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you'll need to use texGen because there isn't enough space for all the transforms

#

Have fun bye 🏃‍♂️

floral fiber
#

someone else probably knows what that means

severe rune
#

It's been 5 years since i made that thing and you expect me to still remember all the stuff

floral fiber
#

i will figure it out

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or die trying

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the latter of which is more likely

cedar lichen
#

I just figured it out

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@severe rune did you ever get it binarising/working ingame back then you said it was causing crashes

cedar lichen
#

nvm I got it working

cedar lichen
#

unfortunately doesn't work the way I was hoping - its visible during the day too

#

so its fine for things that appear the same day or night but like radium paint etc where its white during the day and greenish/teal at night it no good, have to do it the usual way

severe rune
#

Yeah as I tried to write above, its always emissive. No matter what time or if nightvision

severe rune
silver adder
#

well then you will have to do it manually in photoshop, all i did is automate the process i was doing by hand previously............finish a guide to it when i have time, but it is not that hard, you invert the green channel of the normal (like usual), apply a pink gradiant to the occlusion, take the new blank texture, paste the specular into the 'G' channel, paste the gloss in tho the 'B' channel, probably invert the gloss, and mess with the levels of each channel, then you have a smdi

floral fiber
#

Yeah emissive you just fix with texture being black, no?

#

Sure it'd still glow in pitch black
but like
its glowing black
in the pitch black

#

would be nice to get some sort of way of changing properties like that based on ti/nv given not everything has the same colours etc under nv but probably too much effort for such a minor feature in this stage in dev

severe rune
#

But the RGB values specify the glow power. If you make it zero(black), it didn't glow

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I think effort isn't too much. But I don't like the performance cost of checking for that when basically nothing used it

floral fiber
#

emissive = {7,7,7,7}; is what i saw

floral fiber
#

realistically flag patches on nato etc would be ir

severe rune
#

rendering no work like that

floral fiber
#

🤷 thats what rvmat from image i sent you the other day used so

cyan solar
#

Is there any decent tutorial on how to use substance painter to build textures for arma?

lethal condor
#

Probably you want to check the pinned

hallow jay
#

Has anyone managed to create a decent looking stainless steel rvmat? No matter how I try, it always ends up looking like some sort of a painted monochrome metal sadcat

lethal condor
#

You want to post the picture if you want a criticism with your work

hallow jay
#

Once I stumble out of bed Trollge

cyan solar
lethal condor
#

I'm not a Substance Painter user

cyan solar
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Ah fair enough

lethal condor
#

And it sounds like a question that Google knows

cyan solar
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Google hasn't helped in a way I can figure it out 😢 . But I will chug on. Appreciate it!

hallow jay
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SP will by default separate all the materials from Blender into separate texture sets. If you delete all the materials assigned in Blender, then SP will only create 1 texture set for your whole mesh

lethal condor
# hallow jay

Do you have a good example what is the goal aka real-life counterpart picture?

hallow jay
#

I was unable to replicate it once I switched my SP into non PBR

lethal condor
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Oh, so it should have more roughness so it should reflect less?

hallow jay
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Yeah I think so. I have tried increasing SpecularPower, but the results are kinda mixed

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I mean, the main issue is Arma doesnt know what Metallic is

lethal condor
hallow jay
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Ah okay, that´s something new, I´ll take a look, thanks!

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But yeah, I understand Arma´s limitations

lethal condor
#

What is your rvmat you have so far BTW?

hallow jay
lethal condor
#

Looks fine enough. This covers both stainless (tip) part and the body?

hallow jay
#

Just the tip, I have a different one for the body

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I assume a different surface should have a different rvmat

lethal condor
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Oh well. Yeah having different rvmat should work for sure. Would be a bit work for the GPU, though

hallow jay
#

Hmm yeah. I guess it depends of what kind of material it is. Stuff like Glass / Wood etc definitely need separate ones, but metals perhaps dont

lethal condor
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Not my model but rvmat. The wooden part shares a bit of UV aka material with metal part, so it is possible to merge your materials into one I guess

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(please ignore that the wood does have zero metallic due to the limitation of Super Shader, there is only one color to reflect and I don't want to have yellow reflection on the wood part)

hallow jay
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very interesting

atomic kernel
#

Hello! I'm making my first mod and it's a optics pack. I have one model ready and textures being converted in PAA, but I have problems with RVMAT.

I tried to find any RVMAT from the scope tube from arma 3 scopes but cant understand what I should use... Is RVMAT necessary? How can I made my own RVMAT? all I need is to make the tube looks like real metal.

#

😦

hallow jay
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I´d reckon you need one rvmat for the tube, and one rvmat for the glass of the scope itself

lethal condor
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RVMAT itself really is just a text file

hallow jay
atomic kernel
atomic kernel
hallow jay
#

Yep, you do need them. Also, what you see in Blender / SP will not be what you will end up seeing in Arma due to the outdated shader

hallow jay
#

but still, the rvmat is necessary

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I can give you a sample if you want

atomic kernel
atomic kernel
atomic kernel
hallow jay
#

You probably want to have one blend file in which you create the textures, and another blend file out of which you will be exporting the P3D itself

full quarry
#

you do not want to have this many materials for a weapon in Arma though

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typically you have 1 or 2 textures/materials for such a small asset

full quarry
full quarry
#

and then they struggle with it

#

shortcuts never replace learning what you are doing

atomic kernel
atomic kernel
full quarry
#

they are just text files

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you can read about them on couple of the wiki pages

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and you can look into the default ones in P:\a3\data_f

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and any of the games own rvmats

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via text editor (notepad++)

mint hare
full quarry
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and experiment

mint hare
atomic kernel
mint hare
#

Sounds about right. IIRC there should be a special shader for collimator sight lenses or something like that

short scaffold
#

hey all, im trying to add custom flags into the game. i have the .paa files already, im just confused on how to setup the file structure and config files etc. does anyone have tips on how to do this or any videos

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^custom flags meaning retexture of default flags

mossy estuary
#

any good retexture templates for nato gear?

full quarry
full quarry
short scaffold
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Thank you

mossy estuary
#

Could I retexture the Apex CTRG uniform even if some of my players don’t have apex. Would they get any issues?

soft silo
lethal condor
mossy estuary
lethal condor
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Well I did not thought that's what "any issues" you mean

mossy estuary
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All good. Understand the confusion

mighty crest
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@silver adder Thanks for the SD file, I will try it out later tonight. Cheers!

cyan mason
#

Question: I have a model, and separated out the top+gloves+boots and the pants on 2 seperate UVs. Got the different vertex groups set up but I still only get a bad texture ingame. What else can this be?

livid knot
#

The uniform in game doesnt look like the same model... why arent its sleeves rolled?

cyan mason
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That;s also one thing I'm trying to figure out ... Object builders shows rolled sleeves..

livid knot
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Did you change the model selection in the config so its actually using your model?

#

Can we see the class for it?

cyan mason
#

    class B_Soldier_base_F;

    class UNIF_CRYE_ROLLED : B_Soldier_base_F {
        _generalMacro = "B_Soldier_F"; //unsure what this does
        scope = 2;
        displayName = "Uniform Test Soldier";
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "UNIF_Crye_G3_Rolled"; //the uniform item
        hiddenSelections[] = 
            {
                "camo",
                "camo2"
            };
        hiddenSelectionsTextures[] = 
            {
                QPATHTOF(data\uniform\tex\camo_co.paa),
                QPATHTOF(data\uniform\tex\camo2_co.paa)
            };
    };
};

class cfgWeapons {
    class Uniform_Base;
    class UniformItem;

    class UNIF_Crye_G3_Rolled : Uniform_Base {
        scope = 2;
        displayName = "Crye G3";
        picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model = QPATHTOF(data\uniform\crye_g3_rolled.p3d);
        hiddenSelections[] = 
            {
                "camo",
                "camo2"
            };
        hiddenSelectionsTextures[] = 
            {
                QPATHTOF(data\uniform\tex\camo_co.paa),
                QPATHTOF(data\uniform\tex\camo2_co.paa)
            };

        class ItemInfo : UniformItem {
            uniformModel = "-";
            uniformClass = "UNIF_CRYE_ROLLED"; //would be same as our made soldier class
            containerClass = "Supply20"; //how much it can carry
            mass = 80; //how much it weights
        };
    };
};```

I must be doing something wrong.. but I'm extremely new to this so it's probably something in here.
full quarry
#

its a bit advanced config making method and likely what throws this thing off the rails

cyan mason
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I took them straight out of the examples. (I believe, I returned back after 3 weeks of nothing)

livid knot
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You should remove them

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switch it to this "pboname\data\uniform\tex\camo_co.paa"

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or whatever file you're trying to get

cyan mason
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Well.. I'm getting somewhere. But I think my Shadows are set wrong. Also noticed I have some wrong flipped normals

full quarry
#

shadowlod has couple of requirements that must be met

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typically for characters you can just copy the sample character shadow though

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maybe adjust it a little where needed

cyan mason
cyan mason
full quarry
#

shadow

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usually at least

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the sample man shadow should be pretty skintight though so it should fit pretty easily

willow marlin
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whats the easiest way to texture in a 3d space?

2d texturing its hard to lineup camo

full quarry
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only the texture images are available for that

willow marlin
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aw shit

#

thanks for the answer tho

ebon shoal
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Hey! Question!
So you know how in GM, you get mirrored emblems. Right? They're 2:1 ratio.

Say I make an image 1024x512. Will each half be a perfect 512 pixel box, or will it be cropped down to a smaller size? The ArmA wiki only gives me this as a "template" but this doesn't fill the full 512px space.

#

The template license plate file is also a tad confusing as to how it all bounds together.

austere carbon
cyan mason
austere carbon
#

still looks good dude!

ebon shoal
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Answered my own question. It gets cropped. eminent_pain

ionic laurel
#

Hi, i have a problem with making paintjob for offroad. Idk how to add new painting to arsenal. I failed mine attempts. Can i find tutorial somewhere? I want to make it as an addon

lethal condor
#

Share your config

plain wyvern
#

need some texture help if someone can pm me

lethal condor
#

Ask your question here so you can get more helpful answers

ionic laurel
lethal condor
#

Sure. No hurry of course, take your time

ionic laurel
#

here it is

lethal condor
#
  1. CfgPatches A3_Soft_F_Offroad_01 you definitely should not use this name. Because it is aleady used by vanilla game.
  2. If the intention there is just to make a retexture of a vanilla offroad, you have to make a proper inherit. Redefine everything is not how it works.
ionic laurel
#

i just want to make my own texture in here

ionic laurel
lethal condor
#
class CfgVehicles
{
    class Offroad_01_unarmed_base_F;
    class Offroad_01_civil_base_F: Offroad_01_unarmed_base_F
    {
        class TextureSources
        {
            class Red
            {
                displayName = "$STR_A3_TEXTURESOURCES_RED0"; //Red
                author = "$STR_A3_Bohemia_Interactive"; //Bohemia Interactive
                textures[] = {"\a3\Soft_F\Offroad_01\data\Offroad_01_ext_CO.paa","\a3\Soft_F\Offroad_01\data\Offroad_01_ext_CO.paa"};
                factions[] = {"CIV_F"};
            };
        };
    };
};```
ionic laurel
#

should i keep the cfgpatches class?

lethal condor
#

No

ionic laurel
#

still nothing there

#
class CfgVehicles
{
    class Offroad_01_unarmed_base_F;
    class Offroad_01_civil_base_F: Offroad_01_unarmed_base_F
    {
        class TextureSources
        {
            class PSR1
            {
                displayName = "PSR Offroad";
                author = "RysiekIsHere";
                textures[] = {"\psrpojazdy\textures\txt_psr_offroad_1.paa"};
                factions[] = {"CIV_F"};
            };
        };
    };
};```
lethal condor
#

Show the CfgPatches please

ionic laurel
#

there is no cfgpatches

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as you said

lethal condor
#

Well I thought you've said you wanted to keep the name

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CfgPatches is a required part of config

ionic laurel
#

okay, ill try to do it like that

#
class CfgPatches
{
    class psroffroad_1
    {
        addonRootClass="A3_Soft_F";
        requiredAddons[]=
        {
            "A3_Soft_F"
        };
        requiredVersion=0.1;
        units[]=
        {
            "Offroad_01_civil_base_F",
        };
        weapons[]={};
    };
};

class CfgVehicles
{
    class Offroad_01_unarmed_base_F;
    class Offroad_01_civil_base_F: Offroad_01_unarmed_base_F
    {
        class TextureSources
        {
            class PSR1
            {
                displayName = "PSR Offroad";
                author = "RysiekIsHere";
                textures[] = {"\psrpojazdy\textures\txt_psr_offroad_1.paa"};
                factions[] = {"CIV_F"};
            };
        };
    };
};```
lethal condor
#
  1. "Offroad_01_civil_base_F", don't make a period there
  2. Check the pinned of #arma3_configtells which is the proper requiredAddons
ionic laurel
ionic laurel
#

and i got something

#

unfortunately there is no texture

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previously i made my texture bigger to get better quality but i dont think this is a reason

hallow jay
#

How many texture sets would generally be used for a medium-sized artillery piece?

hallow jay
#

I see, yeah, I was thinking about two as well

covert spade
#

Hello - I have a texture for a jet..

The texture works fine, the path to the retex is there and it works.

But when i PBO the mod the texture doesnt load. I have tried hundreds of attempts to get it working.

Has anybody else ever had the issue of a .paa not loading after packed?

livid knot
#

Is the paa actually in the pbo? Double check, sometimes depending how you pack it they can dissapear

full quarry
#

or folder structure in pbo does not match path in config

covert spade
#

Its a massive headache.

The defined paths are correct, tried several different names as well

The .paa files are still there after unpacking and are not corrupt etc.

Its just when they get packed into a pbo I get the "can not load texture" error... But then the pre-packed version works flawlessly. I excluded it from compression tried several different settings and no joy.

#

Also when using mikero PBOproject, it doesnt let me pack the mod because the "cockpit" etc... textures from the original model are defined in the config - and it gives an error "missing files!" then lists all the textures....

#

So I am stuck bouncing between addon builder and PBOproject

full quarry
covert spade
#

So I need to take the textures out of the plane mod and put them there - with the new hull texture?

full quarry
#

ah its a modded jet

#

well then you would unpack the mod to your P drive so pboProject can check the paths

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you would not copy them into your mod

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they would remain in the original mod

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and be used through there by your mod

covert spade
#

Oh dang

Alright.. So I unpack it to the P drive then it will be picked up by the tool when packing?

full quarry
#

yes

#

as long as you do the unpack right and the files are in right folder structure

covert spade
#

I must have something set up wrong. Its still telling me rapify warning files dont exist.

covert spade
# full quarry yes

Sorry to bother. Ive redone my P drive -

Where should I place the mod with textures?

full quarry
#

in the same paths that are in pbo

#

or in config

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but starting with P:

covert spade
#

Okay so place the extracted folder on P drive - outside a3 folder?

full quarry
#

Yes

#

like your own data is outside of A3 (hopefully)

#

and A3 data is in P:\a3\

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you can see the folder structure in the configs too in the paths

covert spade
#

Okay thanks.

I've placed (plane mod folder) and (new texture folder) on the P drive outside of a3, and it still tells me none of the textures exist.

I'll upload the config

#
class CfgPatches 
{
    class SU27retex 
    {
        units[] = {"Su_27CM"};
        weapons[]={};
        requiredVersion=1.83;
        Icon = "";
        requiredAddons[] = {"A3_Air_F"};
        name="Su_27CM";
        author="c";
    };
};
class CfgVehicles
{
    class JS_JC_SU35;
    class Su_27CM:JS_JC_SU35
    {
        scope= 2;
        author="c";
        side = 1;
        displayName = "SU-27CM"; 
        faction="BLU_F";
        vehicleClass="Air";
        crew="B_Pilot_F";
        hiddenSelectionsTextures[]=
        {    
            "SU27retex\data\Su27hull1.paa", //new hull texture
            "SU27retex\data\Su27hull2.paa",
            "\js_jc_su35\data\Su35_cockpit1_co.paa", //original textures the plane depends on
            "\js_jc_su35\data\su35_cockpit2_co.paa",
            "\js_jc_su35\data\Su35_glass_ca.paa",
            "\js_jc_su35\data\Su35_ladder_co.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_clear_ca.paa",
            "\js_jc_su35\data\su35_engine_fire_ca.paa",
            "\js_jc_su35\data\su35_engine_fire_ca.paa",
            "\js_jc_su35\data\su35_afterburner_ca.paa",
            "\js_jc_su35\data\su35_afterburner_ca.paa"
        };
    };
};```
livid knot
#

Perhaps its the backslash in front?

covert spade
#

I've tried

#

Mind you - everything works PERFECT before its packed

livid knot
#

send a pic of the file path from your p drive to one of the js_jc textures

covert spade
#

Do I need to take just the texture folder and put it on P drive, or the whole mod?

livid knot
#

it can be just the textures, but it needs to follow the same filepath as you have outlined in your config

full quarry
covert spade
full quarry
#

whats in the js_jc_su folder?

#

@covert spade

covert spade
full quarry
#

looks alright

covert spade
#

Yeah I'm wildly confused

full quarry
#

whats the error in pboProject?

covert spade
#

Missing files

#

For ALL .paa

full quarry
#

example?

covert spade
#

WTF

#

It just worked

#

For the last 2 days its been giving me an error and now when i go to get example it worked..............................

full quarry
#

youre welcome!

#

heres the bill

covert spade
#

Arma is the devil

#

thanks

covert spade
#

Well.. I'm going to dinner the real test is to see if it still appear invisible lol

#

Literally mindblown to the greatest degree rn

devout cedar
#

Not exactly sure if this is the best place to ask, but does anyone know of a workflow for gear icons? (Consistent camera setup, batch jobc, etc)?

devout cedar
#

A Chromakey or Green Screen mod?

full quarry
lyric dagger
#

Does anyone have a blender shading setup that makes the textures look in blender as close as possible to what you get in arma?

naive elk
#

I want to retexture Arma's assets and make them into mods, but I don't know how. Is there any article with instructions?

full quarry
#

there are some guidelines written down in the BI forums if I remember right

mossy estuary
#

I'm retexturing the basic Nato uniform but I'm encountering an issue with the tee shirt variant. I want to change the tee shirt color to the basicbody_black paa file instead of the basicbody_green which is what it currently is I think. Does anyone know how to do that?

young patio
#

my friend is trying to do a custom headgear but keeps getting this error i thought it was a pathing issue but weve gone over the paths in the RVMAT, the config and on the P3d and they seem correct

#

dont know what could be causing this?

livid knot
#

Can you open the image in texview? Maybe its corrupt

full quarry
young patio
full quarry
young patio
#

its not mikero's pboproject

tranquil mason
#

Couldn't really think of a specific channel other than here, but I'm getting really zoomed out previews when I use BIS_fnc_exportEditorPreviews. I tried a vanilla vehicle for comparison, I forget the vanilla name for it but ace renames it to the T100 Black Eagle.

Comparison - https://imgur.com/a/H7epgwz

#

Units seem to be fine, it's only vehicles

tranquil mason
#

Seems to be an issue with the vr map for me though, tried on altis and it was closer to what they should look like (position wise at least)
Marked as a spoiler because the image is very bright

hallow jay
# young patio

I dont think the first forward slash is supposed to be in the path of the rvmat. At least I never put it there and never have issues

tranquil mason
hallow jay
#

I never put them in my rvmat, and everything works fine

tranquil mason
#

Yeah like I said, most cases there's not really a difference

hallow jay
#

I see

#

I do remember the forward slash causing issue in some spot, but I am unsure if it is the rvmat or not

tranquil mason
#

For the picture property specifically though, it'll go looking for a completely different file path if you don't put a \ at the beginning

cyan mason
#

Euhm. I assume there are some vertexes that are weight-painted on the proxies for this to happen no ?

full quarry
#

not on proxies but to wrong selections or not to any selections at all

#

proxy triangles should not show up either though

#

so either those are no longer proxies or they might have material set on them which can mess them up

cyan mason
full quarry
#

yeh blender has a way of assiginig first slot material to all surfaces.

#

it may not always cause issues

#

more likely is that the triangles you see are no longer proxies

cyan mason
#

Then the next question: Should the proxie triangles only be weighted on the @@armaproxy vertex groups? Since this was converted to this for Spine3 group

#

And none of the proxies should have a materials on it

full quarry
#

no they are weighted to various animated selections so they move with those selections

cyan mason
#

yea, I think i've seen what the biggest issue is. didn't properly check all the weights on the needed places. For example this is LeftHandPinky3

#

And LeftLegUp

cyan mason
#

So I fixed all my proxie issues.. after a couple of hours of testing things.. but wondering what the vertext group hl does. It seems to change the contrast of texture where its applied. And the texture without HL looks great.

#

On the example it's painted on the arms and legs of the body.

mint hare
#

sounds like skin selection then tanking

cyan mason
#

Kinda what I assume. Just wanted to be sure.

full quarry
#

swaps with whatever identity isf given

tranquil mason
#

Figured out that the function sets the time to 10:00 am for the picture, causing the shadows to appear a lot longer. But the image is still a lot brighter

tranquil mason
#

Does anyone have settings to try and match the vanilla ones?
I've been fiddeling with settings for ~20 minutes trying to get the same style, but they all come out looking washed out and bright

stable swallow
#

Reduce the brightness

#

Like -30

tranquil mason
#

It's a bit closer, but then the colors are too muted, need to play around with it more

#

It also seems like a specific date/time was used for all of the previews, which I don't think there's really a way for me to find out unless I tried every option

#

If possible, having the settings used for base game vehicles present on the wiki would be a massive help

#

I've got it a bit closer

stable swallow
#

The Bohemia Previews are made with a script command

floral fiber
#

yeah, BIS_fnc_exportEditorPreviews, which is what dart said they are using

tranquil mason
#

Yeah making previews by hand would suck

#

You could just do a screenshot of it, but that looks bad

rancid obsidian
#

Guys

#

I wanna retexture some uniforms but idk where can I get the uniform texture files

#

Especially game's default uniforms

livid knot
#

You can use getObjectTextures on the unit to find the path to the file

livid knot
#

When you press esc in singleplayer there should be a console, just make sure the unit you want to get the textures for has a variable and use that variable name

rancid obsidian
#

After console

livid knot
#

When you press esc in singleplayer there should be a console, just make sure the unit you want to get the textures for has a variable and use that variable name

#

No, the variable name doesnt matter

#

@rancid obsidian Ok, so give a unit the uniform you want in the 3den editor. Then double click it and give it the variable name tMan. Then play the mission, press esc, and type in the console getObjectTextures tMan;. At the bottom it should give you a list of file paths

rancid obsidian
livid knot
#

Must give a variable name

rancid obsidian
#

K

#

Thanks

rancid obsidian
#

Nah nvm

sonic dagger
#

Where can I find vanilla assets templates ? Specifically the RHIB and the M-900

full quarry
lethal condor
#

M-900 is basically released as a part of TKoH samples

sonic dagger
#

Oh, okay. I'm basically looking to recreate this helicopter in game, I thought there was a template for it

lethal condor
#

What is what?

rancid obsidian
lethal condor
#

The path said where it is?

rancid obsidian
#

Yes

#

Can't find that

#

In files

lethal condor
#

Do I need to have a guessing game? If you meant PBO, it's in Expansions folder

lethal condor
rancid obsidian
lethal condor
#

I can't remember which uniform you have

rancid obsidian
#

It's paramilitary

lethal condor
#

Which

rancid obsidian
lethal condor
#

I said which

#

An icon does not represent if you need DLC or not

rancid obsidian
#

Idk the name

#

But its a sleeveless shirt

lethal condor
lethal condor
#

Probably

sonic dagger
cyan mason
#

I'm almost done with my uniforms, after a while.. Only have one thing left. Skin on the arms. It works on 1 model, but it doesn't on the other.. When looking at blenders materials they are assigned the same.. HL vertex groups are both set correctly. What else am I missing? Left is on the image is working, right isn't

devout cedar
#

I'm investigating a pboproject error that is suggesting a corrupted paa file, but its proving difficult to track it down. I am able to open several paa's in texview2 but I can't open them with imageToPaaGUI

#

The error reads like writing header entries.. creating a texHeaders.bin... failed: detex module found an error in (one or more) paas dll's pbo_Make failed with 'Error(s) detected' </MakePbo>

full quarry
#

check if the log says anything (and make sure you have noisy output on)

hallow jay
#

Is there any possibility of making dirt / rust look at least remotely realistic on a metal surface? I truly dont understand how can that be possible given that I am limited to a single master rvmat setting that controls specular and specularpower of the whole face?

For example:

There is a main coat of pain that has a certain amount of reflection
Peeled paint should reveal shinier metal underneath
Rust spots should have pretty much no reflection

But this whole section is controlled by a single rvmat, and the specular and specularpower values of the rvmat affect all three of the above equally. Which means if I want to make the main coat of paint look realistic, and I make it reflect the correct amount of light, this will automatically make the rust reflect the same amount of light, which looks terrible.

This certainly is not a shader issue, since the non-pbr shader of substance can handle this just fine, so I think this is definitely something caused by the rvmat.

#

here´s an exagerrated example of what I am trying to achieve

#

I spent several hours trying to make it work somehow, trying different specular values of the substance layers themselves, but nothing seems to help

#

Here´s my problem: The reflectiveness is exactly the same between the two different surface types in-game

full quarry
hallow jay
#

I hope so?

#

stage5

#
{
    texture="2b9\data\one_smdi.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};```
#

I have tried simply removing Specular and Specularpower values from the rvmat completely, and it was still as if the smdi were completely absent

full quarry
#

dont remove stuff that breaks rvmat

#

most likely something goes wrong in your process right now

hallow jay
#

I tried to see what it would do

full quarry
#

maybe you dont edit right file, pack right folder or something like that

#

if changes dont seem to apply

#

make sure your paths are correct and that you work on correct files as first step

#

then try apply the copy of default super rvmat on your model and add your textures to it

queen siren
#

Should I use blender for texturing or would something like substance painter / quixel mixer be significantly better?

full quarry
#

Blender can do texturing just fine. Those other programs that are designed solely for that can make it easier, but results can be just as good in any way you learn to do it

devout cedar
full quarry
devout cedar
#

failed: detex module found an error in (one or more) paas

#

no idea what that means

#

I can't find any corrupt paa's

#

everything I've looked through is also a ^2

full quarry
#

does it mention which paas?

queen siren
#

Welp my textures are still failing to load onto my model.
The .rvmat is pointing to the right location; I have tried using both blender and substance painter for the different file types. (Yes, everything is a .paa file and I even tried the substance painter preset in the pinned comments)

I was wondering if anyone could provide like 'an idiots guide to coloring an object'. Sorry if this is a big ask.

livid knot
#

@queen siren How are you assigning the textures to the model? And do you get an error in game when you load the object?

queen siren
# livid knot <@97844977937178624> How are you assigning the textures to the model? And do you...

I have tried three ways.
The first is just via blender using a UV map. Convert it to a PAA file and using a helmet.rvmat file.

I also tried using substance painter to export the _us, _nohq but those would not assign at all.

When loading into arma 3 the helmet is either just white or all black.

I have also loaded the .p3d file into object builder and used the e hotkey and assign the helmet textures and rvmat that way.

I would love to use either blender or substance painter to do the texturing and modeling. I am just clearly not something correct.

#

how it looks in game right now.

livid knot
#

I dont know how to attach it through blender, though it is possible via the toolbox addon. However doing it through object builder should work fine. Whats the file path you use? Also what resolution are your textures?

queen siren
#

1024 x 1024 I believe. or 2048 x 2048.
ive been going through so many different iterations that I am not 100% at the moment.
path: firewall_helmet\textures\file_name_here

#

UV map seems to not work. How would I attach it via the toolbox addon?

full quarry
#

You probably have multiple uv sets or your uvmapping is just not right.

queen siren
#

hmm

#

I did smart UV project.

full quarry
#

That is part of it yes

queen siren
#

So I did smart uv project, it creates a UV map. I did notice that I have three options under the image choice

#

What is your workflow after you hit smart uv project?

full quarry
#

You should be able to find what that is from blender manual if it is unfamiliar thing

queen siren
#

to the manual!

full quarry
#

to elaborate a bit, uvset is what saves the uvUnwarp you make and a 3d model can have multiple uvSets with diffferent looking uvmappings for various purposes

#

Arma however uses typically only the first uvset of the model

#

also objects built from multiple parts in Blender and exported so that the same lod objects are combined on export also combine their uvsets

#

but if each object has different uvset name

#

you end up with multiple uvsets in the export

queen siren
#

in terms of the _as, _co and so forth textures how important are those to have?
or I guess another way to ask is using a blender UV map vs trying to set up those files as well

#

ah

full quarry
#

you need to do both

#

uvmapping is just the 2D reference on what to draw on the 3d surfaces

#

you still need the textures to draw on the model

queen siren
#

I guess my map is just broken, I only have the one UV map.

full quarry
#

are you exporting the correct part?

gleaming pewter
#

anyone know why parts of my textures aren't lining up? it only seems to be in-game, buldozer shows it just fine, so really stumped

#

buldozer

#

in-game

queen siren
near warren
#

You cant get textures from CDLC right?

lethal condor
#

Not directly of course. They might have templates for retex

near warren
#

Hmm- im not the best with textures but I am wondering if I could get the speadhead planes and remove there side insignias and then use my own xP

calm flame
#

Is there a shader for substance painter to preview how does model look like in arma 3?I googled,and find a shader on GitHub,but it probably not work cause my model will turn to black when i applied shader.

full quarry
full quarry
full quarry
#

are the models even same? there are differences

full quarry
gleaming pewter
#

Using project from view on blender

#

I have hide proxies on bulldozer view so you can't see them

livid knot
#

Project from view is terrible and very innacurate. However it should be consistent between buldozer and the game

lucid halo
#

does anyone know of a tutorial on how to make a texture that I can place in Eden but follow the terrain like a road texture? I'm trying to make some parking lot's and think this would be the easiest way to do it unless someone else knows of a mod that does this?

livid knot
#

I havnt done it before but I believe its a Decal, try googling that

hallow jay
#

Your model might turn black because spec glos shader cant read metallic

#

Since I assume you used pbr met rough in SP originally

calm flame
hallow jay
#

I generally had better results once I switched my substance into nonpbr spec gloss

#

as in, the end result in-game looks more alike to what you see in SP

calm flame
queen siren
#

If you are building a complex object in blender (or whatever program) and you have it ready to be textured; should you keep the objects separate or combine them?
So lets say a car frame and wheels just as an example.

hallow jay
#

Mine remain joined in whatever way I joined them when baking the normal map in Blender

queen siren
#

Okay

full quarry
#

either way is fine

#

I prefer to keep parts unjoined (but that does add management overhead to make sure there are no different names in UVsets, no wrong materials, LODs are setup right on all parts etc)

queen siren
#

What do you mean by different names in UVsets?

full quarry
#

I explained that earlier above

dense peak
#

tog_416/tog_eotech - missing these in the rpt but cant find them for the life of me

#

anyone so kind to help me

queen siren
vague iron
#

@silver adder Very nice stuff :)

calm flame
#

having trouble on rvmat
the reflection on model is weird,want know how to adjust rvmat more effectively to have result that what I need.
bi wiki's "rvmat basic" said:"In ARMA engine we are able to use SPECULAR POWER, IRRADIANCE TABLE or FRESNEL values in *rvmat files." at Theory section,also said:"All above mentioned settings can be calculated in some shaders per pixel using effect bitmaps." at Basic surface setting.
Is this mean,if I generated a SMDI texture in substance painter,and applied it to ravmat that using specific shader like "super" shader,then there is no need to set "SPECULAR POWER, IRRADIANCE TABLE or FRESNEL"?

full quarry
novel lagoon
celest onyx
#

does any one have video can show me how to design uniform ?

gleaming pewter
#

Best bet would be to look at some other people rvmats and compare so you can improve your own

tranquil mason
#

What exactly causes the materials in a unit's Wounds class to appear?
I wanted to test to make sure I had my materials set up correctly but after shooting at the units a couple times I didn't notice any of them apply

full quarry
#

damage.

#

so they probably are not set up right

tranquil mason
#
class Unit
{
    class Wounds
    {
        tex[] = {};
        mat[] =
        {
            "DA\Aux193\armor\data\uniforms\armor1_clean.rvmat",
            "DA\Aux193\armor\data\uniforms\armor1_clean_injury.rvmat",
            "DA\Aux193\armor\data\uniforms\armor1_clean_injury.rvmat",
            "DA\Aux193\armor\data\uniforms\armor2_clean.rvmat",
            "DA\Aux193\armor\data\uniforms\armor2_clean_injury.rvmat",
            "DA\Aux193\armor\data\uniforms\armor2_clean_injury.rvmat",
            "A3\Characters_F\Common\Data\basicbody.rvmat",
            "A3\Characters_F\Common\Data\basicbody_injury.rvmat",
            "A3\Characters_F\Common\Data\basicbody_injury.rvmat",
            "A3\characters_f\heads\data\hl_white.rvmat",
            "A3\characters_f\heads\data\hl_white_injury.rvmat",
            "A3\characters_f\heads\data\hl_white_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
            "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_old.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
            "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
            "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat",
            "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat"
        };
    };
};
#

That's a lot longer than I thought it was

#

I just copied the material list from the unit I was inheriting from and then swapped out some of the materials (i.e. the top six that start with DA\) with my own

#

They work fine on the base units, not sure why they don't on mine

#

Seems to be my config, gave it the same values as the base unit and didn't work

tranquil mason
feral grove
#

Basically moved those faces to top but still getting this issue

#

Texture is alpha, rvmat is using the glass shader

#

Any ideas?

feral grove
#

Assuming it's an issue with the rvmat

frozen blade
#

is that on water

#

or in the water?

twin bane
#

vessel in the water.
i have tex/mats that work for this. i recall it being annoying on the MkV. i'll send you relative foo Tupolov.

#

speaking of vessel/ship in water and 'alpha' texture issues.. i still have one that i never sorted on the MkV, getting ready to finsih up the new texture set on it, so i should probably sort it. i'll grab couple screens here.

#

mkay... apparently the removal of an old A3 alpha entry via the CP, prompted a Steam popup to remove files.. which it did. but was my current A3 installation. f'n all pro.

#

(╯°□°)╯︵ ┻━┻

frosty pumice
#

do i have to make textures in 2k or can i make it 4k? i see vanilla is 2k only

lethal condor
#

If 2k is enough, 2k is enough

#

Arma 3 Jets' jets have 4k textures for major part

whole steppe
#

Hi everyone, I wanted to know how can I make textures for custom ligthsabers color blade ?

hallow jay
frosty pumice
#

is it possible to have 2 rvmats from 1 p3d? if so how?

#

i want to have a fabric cover and a metal version of a helmet

mint hare
#
  1. assign different rvmats to faces
    done
frosty pumice
mint hare
#

hiddenSelections[] and hiddenSelectionsMaterials[] in the object's config then 🤷‍♂️

frosty pumice
#

arent these only for the CO?

mint hare
#

hiddenSelectionsTextures for the texture, hiddenSelectionsMaterials for rvmats

frosty pumice
#

ah right, thanks

full quarry
#

Most likely missing alpha sorting

trail sequoia
#

what textures do I need from a bake do I need to create a SMDI Texture?

#

or is it just a AO/Rough/Met map?

full quarry
#

its none of those straight

#

you can look up differences between metal/rough pbr and specular/gloss shading to determine what you can use

robust pasture
#

Anyone know what is going on?

#

The texture is a correct .paa and its in the tex folder

lethal condor
#

You have a whitespace .paa

robust pasture
lethal condor
#

Double check

#

The log said you have the whitespace

#

Or, your config's

robust pasture
#

blender config or?

lethal condor
#

Blender does nothing to do with it

#

P3D or your config's

robust pasture
#

hiddenselections or what

#

Newbie to this just made my first thing

lethal condor
#

Maybe maybe not

#

Can't say where and which is the faulty without checking your config or source

robust pasture
lethal condor
#

Then check your P3D's texture

robust pasture
#

Ight

full quarry
robust pasture
#

Its working now dw

full quarry
#

K.

trail sequoia
#

Do alpha values not work on multimaterials?

#

or do I have to apply alpha to mask rather than the texture

full quarry
#

use separate texture/material for transparent stuff

trail sequoia
#

damn

feral grove
#

DXT1 or DXT5 for transparent?

frozen blade
#

@feral grove
@rose minnow suggested that you can have alpha textures using CO suffix, that should fix the error in water with the CA suffix (alpha) textyres. I personally haven't tested it

noble elk
#

I'm not sure if it's a bug, or my mistake, or if it's supposed to be like this. But here's what I noticed. When texture with an alpha channel are present in the models, a strange "transparencies" appears when SSAO is turned on. It appears like shadows seen through the textures (when this texture has no alpha or there is no texture at all). I tried to fix this issue on my models in various ways with no success. And then I found a similar issue appears on some vanilla objects with alphas. More SSAO level - more "shadows" appears. Same problem spotted here: #arma3_model message
Is there any way to fix this? Thanks!

full quarry
#

you can try if using forcenotalpha named property solves it (and does not cause other visual issues)

hot dock
#

DXT5

silver gull
#

wasnt there a DXT1 with alpha format?

#

could you actually rename a .dds to .paa and have it work (proper dxt format assumed)?

hot dock
#

DXT1 w/ will only look decent if you're either 100% alpha or 100% opaque. if you have alpha gradients you need 5

silver gull
#

well in his case there are no gradients, just a flat alpha map

noble elk
#

Thank you, it works!

feral grove
#

So the issue in the end appears to be the rvmat that was being used. It was using the glass shader instead of super shader :(

iron glacier
#

How can i add icon to a vehicle

full quarry
iron glacier
#

Like a door

#

Humvee right side door

full quarry
#

you can make a new texture with a logo painted to where the door texture is at

iron glacier
#

Ok

full quarry
#

or some vehicles might be set up with separate decal textures that are on top of the model

iron glacier
#

Is there a video somewhere for this

full quarry
#

no

iron glacier
#

Ok

#

would i use arma tool to change the texture?

full quarry
#

if you look up arma retexturing on BI forums there may be some guides/tips over there

iron glacier
#

Ok

viral oak
#

is there a way to interpret the textures in a multi material in 3d software, so they can be applied as textures. for ref i am using blender, the adobe suite and i can do most things i just want to bake them as images for my project if that makes sense, i know how to mask them with the mask texture but i cant get the scale or location right

full quarry
#

Yes it is possible to make a material setup in blender that closely mimics the in game multimaterial

twin bane
#

glass shader does work, i just prefer the super shader. you can do some crafty stuff if you dink around with it enough.

#

but speaking of glass issues.. i'll post mine here quick, now that my game is back in place.

#

fairly annoying. only happens when looking at the water and the _ca foo. doesn't do it with them on, because those are _co textures.

crystal dock
#

Hello, I am currently working on a weapon and have the textures on.

I have run into an issue where the textures apply when in 3rd person or the arsenal but when in 1st person its all white. It will also state that "cannot find tsr_bolter/data/magazine" I have searched all my code file and looked for a wrong path and can't even locate the word data even once with in.

I am wondering if there is another issue that I am not considering.

lethal condor
#

Model is wrongly made I suppose

crystal dock
#

well. . .

Time to pull it apart and start over then

full quarry
crystal dock
#

oh, yea. LODs are a thing. can't just change one have to change each one on each LOD...

Well, thank you both. That was my issue

full quarry
#

👍

lucid halo
#

is there a limit to the pixel size of a texture or what is the standard size that should be used?

lethal condor
#

Up to 4k, and texture size must be 2^n

full quarry
#

4k works only with ultra video settings

silver gull
#

oh man i really hate it that you cant go back and adjust the color map for dDo without redoing the whole project...

#

i always forget a little thing and bleeeergh start once again

twin bane
#

wut? you can just add on top of it..

#

i forget details all the time. it's kind of annoying, but you can simply make a selection, and generate a new ID from it. it's a bit ticky from time to time, but it works.

#

happens to me usually when i decide to add some more NDO foo, i use a script to colormask those layers, then i copy them into my albedo in DDO, do the selection thing.

#

oh, labeling is where i do it frequently also..

silver gull
#

dDo as well? i dont use DDO because no precudural stuffs...

silver adder
#

i thought it was all there, just in different places and ways to get to the same result?

silver gull
#

procedural? no, nothing like that. Every detail you have is driven by AO/cavity/normal/etc

#

blank surface-> no details for you sir

twin bane
#

im confused at this point..

silver adder
#

i dont think that is true.....

twin bane
#

so whats the deal with my MarkerLight textures? why they no appear with water on other side!?

#

(╯°□°)╯︵ ┻━┻

silver adder
#

RVMATS probably have no-zwrite or something flagged in them?

twin bane
#

man, i tried everything i know.. i'll go look right now though. really need to sort it or report it.

silver gull
#

@silver adder it has to be, otherwise many people whouldnt ask quixel to implement it back. I havent found any way to just generate textures/ layers from blank input maps. You can do that in dDo. No such luck in DDO. Unless you want to use their preset materials...

trim flintBOT
#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

#

ugh, typo?

brittle citrus
#

bruh.

silver gull
#

i would switch in a heartbeat if somehow this works in DDO, because the interface and handling of dDo was clearly designed by Satan himself

#

easiest example are random scratches - in DDO you can only have scratches where there are normal/cavity informations. Unless you paint them manually. In dDo you can apply proceduraly generated scratches over the entire image without normal/cavity.

twin bane
#

im sorry, what is the difference here between dDo and DDO? you meaning old dDo vs. Suite? still confused on that.

silver adder
#

yes

twin bane
#

and the root issue is not being able to generate a new ID/layer?

#

not sure if i have the old dDo installed, but im fairly certain the same loop jumping processed worked there.

#

i'll be back at the rig shortly and will see. maybe do a quick video.

twin bane
#

@silver gull what do you mean by blank input maps? that seems self defeating on it's face. you really only need a normal map though honestly. you could generate everything else in xnormal (requires some fuckery but works), or just do it in nDo.

viral oak
full quarry
viral oak
noble elk
# lethal condor Up to 4k, and texture size must be 2^n

I thought the engine was optimized for 2k textures. At least it used to be like that: 4k textures at medium resolutions displayed much worse than 2k textures. So when I tried to increase the qualityby making hires textures, it had the opposite effect for players with standard and medium settings.

full quarry
dusky solar
#

hi, can you help me with removing some red squire and to change the color from the numbers from red to white from a Btr-80 in config?

full quarry
dusky solar
#

i already found the issue

#

but thanks

outer needle
#

has anyone else experienced that selections with procedural textures get rendered over even when sorted properly by other selections with actual textures assigned to them?

Ive tried everything at hand to make the procedural render over the other selection but looks like it only liked to do so when I unassign the texture to the mesh behind it.

full quarry
#

does it also have a material?

#

and do you mean procedural with transparency?

#

whats the exact procedural color line you use?

outer needle
#

is black, co it does have a mat, it uses the nodiffuse rvmat from the samples

#

@full quarry

full quarry
outer needle
#

the sample more than anything, its just a tube, basically the same as in the scope sample

#

i can change my actual te4xture to include the darkness in that same position, no issue on that

#

was just wondering why it happens

full quarry
#

try some other rvmat

#

I have a feeling it might be the shader causing issue

outer needle
#

sure, i have another mats i can trey right away

full quarry
#

do you test it properly binarized?

outer needle
#

yup

#

i wonder if its the default Z flag it has

#

noZWrite or something like that

#

im testing another mat right now as we speak

#

yeah, change the diffuses to 1 and removed the flags

#

and they show now

#

thanks for the headups

#

ill prepare a new mat for that selection types

stable swallow
#

does this texture look good ?

full quarry
#

there seems to be some odd shadings happening but that might be more a model related thing

#

the darker section between the doors looks a bit out of place maybe?

#

the rivets seem alright from what can be seen from this distance

stable swallow
#

That odd shading might be the normals because the metal is deformed a bit

The darker section between the doors really look strange, thanks for the input

full quarry
#

and some normals seem inverted

stable swallow
#

I see, thanks.

merry frost
#

Hey, anyone here have a solution for having different specular colors on the same material, maybe even as a texture?
Or something simmilar to the "Arma PBR Shader" mod but updated?

thin atlas
#

trying to make a kitbag retexture mod
I have the textures I want to use
currently I cannot figure out how to get the bag itself to not be invisible

#

Tried to use the example code from astartes video tutorial, but the backpacks for whatever reason are invisible except for the shadows

#

Useful help would be appreciated

full quarry
#

As in the paths you use don't match the paths inside your pbo

thin atlas
#

gotcha, I will look at them later

#

thanks goat

agile glacier
#

Is there a place I can go to find templates for retexturing modded assets? I want to make a retexture of some RHS vehicles & equipment, but I can't find any templates for them.

full quarry
#

usually you need to make your own

#

and some of the old links might not work anymore

dense peak
#

i dunno whats causing this issue rvmat is right and every selection/faces are and their textures are added right

#

does it have something to really do with the nohq itself or smdi?

bleak eagle
#

Yo are there any texture templates for the helicopter pilot coveralls?

dense peak
lethal condor
#

AKA how is your rvmat, post yours

#

Also not entirely sure what is the issue you mean

lucid halo
#

doas Arma 3 support tiled textures?

lethal condor
#

How about my second question

dense peak
# lethal condor How about my second question

the issue im encountering is regarding the texturing maybe the rvmat or something overall i dunno what youre seeing here is some parts of it are pitch black while others actually okay

ornate stream
#

Hey guys! Fisrt time here and first time messing with tex's.

#

Got a question.I jsut did a tex swap for the runway_beton object and it looks blurry.The standard A2 runway_beton tex is also blurry.Was hoping a new hi res tex would do the trick but doesnt look like the tex i used.I replaced the tex with the runway/concrete tex from A3.Any ideas why its like this?It should be hi res but isnt.

#

Thanx

full quarry
stable swallow
spark narwhal
#

looking for someone that can do textures for some gear

lethal condor
prime fable
#

Got an issue where the transparent parts of my texture still appear black in game, any idea on a fix?

livid knot
#

Is the texture names as _ca?

prime fable
livid knot
#

Are you using an rvmat? I believe transparent areas need a seperate rvmat than the one used for other areas

prime fable
#

the rvmat mat is

class StageTI
{
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};
ambient[] = {0.0,0.58,0.05,0.15};
diffuse[] = {0.5,0.5,0.5,0.7};
forcedDiffuse[] = {0.65,0.45,0.5,1.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.01,0.01,0.01,2.5};
specularPower = 5;
PixelShaderID = "TreeAdv";
VertexShaderID = "TreeAdvNoFade";
RenderFlags[] = {"NoLODBlend"};
class Stage1
{
    texture = "a3\characters_f_mark\common\data\ghillie_threads_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA)";
    uvSource = "tex1";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
full quarry
# prime fable yes

is the texture converted from a tga or png that already has the _CA suffix?

prime fable
#

It was a png in photoshop with empty gaps, then exported to png and then with tex2view i made it a _ca

full quarry
prime fable
#

so the png needs to be x_ca.png?

full quarry
#

also when you open the png in texview is it black there?

full quarry
prime fable
#

in t2v it's gray, same as the the rest of t2v

#

no black background

#

the file being 2048x1024 shouldn't be an issue?

full quarry
#

no thats alright

#

when you save it as .paa does it still stay gray background?

prime fable
#

Yeah looking at it now as a paa its gray background, same as background of t2v

full quarry
#

then at least texture sounds like it should be fine

#

problem might be your rvmat

prime fable
#

Yeah, the one i posted above is one my mate made since my knowledge of rvmats is just assigning directories and that's it

prime fable
#

for some reason it makes my screen SUPER bright too if i zoom in close

livid knot
#

Try it without the rvmat and see if it works just to confirm

prime fable
livid knot
#

hm if its still broken even without the rvmat then something else is causing it

prime fable
#

Got it fixed, turns out half way through making this I moved rvmats into a separate folder but didn't repath it on the p3d

ornate stream
#

Anyone? Any help apreciated!

full quarry
ornate stream
#

Oh ok.Thanx.Any easier to use tools?

#

Also, are very large clutter killer objects possible? Trying to learn to do that too!

trail sequoia
full quarry
outer needle
#

I have a glass surface that is textured as "glossy" with a high specular power, when shone light to it, the color profile changes from bluish to magenta-ish.
The effect itself its really nice, but is there a way to control that color of specular reflection in the rvmat or is that something related to how it was textured?
(update: this is controlled by Fresnel procedural)

Also, in the vanilla jet pilot helmets you see a reflection itself (or a simulation of a reflection?) in the HUD visor, is that also related to the texture itself or the rvmat?

full quarry
#

Like super shader (last stage)

outer needle
#

Yeah, im using SS with envmap in stage 7

#

since I was mingling inside the vanilla rvmats while trying to recreate those effects seen in the scopes that are not transparent or the helmet itself

#

any other tip I could get?

agile glacier
#

How do you make a retexture template if you can't find one online? Is there a tool or technique to help with this?

full quarry
#

it comes down to understanding how computer images and image editors like Gimp or Photoshop work

agile glacier
#

So do I have to manually select the rights parts of the texture and replace the existing camo with the new one?

full quarry
#

that is often one part of the process yes

stable swallow
#

There is much more than just changing camo or colors

frosty pumice
#

my textures look a lot worse in game than in substance painter, even on ultra settings.

The texture files are in 4k but does not look 4k ingame.

#

I use MoonieFR's SubstanceToArma preset using the Arma 3 SuperAlpha (MetRough) setting. Any help?

floral fiber
#

use base colour as a reference for how it looks in general

#

that also looks like a bad paa conversion or compression somewhere

lethal condor
#

I also want to know what is the texture name

floral fiber
#

^ should be suffixed _co

ornate stream
ornate stream
frosty pumice
frosty pumice
floral fiber
#

yeah uh
dont do that

#

use imagetopaa

full quarry
#

.paa is compressed format and you got too many shades

#

technically dxt5 compressed paa might hold more colors but typically its better to get the source in right way

bright mantle
#

Hey, anybody know where the textures to the parade uniform belt are?

dawn bough
bright mantle
#

cheers mate!

ornate stream
hallow jay
#

Uhm, what exactly is the P3D of a scope?

Is it a fully opaque plane that has mildots / chevrons masked on to it in Substance, for example?

lethal condor
#

Basically

#

...For whatever reason

hallow jay
#

I can´t find any info regarding the actual "size". Or does it not matter?

lethal condor
#

Good question 🤔

hallow jay
#

I guess I will have to try and see what abomination comes out in the end

lethal condor
#

Diag exe and diag_resetShapes , maybe diag_mergeConfigFile can help you too

frosty pumice
# full quarry you got too many colors in your camo

sorry for being late with this, the cirlces you see arent in the CO, they are part of NOHQ (forgot to mention this, sorry). So this shouldnt have anything to do with colors

And ive seen the file difference before it is converted to PAA, it doesnt seem to do as much difference. The exported JPEG from substance painter is already low quality despite it being 4K and not looking low quality in substance painter

frosty pumice
#

could it be an issue that i export in 8 bit instead of 16 bit? there is no 16 bit option for JPG

full quarry
#

png or tga

#

jpg is compressed format that causes artifacts that get way worse when further compressed to game file formats

frosty pumice
#

ah ill see if that works. Does PAA support 16 bit?

#

because i remember i coudnt convert 16 bit stuff to PAA

full quarry
#

typically games dont use that

#

I dont recommend using it in any development stage either so that there is no step where you have to downgrade

frosty pumice
#

yap textures have significantly improved, thanks

lucid halo
#

I have a texture with a transparency and that works, but in bulldozer it looks green. Like just the green channel is displaying. Any clue why that may happen or is that just how bulldozer shows it?

full quarry
#

maybe wrong source format or resolution that breaks conversion to .paa

lucid halo
#

its 512x512 and tga 32bit. Should it not be 32bit?

full quarry
#

if thats 8bit per RGBA channel then its right

#

next issue could be your rvmat for it and wrong values that tint it green

lucid halo
#

I'll double check it

lucid halo
#

New to the rvmat stuff

full quarry
lucid halo
#

I built once just fine, but now Mikero's pboProject is giving this error:

vegetation\corn\data\corn.paa: Error. AlphaFlag value is not 1 or 2. is -255

How do I fix this?

full quarry
#

you need to use correct file suffix in textures

#

_CA for transparent textures

#

and it needs to be in the source file prior to conversion to paa

#

so that the paa is converted with correct rules

lucid halo
#

ok, thanks

lucid halo
#

No clue what I am doing wrong and no clue why it built once without any errors. What is the best file to use and covert? TGA, GIF, PNG?

full quarry
#

tga or png

#

uncompressed tga that is

lucid halo
#

I create those in PS and they load and show fine in object builder. I convert to PAA fine. No clue where this -255 is supposedly at.

full quarry
#

ive never seen that error so dont know more

#

Id delete the old file and try convert again

#

and try run full build in pboProject so it clears the Temp folder

lucid halo
#

Deleting the file and remaking it worked. There is no way BIS made Arma with these tools.

lethal condor
#

Imagine making Poseidon and OFP from scratch and ended up Arma 3

full quarry
outer needle
#

Being aware of the how to and what you are supposed to be feeding them helps too.
There's a lot of black spots that can only be covered in the forums with info from 10 years ago in non-easily accessible places haha.

Granted, the tools haven't really changed in that period of time, it's kind of unnerving to have to access info that old in non-practical formats, such as the dreaded 360p videos on yt

full quarry
#

Maybe we just wanted to preserve the learning experience

frosty pumice
#

these two vehicles have the same rvmat properties and similiar SMDI texture but one is more shiny than the other?

full quarry
#

youll need to adjust the shiny ones smdi

frosty pumice
#

thats strange because theyre both the same color???

lucid halo
#

The texture has transparency but the plant part isnt supposed to be see through. What do I change in the rvmat to make it so that the plant part is opaque?

#

Better pic. You can see the guy through it.

plush orchid
whole karma
#

Hello yall, I am wanting to make personalized gear for the milsim that I am in. I have a decent amount of time put into arma and I was wanting to dip my toes into this stuff now but I dont know how to or even where to start. I wanted to reach out and see if someone could help/teach me how to.

lethal condor
#

Personalize as in, you want to make like, a vest with a specific name tag?

whole karma
#

Yea like personalized uniforms, helmets etc.

lethal condor
#

In order to make textures, I think you will have two options:

  1. Have multiple textures per your mates. This is very straightforward and have multiple tutorials about it, and a bit bad for storage because you basically duplicated them
  2. Have one texture and put text over it using some procedural way. This is very hard for beginners since it needs two skills: scripting, and configuring GUIs, alongside of texturing. However this is nice because you don't really need to have big storage space, and it is very easy to add one, unlike having multiple textures and the only difference is just a name

Apparently you want to get the source PAA texture, modify it, and configure them all, last but not least, a proper way to pack into a PBO

#

Would recommend 1 if this is your very first modding, however if your members can be added or removed anytime, or frequently, you may want to consider 2

void wave
#

How do I add tail codes to the planes ?

full quarry
#

Depends how the plane is made

pseudo shoal
#

Does anyone have experience with image to paa conversion using community scripts rather than texview2? I'm trying to automate the conversion process for a project independently, and it seems that old libraries like img2pac don't generate correctly formatted PAX files anymore https://github.com/BohemiaInteractive/img2pac/tree/master

GitHub

jpg & png to paa / pac image conversion. Contribute to BohemiaInteractive/img2pac development by creating an account on GitHub.

severe rune
#

Gruppe Adler has a web PAA converter, thats probably open source

pseudo shoal
iron thunder
#

I don't think you would've found anything interesting because it uses web assembly 😅

pseudo shoal
#

I was experimenting with including the original CLI version of Pac2PalE from arma 3 tools into the source code of the project, but EULA says you can't copy the application, even for open-source or community made applications. I'll see if I can compile and integrate this somehow 🙏

vestal crag
#

Hello, I'm searching for a way to change the texture of a certain uniform (recolor it) and export it into the workshop, so anybody can use it in multiplayer equipping it on the arsenal.

#

Problem is, I'm very new to arma modding. I have no clue where to start.

#

So far I've figured out how to extract the .paa file and edit it as image

#

But that's about it

#

I have no clue where to go from here

#

Xddd

vestal crag
#

Would I need to / can I export the textures into a specific workshop item

#

?

#

Hm. From what I'm seeing here, I can put the .paa file into the mission itself

#

And then load it up via a script

#

The example is on a car object though. I'd need to check out how to do it on player spawns...

#

Peculiar

livid knot
#

you need to create a class for the uniform within an addon config

#

The arma samples have examples of this

idle valley
#

hello, some general questions about textures if anyone is experienced with the the best practices. What size should textures be? How much should you fit onto a single UV map? A single headgear, multiple headgears? Should clothes be a single UV? what about armors?

#

oh and can you do emissives with textures? I.e .lights?

lethal condor
#
  1. textures only can have 2^n resolution (eg 512 1024 2048, up to 4096)
  2. UV does try to fill the entire tex, regardless aspect ratio and res
  3. You can have multiple UVs as much as you can until it breaks the game, but for a simple headgear, 1 is sufficient, I guess up to 2 at least
  4. There is no "should" terms of how the mesh is done
  5. (Basically) you cannot have a emissive part on a texturw but only material can, and entire of it
idle valley
#

I meant as in what does arma do for optimization purposes wise. Like for Kenshi the best practice is to fit as much as possible into a single 1K or 2K UV map. For arma is it the same?

#

i dont know how performance heavy textures are with the engine and stuff

#

like for example if i make 5 different hats, should all 5 share the same UV?

lethal condor
#

Again, UV does not take resolution into count. Also UV is a part of model not tex

#

And yes, regarded to UV/resolution pretty much are based on industry standard

idle valley
lethal condor
#

What do you mean by worse

#

Apparently I'm having a hard time to understand your Q

idle valley
#

so pretend the 4 cubes are hats

#

is it better for all of them to share the UV like above

#

or

#

is it better for each hat/cube to have its own

#

like that?

full quarry
#

Except from some small parts that can be shared accross multiple larger objects, like individual bullets/similar ammo are often spread on an larger "atlas" and used from there

#

You can look into the vanilla Arma files themselves to see how texture spread has been done for them

idle valley
#

would it be better for optimization to have them share one UV or it doesnt matter really in this engine?

#

and what about modular/variation of a hat/clothes?

#

For example, if you have a backpack with a water bottle and then you want a version without the water bottle. Would it be better to just have it share the same UV?

#

sorry if my questions dont make sense

lethal condor
#

Using same UV aka same model is wiser

full quarry
#

You'd likely have that water bottle and other details you would swap around in their own atlas.

#

Vanilla does not have that many variants of things like that as its not really good for performance

idle valley
#

I dont want things to be performance heavy

full quarry
#

its just a suggestion though, its not that commonly used method in vanilla data

idle valley
full quarry
#

if you have P drive set up in traditional way, you would have A3 data unpacked in P:\A3

#

otherwise you can look inside individual arma pbos

idle valley
lethal condor
#

Uses same UV, same texture

idle valley
# lethal condor Uses same UV, same texture

thanks so i think i understand it, in a case where you have variations like that you would use the same texture. But if it was a completely different vest you would use a whole different texture and not fit them together on one

lethal condor
#

Pretty much that's the industry standard

idle valley
#

Ok, ive been just trying to fit as much into one UV/texture as possible

#

because I was told it was better performance wise to load less textures

hallow jay
#

Though I am pretty sure putting 1 hat on a 1k will have a higher TD than 5 hats on a single 2k.

#

You should also consider using the 2nd udim for cases where applicable

#

Also, at a certain point it becomes pointless to increase the TD at the expense of performance. Most models dont need very high TD anyway.

idle valley
pseudo shoal
#

When creating a uniform mod, you need to define the uniform in both CfgVehicles and CfgWeapons for it to be accessible in the arsenal. But I've been looking through mods that implement retextures of the original backpacks (assault pack, for example) and they only implement it in the CfgVehicles class which makes it only show up under "Equipment" in Eden, not in the arsenal.

Do backpacks also get added to a different class or maybe I'm just missing something in my vehicles config?

vernal sage
#

Backpacks are vehicles so you don't need to add anything else.

#

If you inherit from Bag_Base or Weapon_Bag_Base, your backpack will automatically appear as an entry under the Arsenal's 'Backpacks' tab unless you made the backpack private (scope = 1 or 0) for whatever reason.

#

And don't forget to include your backpack as an entry on your config's CfgPatches (in the units[] array).

pseudo shoal
vernal sage
#

You don't need to do that since B_AssaultPack_Base already inherits from Bag_Base.

#

Your issue seems to be scope. You're inheriting from the Assault Pack's base class which still has scope=1;

#

In your classname, make sure your scope token is defined to 2 (public).

pseudo shoal
#

Part of my config definition in CfgVehicles is this

class Testnew_AssaultPack: B_AssaultPack_Base
{
  scope=2;
  class TransportMagazines
  {
  };
  class TransportWeapons
  {
  };
  isbackpack=1;
  reversed=1;
  mapSize=2;
  author="bijx";
  vehicleClass="Backpacks";
  allowedSlots[]={901};
  model="\A3\weapons_f\Ammoboxes\bags\Backpack_Compact";
...
}
vernal sage
#

There's no need to redefine most of those tokens. You already inherit them from the Assault Pack's base class.
The only tokens you need are author, scope, and your hiddenSelections textures (if you applied any). Model too if you're using a custom model.

pseudo shoal
#

Oh I must've changed scope between when I sent my original message and now because I can see it in my arsenal now. I was basing my config off a similar mod so I just assumed re-declaring these tokens was necessary. I'll clean it up now, thanks @vernal sage 🙏

queen cobalt
#

Anybody have some idea if using Easy Developer Tools can allow me to change my configs while texturing ingame without having to constantly restart?

lethal condor
#

Diag Exe

queen cobalt
# lethal condor Diag Exe

I figured I was able to using file patching right? If so do you have something that would help me set that up?

lethal condor
#

#arma3_config message
Even tho different channel but pretty much this. Textures are reloaded upon you change

queen cobalt
blissful knot
#

Heyyo.
So I want to retexture the morphines in the ace medical addon.
How do I go about doing that?

I have Blender + Arma Toolbox.
I have Arma tools.

Im not necessarily asking for step by step instructions, just enough to get me going in the right direction.

lethal condor
#

As in 3D model or UI icon? If former, check if it supports hiddenSelectionsTextures. If not, you most unlikely can

blissful knot
#

So I checked the config and it doesnt have hiddenSelections.

lethal condor
#

Then most unlikely

blissful knot
#

🥲

lethal condor
#

I mean, it actually is possible to have a selection for the entire model, and not used by the config, which means you technically can if you figure out

blissful knot
#

I have the p3d file and the original texture. So retexture isnt what I want actually. I am making my own injector. I want to make a copy the morphine p3d, and give it a different texture.

There is a p3d for the morphine and a p3d for the epi. And just one paa with both textures. I assume the p3d file has some sort of reference to the paa, right? Am I able to just copy the p3d and edit it to reference my new texture?

blissful knot
#

Actually, i think i got it.
I just opened the file in a text editor and i can find-replace all the file references.

queen cobalt
lethal condor
#

If you launch Diag exe, there is nothing you need to do in order to reload tex. Just Alt+Tab

queen cobalt
#

I hate to ask this since I am sure you get this a lot. Would I be able to screen share with you? I am running into a few issues.

lethal condor
#

You can use your local file in your computer. eg C:\bra\duh\yourPic_co.paa

#

You may want to use jpg to preview (more like export) quickly

queen cobalt
#

But then how am I able to load the config and see the uniform ingame?

lethal condor
#

diag_mergeConfigFile I've mentioned there can help

queen cobalt
#

As I try to execute it in debug I just get Error Missing ; even when its not aha

lethal condor
#

It is your config. If you know how to, you know why

#

...Or, do you mean Debug Cnsole says so

#

If you mean so you failed to launch Diag exe

queen cobalt
#

Yes Debug was saying that, last thing and I think i am set, how can i set launch parameters for arma3diag

lethal condor
#

Reread the original post

queen cobalt
#

Interesting, I see now, I must've been a bit confused. I am now stuck with a see through body in editor when it worked in normal pbo form. fun stuff aha

queen cobalt
#

Ahhh, Interesting I got it all solved and textures showing etc. I appreciate it

lethal condor
#

You cannot to go back your legacy way to test anymore

ornate stream
#

Hey guys.I have a issue.Been tryiing to use a texture that "blurs" out at the side.I have deleted the section i want to work with so as a test i have put it into game but the model shows a plain black area where the missing section of texture is.

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iam trying ti add a section of texture to the side of the runway texture where edge of the concrete is.I need to apply this "blur" out section but it has a black bachground.How do i tell the model to be transparent so the texture blurs out correctly.

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Thanks

full quarry
queen cobalt
ornate stream
ornate stream
blissful knot
full quarry
idle valley
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what texture sizes should clothes and hats be? something like 1k or 2k?

full quarry
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1 texture for upper body clothing and one for lower body clothing

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hats could be 1k and still have similar texel density as 2k clothing

idle valley
lethal condor
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What do you mean by just one object?

idle valley
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like its not different objects. Cant objects only have one texture?

lethal condor
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Also it is possible to have (up to) 4k tex for a very small thing

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No, you can have multiple texs

full quarry
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no objects can have as many textures as they need

idle valley
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how do you do that?

lethal condor
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A lot of vehicles do. Some equipment even do

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model.cfg and config.cpp things. Cannot tell where to go rn

full quarry
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and on model you have uvmapping for each texture

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its all same way you would do 1

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but you instead of one for whole thing you make multile for the parts that need them

idle valley
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So i've not really messed with arma 3 past one thing but dont you have to use the tools for blender and when you export the object you have to select the _co for color texture right?

lethal condor
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That'll do

idle valley
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but doesnt that mean it can only be one texture file? Since you can only put one _co into the "face texture"?

full quarry
lethal condor
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It's Blender thing

idle valley
lethal condor
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Yes

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And you can set Arma tex/mat per Blender mat

lethal condor
#

What?

lethal condor
full quarry
# idle valley how?

This is very basic blender stuff so I'd recommend running some more tutorials for Blender.

But basically In the material list you just hit plus to add more material slots and you can assign them as you want in edit mode.

calm tangle
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Hi eveyone. Why do i get these weird lines on my textures ?

full quarry
calm tangle
full quarry
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Buildings generally look and work better with multimaterial

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How have you unwrapped the uv for the wall?

calm tangle
full quarry
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Is your rvmat stages all using same uv source "tex"

calm tangle
# full quarry Is your rvmat stages all using same uv source "tex"

Here is the rvmat:

diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="ArmaWorld\data\Rocks025_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,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(1.0,1.0,1.0,1.0,AS)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="#(argb,8,8,3)color(1,0,1,0,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(0.4,0.2)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage7
{
    texture="ArmaWorld\data\Rocks025_nohq.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
full quarry
calm tangle
full quarry
#

Ah

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That's too big uv I think

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I'd strongly recommend using multimaterial for this stuff

calm tangle
full quarry
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Is there reason to have it since your rvmat does not seem to use it

calm tangle
full quarry
#

Best to check what's in it in case you have lost some of the mesh to it

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If its not intended then best to fix whatever causes it

idle valley
full quarry
#

where does it say you van use only one co.paa file?

idle valley
full quarry
#

yes

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thats per blender material

idle valley
#

that per the material? not per object?

full quarry
#

yes

idle valley
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oh ok

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ill mess around with it then

full quarry
#

👍

idle valley
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thanks if i have more questions ill send some

idle valley
# full quarry 👍

why do they make the shirt and pants two differernt textures instead of one? wouldnt one be more performance friendly?

full quarry
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probably would be but its better resolution and makes them easier to swap independently

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best not to over think it

idle valley
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hm, ok.

pseudo shoal
#

Hello fellow texture addon creators! I recently created a tool to create basic uniform / camo mods without any scripting or photo editing and I figured I'd share it here. It started as a test originally, since automating stuff for arma is what I loved doing, but after a few people reached out with ideas and feedback, I decided to make it an open-source community release: https://github.com/bijx/ARMA-3-Camo-Mod-Maker

GitHub

An application that allows you to create a equipment mod for ARMA 3 in minutes. - GitHub - bijx/ARMA-3-Camo-Mod-Maker: An application that allows you to create a equipment mod for ARMA 3 in minutes.

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I'm definitely not an expert when it comes to texture making myself, and the configs might not be optimized, but it acts as a nice base for people who are deterred from mod making due to the learning curve. I'm open to ideas and feedback!

full quarry
#

I'm also slightly worried that automagic tools for those who have trouble learning the basics often result in influx poor quality mods. And nobody wants that.

You have a good intention here for sure. But also the stuff needed to learn to make mods kinda really need to be learned to make good mods.

pseudo shoal
pseudo shoal
full quarry
#

Let's hope so. I don't mean to be buzz kill since it's cool when people make new tools. Just from previous experience the worst often comes to pass. 😅

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First feedback then.

Textures need not be square, but resolution needs to be in power of 2

pseudo shoal
full quarry
#

1024x2048 is still valid

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Depending on what the model is made with

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So user need to figure that out as one of first things

pseudo shoal
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I only suggested square due to how the application applies images to the equipment textures. Basically it turns your image into a 2x2 grid then applies that over the pre-cut texture maps

full quarry
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Preferably use the same resolution as original files

pseudo shoal
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if it were 1:2 resolution, my app would unfortunately squish the texture