#arma3_texture
1 messages Β· Page 7 of 1
will definitely throw it on the issues board for future updates
As whatever instructions you write will be taken as the sole truth by the target audience
True, I think transparency about the limitations of the software will pair well with curiosity to learn modding the right way, especially since this is just my specific implementation. I hope that with a little effort and feedback from the community, the mods this tool generates can be looked at as great examples for starting points
a lot of how I got into modding in the first place was looking through other mod configs to see how it was done
I appreciate the suggestions!
Where are the default uniform texture files?
What default uniform texture?
Military ones
There is a lot of
Let me see
Like "Combat Fatigues (MTP)"
"\a3\characters_f\blufor\data\clothing1_co.paa"
Where is that in files?
a3\characters_f.pbo
It's just has data folder
?
Idk where is that
a3\characters_f.pbo
Where?
Arma 3\addons\characters_f.pbo
Couldn't say that earlier?
I misrecalled at that point
Why "getObjectTextures tMan" doesn't work?
Probably because you have no tMan
How to get that tman?
Name it in Editor
Ah wait yes
In variable name?
Or init?
Variable name
Why these addresses its so weird?
?
@lethal condor how to get other equipment textures?
Like vest, backpack, helmet, facewear
Fow what purpose?
Like a mod?
You can use the config viewer in game to see them if a object is set up with hiddenselections
Is there nothing like tMan?
Or you can create a config dump file that you can read outside of game
I have no idea what that is
@full quarry
No that works only for units and vehicles
Hey guys, i had a look for the tex's for the yellow lines.I was after the "long curve" piece.Cant find it.Only found the decal sheet.I think bis might be just using the tex to "wrap" an object to make the lines.Anybody know if thats what there doing?Also am after the numbers/fonts for the runways for A1,A2.unable to locate them.Does anybody know who to contact regarding getting the tex's/font from Bis for the A1/2 runway pieces?Or does anyone know of a site that has nice ones already for free?
Hi ! Does anyone have an RVMAT that allows you to make a window without tinting, interrogation room type?
Opaque on one side, or with a mirror effect, transparent on the other.
Thanks π
Arma 3 draws surfaces only from front side
so no there is no rvmat for that
you would just have 2 different surface with 2 different rvmats/textures
Thanks π
Re- Runway number textures.I found the Tanoa Expansion has a decal with only the 4,6,8 numbers missiong.Was easy to make those numbers from the numbersprovided by Bis.The 6 is an upside down 9 and the 4 and 8 were made from the 0.Is there a tool that can push and pull a Bis yellow line texture to make a good 90 or 45 degree angle? Just starting to learn GIMP.
Peeps, any suggestions on how to paint glass in substance painter for a vehicle? I guess just a light stroke of a very faint light blue could do the job, since the glass rvmat is applied to that selection via obj builder and transparency in that particular part of the textures will be applied through the alpha channel?
depends if you want dirt on it
From personal experience sb glass looks very off in arma
Would suggest using the in game glass textures instead
Dirt or not isnβt quite really a priority, they are just a light glass, some infrareds glass and driverβs and commanderβs visors on the tank. I managed to get dirt on a custom glass for a car with the same method i explained above though
Good to know
Is it the Ti_ca texture?
Thats a thermal layer afaik
I use the tanoa windows for clean and altis ones for dirty
structures_f_exp\data\glass
Don't have the path to altis ones at the top of my head but they also should be somewhere in structures_f\data
Thanks
Anyone needs those numbers , just let me know.:)
Hey I have a multicam camo texure, is there a way that i can put another texture on it even tho it already has one?
Texture on what?
a vest
Is it a custom vest?
Assume I don't know anything you want to do
yes, so basiclly there is a vest and it was published with a multicam version, but i want to make for myself a ranger green version, but as far as i understood you can't really create a new "solid color" texture on an object that already has a camo texture
It is possible but it is a lot of work
But also it's possible only if said vest is set up with hiddenselections so that a new texture could be applied through the config
Not for what you want to do specifically.
It is basic image editing
Applying various tools and techniques in your choice of a program
But to understand what you would need to do, you would need to know how to do image editing.
I'm using the moonie pbr to arma substance painter exporter pinned here
what does the user1 channel represent?
best to forward this to the author I suppose. @celest obsidian π
At a bit of a loss and hope someone knows what's wrong. A while ago I made a jetpack and to simulate the jets opening and closing I have one model with two different 'sets' of parts, the closed parts and the open parts and I do some material switching to 'open' and 'close' them. Worked perfectly. Now I've redone the model and I'm having an issue with my UV's. The version with the 'open' jets looks fine but the 'closed' jets textures are all fucked. The two parts use the same UV maps as I just use the same texture for them which worked fine for the old one but its fucked up now.
nevermind, copied and rotated them again and now they work. . .
Hey peeps, what's the obscure reason behind why some destruction rvmats do not get loaded in game, while others (despite being a copy paste where only the as_texture changes as it refers to a different selection) do work? What kind of esoteric knowledge and stuff is going on here
actually nevermind I've checked the git and it mentions the user1 not being relevant with my problem
my problem being a completely rough channel turns out completely glossy in the smdi
I'm aware glossiness and roughness are the same map but inverted so maybe for some reson this export preset isn't inverting the map?
well they are not exactly same map
but in simplified conversion inverted roughness can be alright
not sure if there's a better way to convert pbr to spec gloss honestly
it should be ok most of the time
but just best to understand what it does and how the different shader types differ
I do have a rough understanding of it
but once it becomes an smdi its as if it flips
this is supposed to be completely rough
as it is in the pbr version in substance
you can always manually edit it
yeah I even know how but I'd really prefeer not to
moonie's git sort of implied it didn't need any post tweaking
so I either read it wrong or I'm using it wrong
I could have a drag and drop layer that flips roughness
would save me the trouble of opening the channel in photoshop every texture
but I'm just noticing something weird
why does the green channel use the base color?
should it not use the metallic channel?
Im looking at retexturing some models, but I dont wont to drop $150 for substance 3d painter. Are there any free alternatives?
Retexturing means painting over texture images
You don't have access to models usually
So substance painter won't help. It's a tool for making new models and their first textures
For re texture painting you can use any image editor. (ms paint, gimp, etc)
Cool.
2 things:
1: You still havent answered my question. So respectfully, Are they any free alternatives to substance painter?
2: Are you telling me that EVERYONE ELSE retextures exclusively with image editors and not substance painter (or alternative)? If so, why?
And heck, forget about retexturing. Lets just say im making my first object.
Re-posting in case it got unnoticed βπ»(Merry Christmas folks)
1: No
2: because the P3D model doesn't load into Substance painter so it is easier to use Photoshop or Gimp and just modify the textures.
Thats a shame.... Thanks for answering.
Sorry, I forgot to answer. User1 is not a problem, you can ignore it, it's just used to export the AS correctly.
You have 2 solutions:
1 - Adjust the SMDI manually using GIMP or Photoshop
2 - Decrease the RVMAT values and see what happens in game.
There's no "correct" way to export Arma-specific textures from Substance. You can optimize it byt using GIMP/Photoshop but it's not always fast/fun. Switching from PBR to Non-PBR requires the use of old methods and knowledge of how textures and colors work in the engine. The best thing to do is to adjust the values and test them until you get the best result.
I may have a solution, but people would have to use a specific substance template for their project.
One thing I forgot: the specular values must be low. Try these values in your RVMATs:
specularPower = 25;```
Oh my... I've just figured out the problem everyone is having. I should have thought of it sooner, it's actually quite logical, but as I don't explain how it works, if you're not familiar with how a roughness or specularity map works, you may have made this mistake.
How it works:
The export setting using the met-rough workflow exports the specular map (SMDI) as follows:
R = User1 (white)
G = Diffuse/base color
B = Roughness
Note that the engine uses the blue channel of this map to determine where it should shine more or less, that's why we're including the roughness in the blue channel. Arma 3 doesn't support PBR, so we're talking about a non-PBR workflow using only specular maps. Specular maps and roughness maps are not interpreted in the same way, but values can be inverted to transform a roughness map into a specular map.
If your texture is too bright and looks strange in the game, it may be because you didn't invert your roughness before exporting it.
It may also be due to high values in your RVMAT. I usually recommend to keep the specularPower below 60.
The specular and specular power values are the fields you need to adjust.
How to invert your roughness in substance :
- Select all your layers, right-click on one of them and select
Group layers. It will create a new folder with all your layers inside of it. - Right-click on the folder and select
Add levels - Change the
Affected ChannelfromBase ColortoRoughness
You can uncheck this effect if you want to continue working on your project, and re-activate it before exporting.
Readme on github updated.
I did something similar to invert roughness yes
which I guess makes texturing less painful that dragging them in gimp/photoshop every time
but what confuses me is why does the SMDI Green channel use the Diffue/Base Color ?
I've seen someone mention how a grayscaled CO map could help create a credible gloss map but it feels weird that its the only option
@celest obsidian unsure if there's a faster way like you said but I made a drag and drop smart material to do it
am i the only person who has just not had any problems with this
lucky you I guess
I just assumed the exporter would automatically flip it
forgetting it can't do that
I also never had particularly big issues before because my roughness was always grey-ish
so even if it was flipped the wrong way it still never gave issues
but now I made an almost completely rough material so when I forget to flip it it looks like its wet
Does the export presets account for this?
I also added one to the github repo earlier today π
It depends on the workflow and the way you make your roughness (or the materials themselves)
Yes, it's a DirectX Normal. π
Hereβs my question, why not export a gloss map because gloss is just inverse roughness iirc
No problems with spec-gloss, only with met-rough workflows π
oh no im saying project in met rough -> export and auto convert to gloss
also what's the best practice for exporting metallic maps, or is that just something that needs to be set in the rvmat instead and should be left out of the texture
i do not understand the smdi at all and have seen like 20 different ways of describing it lol
would be nice if there was like a way of telling which ones are actually correct
also is exporting base color or diffuse a better idea
metallic maps should be left out
You can try to include your metallic map into your base color. I never tried but it could work.
The best is still Diffuse for Arma 3 by the way but most people work with Base Colors now
roughness flipped then exported with base color and smdi being R - white G - met B - rough
no roughness flipped and exported as R - white G - diffuse B - rough
gonna try roughness flipped now
Roughness flipped will have the proper result
with the correct values in your RVMAT
oh yeah i should check those
thanks
im used to game engines with pbr lol this is a step backwards
You will find a way to make it look better
yes non-pbr is old school
it's a different beast
Did you pick the number yourself or used another RVMAT as a reference?
You can actually adjust the values of your RVMAT using an old BI tool
that I never use
but you can π
oh no it was made by someone else
idek who decided those values lol
im just making a new texture for it cuz the og one is... a lil dated
what even is the point of forced diffuse
new rvmats
looks good
what fresnel settings could help with it being so matte
bc deadass index of refraction and stuff is still cojnfusing to me lol
needs git gud
been putting off texturing stuff for a while, working exclusively with multimats
forgot how fun this was
ignoring the occasional adobe antics ofc
Nice π
Much better, good job π
Using the moonie presets, the superNo2Diff preset export the normals a grayscale. Is that exported texture supposed to be included into the color map in an independent software or Im I missing something? (sorry, pea brain right now)
exactly, you can use photoshop or gimp to include the No2Diff into your Color Map
thank you for the clarification, brain barely working right now π
Super shader
What I meant was that I was texturing stuff by making multimats with the existing textures
Heyo, im retexturing a uniform from another mod, but i want to make/have made a new normal (nohq) for it.
How do i make it work in game? any special lines of code i need to add?
Probably you need to clone rvmat. Specify in it the path to your texture. In OB specify new rvmat.
cant specify new rvmat in retexture
but there is a config parameter for hiddenSelectionMaterials that can be used to inject different rvmats on an object
any idea how this works in practice?
google rwsults did not work
same way hiddenselections work with textures, just different parameter in config
I do recommend checking out the arma 3 modding samples on steam
and getting yourself a all in one config dump file for easy reading of full A3 config as reference
check syntax for typos
and make sure your rvmat is actually properly made
and Id assume the texture changing works on that uniform?
well atleast the basic texture yeah
is that for the same part you try to change the material for?
yes
then it could be your rvmat is not correct
does it need to be converted to .rvmat in any special way? or anything like that
packing into pbo should binarize rvmat but you should not need to do anything to it
yeah, still doesnt seem to change anythings, but oh well, will need to to try to figure it out
is your rvmat otherwise same as the original?
except the change of the normalmap stage?
yes
could it just be that the rvmat cant be changed?
In what sense?
I'm not really following the context. What is your issue, your expection, your config?
(meant the context is above conversation)
I am retexturing uniform from RHSAFRF, trying to change normal map as well.
Trying to change .RVMAT file for it, by using hiddenselectionmaterials in config.
RVMAT has been changed with normal map line to point to the new normal files location, but doesnt work.
dont see changes in the normal map, do you want me to paste the whole config/rvmat here, or?
Both and your original and result
If you can texture too
It's really hard to see how it is wrong with just words
Ok. Is a zip file ok? Would make it easier to pack all
Pack your entire project is not necessary
Tell your config where you have the issue, your result picture, your RVMAT
config:
{
class NEW_Uniform
{
version = "1";
units[] = {};
weapons[] = {};
requiredVersion = "1";
requiredAddons[] = {};
};
};
class CfgVehicles
{
class ContainerSupply;
class Supply31: ContainerSupply
{
maximumLoad = 31;
};
class Supply93: ContainerSupply
{
maximumLoad = 93;
};
class Supply45: ContainerSupply
{
maximumLoad = 45;
};
class B_Soldier_base_F;
class M05_DU: B_Soldier_base_F
{
scope = 1;
author = "Kartsa";
dlc = "ART";
model = "\rhsafrf\addons\rhs_infantry3\ratnik\rhs_emr_base_gloves.p3d";
hiddenSelections[] = {"camo","camo1","camo2"};
hiddenSelectionsTextures[] = {"NUniform_Kit\data\M05_vest.paa","NUniform_Kit\data\M05_pants.paa","rhsafrf\addons\rhs_infantry3\ratnik\data\gloves_co.paa"};
hiddenSelectionMaterials[] = {"NUniform_Kit\data\NUniform_Vest.rvmat"};
};
};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class Uniform_DU_M05: Uniform_Base
{
scope = 2;
author = "Kartsa";
dlc = "ART";
displayName = "[M05] Dress Uniform";
picture = "\NUniform_Kit\ui\uniform_test.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "M05_DU";
containerClass = "Supply45";
mass = 50;
allowedSlots[] = {"701","801","901"};
armor = 0;
};
};
};
class cfgMods
{
author = "Kartsa";
timepacked = "1604891926";
};```
rvmat:
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.08627451,0.08627451,0.08627451,1};
specularPower = 9.5;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "NUniform_kit\data\Nuniform_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,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "rhsafrf\addons\rhs_infantry3\ratnik\data\lodu_emr_vest_as.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "rhsafrf\addons\rhs_infantry3\ratnik\data\lodu_emr_vest_smdi.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(1.16,0.32)";
uvSource = "none";
};
class Stage7
{
texture = "rhsafrf\addons\rhs_infantry\Data\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "rhsafrf\addons\rhs_infantry3\ratnik\data\lodu_emr_vest_ti_ca.paa";
};```
trying to get rid of this
hiddenSelectionsMaterials not hiddenSelectionMaterials
oh no
how am i this dumb
ok wow i thank you a million times, and will now go hide in shame from a small mistake like this
What is nopx? I don't see that listed on the BIS texture naming rules? Should I be using that instead of nohq?
https://community.bistudio.com/wiki/Arma_3:_Parallax_Map
This is something you cannot use on things other than a terrain surface
Hey i am trying to create a custom sprite sheet, which from what i've discovered requires me to assign a texture to a plane it can't just be a .paa. How do I do this in object builder? I gave it a try, created an 8x8 plane, selected the plane, face properties, and applied the texture. Then i exported it and threw it into a particle config but I'm being thrown an error saying it can't be opened. Can i get some help?
whats the error exactly?
"Cannot open object Impact.p3d"
double check file paths and naming and make sure the p3d isnt corrupt
particleShape="\Impact";
P3D file is in the root addon folder
Object builder
what menu did you use?
because
in OB you need to just SAVE AS
to save as p3d
there is a button to export p3d but thats some very old unsupported format

Tried Save-As and im still getting the same error
where does the error pop up exactly?
In game, as soon as the particle effect is called.
then could be the path in config does not match the path in pbo
thats not the right path
path starts at P:\
so P:\modProjectFolder\someFolder\new.p3d -> modProjectFolder\someFolder\new.p3d
So instead of "\Impact.p3d";
"\CharacterFX\addons\ImpactMan\Impact.p3d";
Nah tried that, no worky

Tried that too, that was one of my earlier attempts
so it's gotta be the p3d itself no?
not necessarily
the path might still be broken
try unpacking your pbo and see what folder structure is in it
There's no structure at all it's just:
https://prnt.sc/E-F9pqPupkTU
As soon as you unpack it
I haven't even binarized the config yet lmao
PBO manager
what do you have in your pboPrefix file?
ah
then thats the problem
your workflow is fcked
manager is not proper pbo maker tool for addons
So in order for the file path to be correct i have to use a proper PBO packager?
Pbo manager might not be great, but ive never had an issue with pathing when packing with it
Yea same
people always insisting they got no problems when they come here to ask why they have problems
I mean i had a problem, which is why i came here. Didn't think it would've been PBO manager
Packing it the right way and testing, gimme a sec
You could try creating a simple object in editor and see if it spawns it or not
Yea packing it through filebank didnt work either
addon builder or better yet pboProject (so it can tell you whats wrong at packing)
Using addon builder
Testing it now
Okay so it turned my p3d into a texture. Then told me it cant load it, so now when the particle is called its just a bright white box floating in the air
We're making proggress
I'm having an issue where decals/alpha textures I have are not having shadows applied to them. Anyone know how to fix this?
What material do they have?
I'll have to check what we're using. That one might not be suitable for this use case.
Also one thing I recall is that you might need to make the opaque parts only 99% opaque. Instead of 100%
99% opacity was the fix, ty
Just saved our lives lol. It's been hours trying to figure it out
Whatβs a good program to use if you donβt have photoshop?
Just reskinning stuff
gimp, paint, krita etc free painting software you want to learn to use
Hey, guys! Im looking forward to start making texture addons for uniforms, vests, backpacks, etc. but I can't seem to find a tutorial that shows how to do that stuff and I will be very glad if you can send me some youtube videos and stuff on how to start and where to start from(I dont know any programs too, so it would be very helpful if you tell me the programs that you are using)
the term you are looking for is retexturing, you should be able to find guides on that on BI Forums and the chat history here.
basically it involves painting over an existing texture in image editor of your choise. (few free ones listed couple comments above)
and a config that tells a new class of a thing to use your new texture through hiddenselections on the model
So I've got a question that I'm gonna preface by saying that this is the first I've gone into doing any kind of arma modding in at least a year so I'm a little rusty. With that being said, I'm trying to make some custom uniforms by repurposing vanilla textures. I was hoping to use the worn kerry fatigues as a reference but I'm not seeing the texture for it anywhere, just the icon for it
Hi,
I'm making my own uniforms addon and I need help.
I tried to find it on the internet, unfortunately without success.
What is the easiest way to make such a preview of the uniform? I mean the image to the left of the text, I know how to add it to the config, it's about creating the image itself.
Image of what I mean:
Thanks in advance for your help!
If you use OB I reccomend you to use buldozer but if you use blender I recommend you export it as Obj and as well change your uniforms textures to png so whem you go to shading, click the uniform and drag the texture to that and link it to "Base color"
Well, to be exact what I am doing. I only changed the texture of uniform, I have it in game, all functional. Only one detail is that "preview" image on the left side of text as shown it's screen from Arsenal. I only ask if there is some function in Arma to do that image, something like function to do preview image for Eden Editor or I just need to do maybe screen in game and in some editing program like PS.
https://community.bistudio.com/wiki/BIS_fnc_exportEditorPreviews this can be adpated for uniforms too
although it might require tinkering
I know about that function, but it does only previews for Editor with the player model, doesn't it? I honestly didn't exactly try it. I need just in-game screen of uniform without anything else to put as preview image into Arsenal. I can't exactly explain it.
Anyways I will try that function and maybe it will do the work.
like I said it may need tinkering
like modifying the function to place the unit and camera in the way you need
applying animation that T poses it for picture taking and so on
Ik, But I use the obj to export the 3d to OBJ to see the textures.
eh? the 3d?
wut
Yes.
what is the 3D?
p3d
With the arma3tools pluggin?
well just on its own
not related to arma3 in any way
you just assign materials and connect them with textures
Okay, thanks a lot.
my first attempt at baking a texture hasn't gone very well. I am trying to bake a wheel that has 4 different materials into one texture set. I baked a diffuse, normal and a roughness in 4k and this is how it turned out. As you may imagine, this isn't my intended outcome lol. does anybody know what im doing wrong or how i might achieve the image on the left from a baked texture
you still need all the different textures separated
You cant bake all those values to one texture. Normally you would have one texture image for each of those sets. Engines other than armas let you split the rgba values which lets you combine some of them
π
aslo might note here that Arma materials dont use metal/rough PBR but older Specular/Gloss rendering
so the metalness and roughness dont translate directly to that
What would be the solution? To have separate objects for each material and bake individually?
What program are you using? Just blender?
Yeah at the moment
I havnt baked in blender before, that would mean baking 3 seperate times right goat?
yes
I really appreciate the help, but I'm away from my computer right now and don't think I understand you both, but thank you guys for hekping
you bake out different types of textures and save them as files
if you then want to see how they look you make a material and use different nodes to plug those textures on a shader
if you want to use those textures in Arma you create a RVMAT material file and path the textures in correct places in there
Yes I baked each material separately onto the same image, so I ended up with a 2d image of my whole wheel and respective images piecing up the image, but when I applied the image to a wheel it came out looking like that
yes
the basic gist is same with Arma material files too
I shall see how I get on when I'm back at my computer
Thank you so much for the help guys
I apologize for blowing up this group but for those who have made a fall/autumn themed map. What were some of the things you did to make your satmap match what textures you were using ? For instance my satmap is all green currently and Iβm having a hell of time trying to figure out how to get it to match the textures I used
use your mask as reference and do color corrections
it will be quite a bit of manual work
but then again, most terrain making is
and well you dont want to use real life satmap anyway since the colors are generally poor for game lighting so repainting it to fit is just part of the process
also you may need to consider if your ground textures are actually right kind/color if they dont look right
this is what im doing, am i doing the right thing? fucks sake im sorry i will get more tutorials down me ive been linked one and havent watched it. But essentially im baking an image for each material. but they all are part of that upper UV map. might abandon this current try until i watch that video though
yes all the textures use same uv map
but maybe best to go through some tutorials that explain it
YO! it might not be great but this is just with the 4 diffuse maps applied, unsure if they're set up right, or how it ties into bring it to arma, but ill go look that up. just wanted to share a kind of success
4 diffuse maps just for wheels?
the wheel cap, rubber, that inner tread part, then the tire wall which has text writing but only in the normal map
π¦
for example one of the vanilla APC texture split
Thank you. Sorry, I just realized I put this in the wrong channel.
is alright, it was a texture related question. the terrain channel might be more consistent but still no worries
note that the APC uses mirrored side there which many dislike despite it being efficient
it makes difficult to make alternate textures
all them 4 fit on the same UV so could i just layer them ontop of eachother?
odd. Id recommend figuring out why
lol ive done it
im an idiot
ive ended up with that from a diffuse and normal image
thhank you for the help though im sorry for clogging the channel today!
no worries, thats what the channel is for
you will still need to set up a specular mapping which is similar to roughness but not quite
and some tweaking of the arma RVMAT file later on to get the shinyness levels to work as you like
but its getting there
iis a specular map baked the same as others?
if you set up something to be outputted as specular map then sure
blenders shaders are metal/rough PBR too now
so its not quite the same
but you can use the material nodes to create suitable output
what image textures should i be baking (normal,diffuse etc.) if bringing into arma is the goal? d
im sorry if i seem frank
color, normalmap, ambienocclusion, specularmap are the basic parts
Anyone happen to know if the Arma CWA 9P117 SCUD-B textures are interchangable with the Arma 2: OA ones, and if so, where I could get the Arma CWA 9P117 SCUD-B textures?
No, they are not compatible since they're completely different models.
Textures for the OFP Scud are stored in DTA\data.pbo (search for textures starting with "scud"). It uses a mix of PAC and PAA textures.
Textures for the A2OA SCUD are stored in Expansion\wheeled_e.pbo (under the directory "scud" subfolder). It only uses PAA textures.
struggling with some pretty basic stuff and was wondering if you guys could help
I understand (roughly) how ambient, diffuse, emmisive etc works; however I'm not entirely sure how the highlighted stuff on the right affect the textures.
Also how would i remove the artefacting on the left image - I believe this is tied to my RVmat rather than the shadow geom.
any help would be appreciated!
the first box is the well uvtransform which tells the stage the bounds of the texture mapping. typically you leave that as it is unless you know why you would change it
secodn box is optional for DT (detail) texture that can be used to overlay a greyscale texture over the surfaces to add extra detail
the left image looks weird but I dont know what kind of look you are after
so what do you mean by artefacting
and lastly now that I look at it, is this a Forza car?
:L
thanks man, appreciate it..
The darker blue appears to be a shadow, but I have no idea why its appearing in random patches
and no, I made the model myself
shadowlod would need to be made to fit under the visual mesh
if it pokes through it casts shadow on itself
ah, I always thought it would cull itself, that probably explains it! thank you
Forgive me, I know this isnt the correct place, but I do have a follow-up, the outside shadow LOD problem is now fixed, however this is now an issue inside - do I need to give the shadow LOD a "cavity" inside for the internal space or not?
yes
like I said, it has to fit inside the visual shape
if you have open interior, the shadow lod needs open interior
tha shadownlod however does not have to be 1 contiunous part
you can split it into smaller pieces if its easier and less polygon using to do so
ah, ok, thank you again!
Hello Fellas, by any chance, does anyone know who was the veteran that showed an example of a "reflective polished metal" texture on D.Eagles in various colors?
I've some questions, as im trying to achieve similar results for barrels
I got golden buffalo
ask the questions though, answers can probably be figured out
Hey Goat, any tip to better translate the metallic look for that kind of reflectiveness?
I assume specularity is low, but I kind of end up with dull looking metal, kind like it had a layer of dirt or as if it was marble instead of metal. Im wondering if there is something that Im missing to consider when exporting the textures itself in Substance with Moonie SuperDiff preset
spec is high
so high spec low hotspot?
but I dont think substance textures really translate into that
its more s specific way to fake/make it in rvmat
ah, perfect. I will focus on testing on the rvmats then
do you recall if there is a vanilla preset where that happens?
The only one I recall seeing is the barrel for the vanilla 45ACP pistol
also need correctly set up fresnel value (use supershader)
and correctly made smdi texture
for the gold buffalo
SMDI
the base texture itself remains same
but it can be toyed with too
in my experience dark colors work better though when you make shiny surfaces
Thanks Goat, I shall refer to this later today.
does anyone have any recommended lighting configs for SP to get it matching arma best?
ive tried using those apex envs but they dont seem to be too close
Hello everyone.I'm trying to use scripts to change the textures of vanilla objects to my own.Unsuccessful attempts.Is it possible to do this in principle and how, can you tell me?Or you will have to build your own objects and sculpt your own textures on them.?Help the brothers in arms.
The commands I know for replacing textures, such as, setObjectMaterial,setObjectTexture,setObjectTexture Global and ......, do not help.
What does "Concrete024_NOHQ.paa DePax:MipMapOffsets not same" mean? I got the error while building my mod with pboProject.
something corrupt in the file mayhaps. best to convert it to .paa again
We cannot help you either without knowing which object you're trying to retex, what you've done exactly, codes, error messages etc
only objects with hiddenSelections can be changed with scripts
vehicles, characters are like that
some computers etc have screens that can be rextured like that
most buildings, rocks, trees, etc are not set up for that
wth does "DeTex:not little Endian" mean?
I guess so. I always get that 1% thats not human error lol
gonne need that exorcist
Ive tried to make a texture but it doesnt seem to show on the uniform ingame ,its just one weird colour
Without details we can really offer no help than generic points to re-check
- Texture resolution
- Texture name
- Texture bitdepth
Quick question, which "format" should i use here for retextures of uniforms/vehicles etc ?
RGBA / DXT5 ?
the conversion rules should default to different types depending on the suffix you use
you should not need to select them manually
thanks
best to use imageToPaaGUI
its the fastest tool and can convert textures in batches
Does pboProject make mipmaps off of the textures you use? I keep getting a "mipmapoffsets not same" error and remade the texture multiple times.
It shouldn't. How you've convert to PAA?
have used ImagetoPAA and TexView. Deleted the paa before making a new one
can you think of anything special about the texture? resolution? type?
what source filetype you use?
png/tga?
tga source. its a normal map. 4k res.
weird error. cant say I can rememeber seeing it before π
if you delete the paa and let pbo project handle the conversion what then?
it should do it through texview
or imageToPaa dont remember exactly
I convert before loading model into object builder then assign the paa's there
Can you check the PAA in Eliteness and what it says?
no. Im not a subscriber
You don't need to
Its peak adobe that I need a 70$ software so that I can have custom fonts in my other 70$ software
has anyone here tried armorpaint?
Hey there, wanted to ask a question about RVMATS. I noticed in the virtual arsenal that the VR entities (targets) aren't really reflective or anything, but they seem to glow under nods. I wanted to try doing a little experimenting, and started looking at the RVMAT and I thought it could have something to do with the SMDI, but there isnt an SMDI pathed.
Is this purely using specular values in the rvmat?
I kind of struggle to understand how the values work as well. I get that they are RGBA values, but not how they would affect the final product
hey guys, how can i find the textures used by a structure?
I'm trying to retexture a house from Altis, but want to find the textures of it.
Usually in structures_f PBOs. But they are normally unretexturable
that's why i'm unable to find it them...
there goes my mod idea.
There actually are several attempts that managed to do that. But I don't recommend that
is there a reason BI don't allow to do this?
It's not about BI. It's about how the model is made
terrain objects dont support hiddenselections
hidden selections is for changing textures with commands, isn't it?
my idea is to actually replace the original textures, with AI Upscaled ones.
hiddenSelections is the regular way to make a retex. As I said it isn't impossible
life finds a way
has anybody made any sort of performance comparisons for 2k vs 4k texture sheets for uniforms/vests/weapons?
upscaled texture comparison.
The original was 1024x, the newer is 4096x
and this is with a 100% new texture.
From what Iβve seen personally is just FPS loss when it comes to uniforms being 4k textures
Vests and weapons Iβve never seen
These rocks are pretty big.
This is likely to happen since the memory strain and loading time increase.
I was playing with other people and I couldnβt even look at them because just looking at them was dropping my FPS and I had to keep my distance of like a good 500 meters from them. That was just with my normal settings on high, dropped everything to very low and it made my FPS just hella high
It was like my first time to have a reason to play on the very low setting lmao
low settings mean 4k is never used
it uses lower resolution mipmaps
well even high might not show 4K actually
I think only Ultra texture quality does
Then whoever made the mod did something cause everything else was lower quality while their uniforms was still like still crisp 4k
Cause i usually play on high not even ultra
well technically its possible to make a texture with no other mipmaps, forcing the use of the highest one
I little bit doubt that was the case but its possible.
4K can be useful for crisper textures for sure but I would not use it on buildings
since that will blow performance
I would assume uniforms and stuff would do the same?
there are a lot more building related textures being loaded than there are unit/vehicle related ones
and even the latter have impact
yeah any 4K takes its toll
so best to use them on things that are looked at closely
Iβm assuming itβs better to use that for like smaller things that arenβt used 24/7 like small props n stuff
I wouldn use it on smallest props either
vehicles and uniforms got enough surface space to benefit from it
smaller gear like vests and helmets might already need less texture space so the can have similar enough texel density on 2K texture as an uniform has with 4k texture
you can make an single banana with 4K texture for that ultra zooming in
but is it worth it? π
Lmao no
Quick question: I'm getting texture pop in and out on a custom hat after about 20m, I know it's an issue with one of my LODs but I'm not sure which one/why. Anyone know?
well one of them must be missing texture definiyion in the model
should be simple enough to check all lods
in Object builder buldozer for example
Gottcha, that would make sense; it was the first one I added and have not had the problem since. I'll let you know Mr. Goat man
Yeah that did it, cheers
how can i make a specular map like this one? (DTSMDI).
you can paint one
or combine one from generated sources
as long as you understand what each color channel is supposed to do
it is typically a greyscale image with name suffix of dtsmdi
and once converted to .paa it often changes to look like that according to the conversion rules for dtsmdi
so, i would use this heightmap image for it?
Use substance painter if you can
is there a way to add a specular map texture for a texture that doesn't have it?
for example, the indoors texture has a specular map. But the outdoors plaster texture doesn't have a specular map.
I tried copying the specular map from the indoors texture and renaming it for the outdoors one, but it doesn't work.
So, is there some other way to allow this texture to use a specular map? some config file or something.
Did you copy the RVMAT settings?
There isn't a RVMAT in the folder.
Since I'm not quite sure about it but, what is the benefit/example with or without _AS map for Super shader? Is there some significant difference? I know is related with AO, but I have never thought it can be a gamechanger
Are you asking "What is Ambient Occlusion?".
Or "What is the point of having Ambient Occlusion?".
Both of those are not really Arma specific and Google will give a million answers to explain.
Or something else?
I mean, how an AS can influence/change AO. I know what is, and how it should look, but as far as I've tried I cannot really spot a big difference with or without AS
An _as texture is AO. Without it you don't have AO. No AO should be very noticeable.
Hm, so I think misunderstood how an AO works, it should refer to baked tex to tell where is dark, not dynamically generated "fake shadow?"
I definitely know AO is and what it looks with or without, but as far as I've tried I failed to see if it is working. I think I may retry after
I suppose it might be considered a more subtle effect than normal or specular maps, which are really obvious if they are missing/broken.
Hmm guess I had to apply RVMAT into P3D directly, hiddenSelectionsMaterials didn't work to apply it
That probably is why I couldn't find any difference
I personally just overlay my AO on my diffuse, and only use the rvmat for NOHQs and SMDIs
It's a blender render, not Arma ofc
But I just have my AO overlayed on the diffuse, and the normals applied through nodes
you can have some ao as extra shading on diffuse but properly made AO can enhance visuals quite a lot
roadwaylod
is it resizable?
to some extent
although it is not recommenened to do a lot of resizing
can cause wonky stuff
hello, im trying to make a main menu mod and im trying to import a image into i made in adobe illustrator but im having trouble getting the colours to work they keep inverting (mainly yellows and blues). i got the right pixel size to make it into a paa but i dont know if im missing something? because it work with regular png's i get off the internet but not with the ones i made? can anyone help?
- Resolution?
- Bit depth?
- File name?
2048x2048, 32 bit from what i know, and logo.paa im not sure on what suffixes i should be using if any
Suffix should be _ca if it does have some transparency, _co if not. Also, which way/software you use to convert?
i mostly export as tga and use texview2 to make a paa as outdated as it is, imagetopaa just doesn't like me, i've tried with _ca and _co but getting mixed results
Maybe try 24 bit, so 6 bit per RGBA
Anyone know what's causing this? I assumed I needed to flip my normals but it did nothing (I'll not activate windows)
mesh is flipped?
Yeah my bad, I was clicking on the wrong option!
This took a strange turn, the whole section of the model is see-through; I hate to ask again but any ideas?
There is no alpha on it and it uses the same RVmat as the leather strap
texture file can have alpha channel without having transparency
and solid color textures should have it removed
do you use the correct texture name suffixes with your source files?
_CO in this case
I'll check over the texture, it does have the _co suffix
is it correct resolution
Okay so the background was transparent so after changing it the whole part is now just the colour I put in
Pretty sure I found the issue
So when I join the meshes together in blender it deletes the UV map for it, I'm not sure why
The objects you join have different named uv sets
So those don't join
And create extra u sets in p3d that it can't use
Beautiful Mr. Goat with the answers again
Hopefully this is the last issue I get. Left is in-game and right is the model. For some reason it's not appearing
@twin bane, as a side note to Quixel S2 and the FBX issues at the moment, i with no hope of success tried to import a DAE file into ObjectBuilder (since DAE is working in QS2, save me having to export a FBX aswell) using the FBX plugin, and it worked, which was suprising even though DAE essentially contains a FBX file, i expected it to not work
i don't think the DAE's are actually working properly in 3DO currently, but certainly better than .fbx, i noticed some smoothing and other artifacting after applying some maps. it's interesting though that OB took the DAE, not completely surprising I guess, but not documented anywhere I can think of at the moment. (granted it's 2am)
DAE seems to be find for the stuff i did today in QS2 granted, i did end up switching back to Marmoset for previewing, still superior
single object model? just curious as it was painfully obvious for me. where .obj's are performing as usual.
Well it was fairly simple, probably 5 seperate meshes as a single object
on further investigation, DAE loses its smoothing groups in OB
yeah, that would be sub optimal.
so im trying to get a set of goggles in game that have like a scratched up scuffed texture on them
problem is they look like this
would this be a texture issue or an rvmat issue?
textures i did up in substance painter and they are pretty good ngl
this is the rvmat
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 1, 1, 1, 1 };
specularPower = 800;
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(1.1,0.4)";
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";
};
made using rvmat gen
setting was glass
it in Substance
is it supposed to be see through?
does the texture have _CA suffix?
is it saved as TGA or PNG?
yeah its meant to be seethrough
and no its got the _co suffix
save as a .paa
im sensing i saved it as something thats not fully transparent?
_CO does have no transparency (aka 0 or 1) while _CA does (0-255)
ah that will be why then
did not know that first time ever making a visor didnt even know _ca was a thing
theres is a wiki link to texture naming rules in the pinned messages
close to the bottom
inverted normals?
ping?
is there a trick to generating _smdi and _as maps?
AS is generally same as ambient occlusion (you can read more about each texture type on the wiki)
SMDI is bit more trickier since newer texturing workflows dont use it anymore
in simple terms it controls what parts are shiny/specular what are not
with SMDI the different color channels control different things
as i seem to understand but smdi is a bit confusing
nvm im confused by both of them, as is more white=more light?
smdi is red and white but dont understand which does what? atleast the page im lookin at in wiki doesnt say much
red channel is not used so its all white = full red
red channel doesn't do anything
green channel is what is shiny/reflective
blue channel is how much it is shiny/reflective
hmm, so if blue channel is fully black, its not reflective at all then i guess?
from my understanding, yes
might also add that the texture modulates the specular and specularPower paramters of rvmat
so white should be full value of given power, black none
i guess that makes sense
well seems confusing for the moment so time to stop for the day and try it out with a fresh brain tomorrow
it is a lot to take in. Id recommend making some simple test cube with different kinds of gradients and shapes on different color channels to see how it behaves in game lighting
that might be a good idea actually
Hi, I have a problem when I packaged my uniform mod in addon builder height maps don't load or something. But only when I checked Sign output and binarize. It works perfectly without these settings. Any tips on what I'm doing wrong?
heightmaps?
I mean rvmat
all pbos should be binarized so if that does not work you probably have somwthing wrong in your filepaths in various files
All right i will look on my side
do you have P drive set up?
no
ah
while not stricktly necessary it does help to have the modding development environment set up in the way the tools expect it to be
Emm what program would you guy recommend for texturing I have been using Quixel SUITE and Substance Designer for a while now, just wondering if their are any better altrnatives.
Better than those? QS2.0 now maybe
If you want to look at some alternatives, 3D Coat, Mari, Mudbox.... Mari is incredible, but also comes with a steep learning curve and hefty price tag
^^ at Mari, although the indie licensing is fair considering it's power.
Mari is massively functional if you have the time to fiddle with it. But QS2.0 is what I personally use the most right now. And relatively speaking probably the most user friendly, smallest learning curve.
You don't have to paint with Quixel or Substance, you can just control masks, which is nice for those without true artistic know how, with Mari i found it really needed someone who was a artist to control it
Okay, thank you guys, just updated to quixel 2.0 see how that goes.
can i find UI texture aspect ratios somewhere easily? is there like a wiki page or something
for weapon and mag UI icon sizes currently
Usually weapons have X:Y = 2:1 and magazines have 1:1. But pretty much having wrong ratio does break nothing
okay thanks!
Is anyone down to help do some texture stuff for me?
Just ask question
I already did I don't know how to do texturing and I'm asking if someone can either come do it for me or teach me
There is nothing agianst the rules asking someone to do textures for me
You really didn't. From my perspective you just asked if somebody can help you, without any specific question
I don't need a reason people can say yes or no it's up to them
If they want to know what I need help with they can dm me
more detailed question than just "stuff" usually yields better answers and possibly pointing to correct channels direction
as #creators_recruiting is the place to look for someone else to make stuff for you
here we answers questions if you want to do it yourself
Thank you for being ressonible and explaining
for some reason, the same texture is looking different between buildings.
as you guys can see, on the left it looks alright, but on the right it looks strange.
Would someone know why this is happening?
how are you retexturing them?
the model files are not open for that
i'm replacing the texture files on structures_f_data
the weird thing, is that they look the same when on vanilla, it's just when i replace the texture, that it becomes weird on some of them, and not on the others.
so, i guess it's not rvmat fault
are you repacking the p3ds too?
no, just the textures
i discoverded the issue, it's actually two of them
my specular map was wrong (probably missclicked something), and turns out some buildings aren't using the specular map, even on vanilla.
multimaterials typically have used DTSMDI
but yes they arent usually very shiny either
Is there a good way to compress paa files? The wiki's page on the file format is a little difficult to understand for me
why? π .paa is already compressed format
compression level varies on what each suffix is set to use in the conversion config
I'm unclear on a few details. Would you mind answering a few questions?
- currently, our 4096x4096 textures come up as DXT1 format and weigh 8.45MB. Does this sound right? Is there a better setting to use?
if you want smaller files and less quality just use smaller resolution
there is littel point in having 4K textures if you dont actually want the quality
the size sounds about right
4k is overkill for a lot of things in arma anyway, you dont really appreciate the jump in quality that much compared to other games
it wont show unless very close
as far as I know its Ultra only
NOHQ files at 4k are huge. I switched all my textures over to 2k or less to drop my mod size down under a gig. In reality the 4k textures don't really get noticed in a battle. After playing for so long I realized I didn't notice a difference in textures unless I was making a mission.
Honestly I only use 4K for _co textures for large things, like vehicles and uniforms
Even vests tbh
I stick to 2K for anything smaller like pouches and accessories
Hell, I've used 1K for patches and they are still totally fine
You can check the TD of your model with Blender addons, makes it easier to decide on texture resolution
yeah that works just fine unless you got someone doing CSI zooooomin and using 4k monitor
but that is rather rare case π
wdym? in CSI the resolution gets HIGHER the more they zoom in 
exactly
Lmaooo
so long as your texel density is consistent 
Is it possible to create a rvmat material which reflects an environment map like a fully metal surface?
S.O.G has a MIG 19 which has something which comes close. Does anyone know how that's done?
https://youtu.be/IF7RMHM_jrU?t=17
Youtube url is at a timestamp for the MIG-19
Vanilla mirrors already do. It doesn't refrect anything around you dynamically though
Thanks I'll take a look at the mirrors. I'm not so worried about dynamic reflections. I'm kinda thinking of a Predator style vibe so if it's unreal that's fine.
It is simply RVMAT thing, there should be one in vanilla files
Neato. Using the basic .rvmat in the extracted a3 data works great.
thats what i look like
ah T-1000
might be the better place for this sort of thing......
Quixel Suite RV4 Calibration Profile and export processor
thanks!
lol i was waiting. still need to figure out how to handle the .rvmats. hopefully slider things in the next 3DO
and direct input for frensel as RV plays with it. (in viewer)
yeah i have no idea of the best approach for RVMATs, i was thinking an external program would be best, but if we can get it open sourced in Quixel that would honestly do, but it would have to support a fair few things
yeah, already had most of these conversations. the goal will be to open up as much as possible. not only on export, but shader support with the bassackwardness and all. probably a couple weeks out before that group. think something else 'big' is coming.
maybe something Mega?
+1
#shrug
thanks @silver adder
Does anyone know how to PROPERLY export an SMDI through substance painter?
I've tried and it looks horrible for anodized shit
I might have an idea on how to fix it, but my G and B channels dont seem to match other SMDIs I've checked
what does it look like and what do you expect it to look like?
and whats your rvmat property values
tbf my rvmat needs to be messed with more, change the fresnel and specular and shit
But my SMDI looks yellow as fuck
Which I know is present in other smdis for similar objects
But mine has too much of it
^ I think the problem is I'm assigning full Metallicness in substance, instead of using rational numbers
very possible
I've confirmed that the G channel (metallic) is what gives the yellow hue
But idk, I still doubt it's only that
metallic does not exist in Arma specular shaders
it does not work the same way
yeah ik
but I work with met-rough, which I should probably change lmao
but iirc inverted roughness is glossiness, and metallic is SIMILAR but not the same as spec
yeah
Great video, thanks again @silver adder
Ok I'm happier with it now, but I still might mess with specular values
It should be shinier irl
whats your current value? and what do you want to achieve?
since you can have a huge specular and make it be a vaseline smeared thing
Anyone know what's causing this? These are in the insignia slots, the one on the left is the model in shadow and it's very grainy. The other side doesn't react to light and had a glow around the edge?
π
the problem is that the rvmat can scale spec/gloss up and down. So if you would want a consistent output you would have to use the exact same rvmat settings all the time
so you couldnt even make material colors consistent
Oooh thanks for that one Pinga. :)
Hi, anyone know how to add the new austrian "Tarnanzug 03" to ArmA?
@silver gull - indeed, there should be no direct tweak for spec/gloss with a texture provided
or it should work with .5 .5 .5 ones for instance
takes a lot of work.
Anyone know where's the texture for the vanilla clothing is? I'm trying to find the Parade Cap
AoW\Addons\characters_f_aow.pbo
Specular power is incredibly non-linear, especially when it comes to how the environment map reflection is blurred. Using a single value for all your rvmats would be pretty limiting.
yeah, but can you explain to me how to do it?
You can either learn to model and make a authentic model with authentic textures
Or you can try to retexture existing clothing to be covered by the pattern
question for texture peeps out there im using substance painter to make textures what settings is the best to export the project on
and correct me if im wrong:
Diffuse = CO/CA
Normals = NOHQ
Ambient Occlusion = AS
Glossiness = SMDI?
SMDI is a mix
NOHQ is Direct X Normals (not OpenGL, though you can convert them by inverting the green channel iirc)
SMDI is red channel full white, green is specular and blue is glossiness
The default Substance Arma 3 presets has a broken SMDI export so you need to change it
If you work with met-rough instead of spec-gloss, you can put metallic on green and roughness on blue (but after exported, put it into PS/GIMP and invert the blue channel)
It isn't perfect but it works
wait, what do you mean? Are the pinned presets broken?
Technically the SMDI is done wrong
It puts your diffuse on the red channel, so your camo will show up on your SMDI
Which is not what you want
So you need to change it to a custom input (which will make it fully white), and I think the GB channels are also fucked so you need to put metallic on green and roughness on blue
As I said tho, blue needs to be inverted after exporting
this is very helpful ive been having issues with my RVMATS as of late also anytips of baking Ambient occlusion maps in substance i keep getting an error when exporting that my AO map cant be created
its weird though its only on the one model
i can gimme a minute
Sorry had to do something. Still down?
yeee
There is no easy way to export a correct SMDI using the met-rough workflow in substance painter. If you really only want to use substance painter, there are only 2 options available:
1 - Export your SMDI as R=White G=Metallic B=Roughness
advantages: this is the least destructive method
disadvantages: the least efficient method
2 - Export your SMDI as R= White G=Base color B=Roughness
advantages: this is the best solution if you use an adapted workflow that revolves around the base color
disadvantages: it's the worst solution if you don't adapt the way you texture objects.
The truth is, you can't make a proper SMDI using the current industry-standard workflow because it's not adapted. You either need to texture your object using a non-pbr specular-gloss workflow, or manually export the textures from your project and adjust your SMDI directly in Photoshop
As I mentioned earlier, usually 1 works best. But then I invert the blue channel. It works quite well and my stuff looks pretty decent in-game
Yeah, maybe it is easier to work with non-PBR spec-gloss, but I honestly cba to change + most of my textures are used in other games
I brought the whole Art of War files when I was searching for the thing I wanted to retexture
Uhh
I retextured what I wanted
Where do I save?
I'll just add one thing about the first solution. I don't know if you're familiar with how shading works, but this message might also be useful to other modders.
Why is it so difficult to convert my maps from a metal workflow to SMDI :
γ €
SMDI maps are composed of:
π₯ = White
π© = Specular map
π¦ = Glossiness map
While Glossiness maps can be replaced by Roughness maps (because you can actually invert a glossiness map), metallic maps are not equivalent to specular maps. This is because the shading method is totally different.
Metallic maps are in **grayscale **(black and white)
0 = β¬ Black = Non-metallic
1 = β¬ White = Fully metallic
Specular maps are based on **RGB **values that dictate how the reflection should work. They are RGB, they don't work in the same way and can't be interchanged.
That's why it's not easy to convert one workflow into another. I recommend everyone to read how basic shading works with specular and metallic workflows to better understand how to create their textures in Arma.
I'll update my substance presets on Github and add the old preset (using metal in the green channel) and give a warning of how it might look in the game. 
I did a pin cause sometimes I simply confuse how to handle it π cheatsheet go brrr
I just made a quick example model, and this helps my understand as well. Don't mind the typo
Maybe worth adding to https://community.bistudio.com/wiki/RVMAT_basics#Basic_surface_setting
Could be
WouldnΒ΄t it be enough to switch my SP to use a nonpbr spec gloss shader, and then use the spec gloss export preset?
or does the shader used in SP not have any effect on the exported files?
Same question as above.
I mostly work in spec/gloss pipeline in Painter.
Is it enough to just use "Arma 3 Super (Spec Gloss)" export preset to get correct smdi map OR i should also manually change some gloss (or other) values before exporting final textures?
If it's already set to R = white (user 0), G = Spec and B = gloss then you should be fine
While I understand Spec uses RGB values, wouldnt it not matter since it is only used in the green channel?
excellent!!
also might add that fresnel value in super shader plays a part in the looks too
I think there needs to be a more detailed explanation on fresnel. A lot of people get confused on what the N and K values actually mean
And even more people cba to read the wikipedia page on all the physics shit
that is shaders for you yeah
to get good results one has to understand what one does
the metal/rough pbr is a lot more forgiving in that way I suppose
Glossiness is easy to understand, but specular is a bit harder I guess
No, you don't really have anything else to do if you're working in spec-gloss. You'll never get exactly the same result in the game though π
It depends, but you could easily miss important details. The results weren't optimal on my side, but if you manage to find a way to retain most of the details, it would be really interesting to share them here. I stopped testing texturing methods for Arma 3 because I was satisfied with the result, but there must be a better method out there.
how can i fix this retucke stretching issue?
i used the same aspect ratio as in the original scope size, so dont understand
Uvmapping problem?
idk, i only change a .paa from an existing one that worked with no problems
(also, unrelated, if a 2d reticle shows the center part as an arrow/triangle but there is nothing to show it as an arrow/triangle in the reticles texture files, how does it get determined its an arrow? its just a red box in the texture file)
Pictures may be needed to compare and see the problem
what is needed to compare in the 2d one?
the 2d is a different thing apart from the picture
Is it the same picture used for both?
no, completely unrelated thing and question
Well let's compare the textures for the 3d first
this is how the normal looks like (ignore the external texture)
What does the paas look like in texview? For both textures
here,
size, cause cropped it
oh fuck

i have fixed this issue, propably
i was using weapons_f/acc/data/reticle_arco_ca.paa, while the mode is using weapons_f_beta/acc/data/reticle_arco_ca.paa
sigh
different sizes then?
yeah, the other one is 2048x2048 and smaller reticle size
that would be it then yes
next question is, how to change reticle arrow (left)
when the texture is like this (right)
if you square the texture to 1k*1k you get more consistent results since the planes/lense has to stretch the texture less awkwardly too + you can use the center of your texture as reference for position in space instead of having to guess position in reference to stretched planes
yes, i am using the squared 2048x2048 now already
if its not in the texture its probably defined in the config
could also be modelled
good point
oh damn yeah its modelled
is this what i use for a boonie hat texture or is it something else
displayName = "$STR_A3_H_Booniehat_ocamo0";
picture = "\A3\characters_f\Data\UI\icon_H_booniehat_desert_ca.paa";
model = "\A3\Characters_F\Common\booniehat";
hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_desert_co.paa"};
class ItemInfo : ItemInfo {
mass = 10;
allowedSlots[] = {801, 901, 701, 605};
uniformModel = "\A3\Characters_F\Common\booniehat";
modelSides[] = {6};
armor = 0;
passThrough = true;
};
};
class H_Booniehat_indp : H_Booniehat_khk {
displayName = "$STR_A3_H_Booniehat_khk0";
picture = "\A3\characters_f\Data\UI\icon_H_booniehat_indp_ca.paa";
hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\booniehat_indp_co.paa"};
};```
anyone know how to get Text to mirror so it isnt backwards in Substance Painter?
what i want
what im getting
There should be a mirror button on the top of your screen
When you select your text layer
Alternatively you can probably put the x axis scale to negative to flip it
(Never tried that)
got it working thanks brother!
The idea would be to generate starting points, with the correct texture links etc and spec/fresnal settings for your desired look from a library of samples, you would of course need to tweak it as desired
anyone here got experience with retexturing RHS assets?
yes
i can't for the life of me find the humvee and m1232 textures
you have any idea what pbo or folder they are in?
check their configs hiddenselectionsTextures list for reference
well the thing is, for the humvee and m1232 from what i can tell the config that refrences the textures is going to be in the same pbo as the textures themself
ingame config viewer is your friend
especially if you get the Leopards advanced developer tools mod for better config viewer
i'll look into it, thanks!
How do i properly extract things from substance painter for Arma?
I'm only getting a black baseColor texture and none of the actual details done in the editor
Are you using PBR or non-PBR methods?
Hello, Iβm currently working on my normals for ground textures and Iβm running into the issue where Iβll save my PSD in PS once I add the parallax map to the alpha channel and when I open that file back up the alpha channel is turned off. Could anyone tell me where Iβm going wrong
You'll have to figure out how PS saves transparency stuff. Last time I looked at that to help a friend we could not figure it out. 
For all it's industry standard praise, PS seems unintuitive in some things
Would gimp be a better option for this ?
Well I've used gimp successfully for years so sure
At least it does not seem to need any shenanigans to get alpha channel in use
Gimp ftw
Thank you, sounds like I wasted too much money and time on ps lol
The alpha channel is connected to a mask in PS. So if you have a mask on your normal layers then the alpha will be on.
Would I just select and mask the normal layer and that should work ?
anyone know how to make heightmapped stuff export to the smdi and as on substance? 
heightmap is not really relevant to smdi
AS = ambient shadow also called ambient occlusion
if that helps
looks better when exported onto there as well -- modeller did so with the high poly bake but none of my painted details show bc of export settings
i got the export preset off the modeller now -- makes the luger look much better now the toggle lock ridges show on both sides all the time π
Idk if I understood exactly what you meant, but if you drag the HP baked normal map into your Substance mesh maps, and bake every mesh map BUT your normals, everything will bake with info from the normals
Meaning your ambient occlusion will bake with the details from the normals, and ofc your spec/gloss or met/rough stuff will also be affected by that
So if you have an edge wear mask or something, that will consider the stuff from the normal map as if it was part of the mesh, which means it will show up on your AS and SMDI and add some extra details
If you dont have a HP baked normals, then ofc you do all your details on the LP like you usually would. Export just the normal map (directX), import it back into substance, then drag it into the mesh map menu. Just remember that when you are exporting every texture, uncheck the normal export or else your values will "double" and look really strong
(hope any of that made sense)
RHS retexture showing up like this. Anyone know if this is a file, a config or a texture issue?
(for context, the vehicle textures are suppost to be black)
like these
White would indicate texture path does not match with pbo structure
seems to have the right structure
some paa's give me an error in texview though
no idea how to solve that, it just said error opening ... file
thats not good
i'll give it a try
how do you make the paas?
import png to texview, then save as paa
though i'm running into some issues there too
idk, i'm retexturing RHS stuff, so i just grabbed the RHS paa, made them png's through texview, retextured and now i get that error
did you save any project files that you can save the png again from?
not in paint, however the png's themself do still open in the windows photo viewer
even when i make a new file, copy the texture over, and save it i still get the same error when importing to texview
whats the resolution?
probably wrong bit rate
how does one check/chenge the bit rate on an image?
have no idea how you do it with paint or whatever - it should be uhh, 32, I think, for texview to open them
oh snap you're right. The working ones have a bit depth of 24, the non working ones are 8
eh wait, at least in photoshop its 8 bit channel
but windows detail says 32
shrug
8bit per channel
eyy, thanks for the help guys
got most of em working by exporting them as 24 bit images
just need to fix the blackhawk, add the wheel textures and fix the humvee as that one just isn't even showing a texture at all
but that stuff i should be able to do
hi everyone i got a slight bit of a problem, i used to do texture work in some old starsim thats no longer around and after 3-4 years ive pretty much forgotten how to convert models and textures to use in substance painter. i only have access to p3d files for the models and paa for the textures and would like to bring them to an fbx or obj and whatever substance painter will allow me to bring the textures to.
Does anyone have a high quality image for French CCE camo I could use? Thanks in advance
hey, check out: https://paa.gruppe-adler.de for texture convertion, not sure if theres an actual tool but this works pretty good.
For P3Ds (provided they aren't binarized) you can open them in blender with the arma tools plugin or using actual arma tools with object builder, there you can convert it to FBX
working on adding normal/specular maps to a model but can't for the life of me figure out what I'm doing wrong.
RVMATs are assigned in blender
Using metal rough with arma met rough export presets in substance
I convert my images with imageToPAA, named with the convention
The RV is loading ingame and the specular power is taking effect
I get no RPT errors. can send more info if needed, my CO map is displaying just fine but normals/spec just aren't applying
using addon builder & moving contents to the local mod
P drive?
yeah
addonbuilder set to binarize the pbo?
however the file directories are different from the local mod to the P folder, since the CO is loading I figure the pathing should be fine
binarize on, same for textures
where the pbo is does not matter
the folder structure you have in P drive gets packed into the pbo
make sure you dont have and P:\ in front of any of your paths
Someone found out this tool can break alphas or something, and might make you unable to pack if you are using mikeros
and turn on errors so you can better see if something goes wrong in game
Just drag it into texview and save as a paa
imageToPaaGUI
Are your rvmats correctly pathed?
Not in blender, but the actual .rvmat file
rvmat path: texture = "MIRAGE_F1\Data\Textures\PBR\mirage_f1_wingt1_nohq.paa";
Did you put it in Stage1?
yeah
can try out the texview method, Think I have already but worth another shot. have tried so much stuff now that I'm blanking some of it out
have full logging on ingame
same for addon builder
from the previous author of the mod, they had a general RVMAT as they were only using _co
now I'm handling edits/updates to it as they've left
I'll dm you a base rvmat, use that or compare yours


hard to say really what happens