#arma3_texture

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wet nymph
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just in case

orchid oak
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sure, cheers

wet nymph
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Nws mate

orchid oak
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main difference is the #defining of ARMA at the top & the dir of all stages for me is {0,0,0} while yours is {0,0,1}

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I also have a StageTI at the end, can send the full rvmat if needed

full quarry
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define arma is not needed

wet nymph
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It's just a reference RVMAT someone sent me, never changed that and it works so uh

full quarry
#

P:\A3\Data_F\ also contains variety of default rvmats

wet nymph
#

good I guess

full quarry
#

supershader one being the most commonly used

orchid oak
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would that be the "default_super.rvmat"

full quarry
#

Yes

orchid oak
#

allright, exported all my textures with TexView, Cranked up the params in substance so the materials will be exaggerated, used the default_super as a base for my RVMAT. and still no joy

orchid oak
#

potential problem found. model has 6 uvsets

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aaaaaand that solved it, for fucks sake
well cheers for the support here, much appreciated. ๐Ÿ™‚

wet nymph
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Lmaoo

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I hate how blender adds uv sets sometimes

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Thats why I love using Mikeros. It tells me the error w my pbo and I dont have to look everywhere for ages to find out the problem

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I recommend it

orchid oak
#

yeah, I have a faint memory of having this problem when I worked on another model and spending equally as much time trying to solve it lol
I do have mikeros tools lying around somewhere, just need to take the time to learn them, I'm at that modding stage where changing workflow can lead to more issues

wooden lantern
#

soon (tm)

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hopefully today

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finally there will be a resource for metallic roughness

full quarry
wooden lantern
#

pretty darn close if i say so myself lol

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after this much trial and error tho, i hope that it's a useful tool for others, because it took forever to actually get a correct SMDI.

full quarry
#

does not look bad yeah

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Id recommend setting up the real lighitng in buldozer for better comparison too

wooden lantern
full quarry
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since the default dozer lighting is of the older type

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also do you alter the fresnel stage at all?

wooden lantern
#

yes

full quarry
#

๐Ÿ‘

wooden lantern
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fresnel is black magic

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change numbers until it looks good based on the wiki numbers lmao

full quarry
#

technically the real life values should be pretty accurate if I remember right

wooden lantern
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well yeah they are but the issue is a lot of the time you're texturing materials that arent accurate to real life

full quarry
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for sure yes

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then one needs to play around with it ๐Ÿ˜…

wooden lantern
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mhm

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and ik this goes against literally everything ive seen on here for texturing

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but it makes so much more sense that when you texture in pbr that the blue should be metallic

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because it acts like a mask for the material properties of metal that you define in the rvmat

full quarry
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well metallic does not really exist the same way in specular/gloss shader

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so calling it metallic in this isntance is a little misleading

wooden lantern
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true but lets be honest im just happy i got a workflow that turns out decently ๐Ÿ’€

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it's more like specular level in reality

full quarry
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๐Ÿ‘

wooden lantern
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but outputting converted specular level looks bad when you do it, and outputting metallic turns out better from what ive tested

full quarry
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it looks good from quick look yeah

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im sure your workflow will help a lot of people

wooden lantern
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that's the plan

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cant wait for someone to come out of nowhere and tell me everything i did is wrong and this is how you're actually supposed to do it then share some really useful knowledge everyone could've used like 2 years ago lmao

celest obsidian
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pretty unique workflow

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I'll test it, that's interesting

wooden lantern
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mhm

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lmk what you think

wet nymph
wooden lantern
lone ivy
#

@wooden lantern hi you

wooden lantern
real gazelle
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Hi, is there some way to mass replace part of a texture path specified in a .p3d file? I'm attempting to change a bunch of entries all in the same folder but not too keen on doing it one-by-one manually.

lethal condor
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If they are unbinned (editable) P3Ds, just use text editor to mass edit, that can do

real gazelle
nocturne lake
#

There's a tool for doing that in object builder Tools>>Mass Texture & Material renaming

real gazelle
#

Oh wait, wow, I'm stupid, nevermind. Thank you, @nocturne lake

atomic jolt
#

do you guys why a retextured RHS humvee would just use the inherited texture?

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those are my configs for them, but they won't use the textures defined in the config

nocturne lake
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because the in-editor vehicles use vhc to set textures on init with textureList[]= and you're inheriting that from the desert camo vehicles. You have to either use the base class for the vehicle (which doesn't have a textureList[] assigned) or add your textures to the M1151 base class first e.g. class rhsusf_m1151_base: MRAP_01_base_F { class textureSources { class rhssaf_green { displayName="SAF"; author=$STR_RHSSAF_AUTHOR_FULL; textures[]= { MACRO_M11XX_TEX_SAF }; factions[]= {}; decals[] = {7}; }; }; }; MACRO_M11XX_TEX_SAF is a shorthand for the list of texture paths

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then you'd call it in your vehicle class with e.g. textureList[] = { "rhssaf_green", 1 };

atomic jolt
wooden lantern
atomic jolt
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class cfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class UniformItem: InventoryItem_Base_F
    {
        type=801;
    };
  
    class Uniform_Base: ItemCore
    {
        scope=0;
        allowedSlots[]={901};
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="B_Soldier_F";
            containerClass="Supply0";
            mass=0;
        };
    };

  class U_BG_Guerilla3_1;
  class CRM_C_Jacket: U_BG_Guerilla3_1
    {
        author="Brain";
        scope=2;
        displayName="CRM Consignee Jacket";
        picture="\A3\characters_f_gamma\Guerrilla\data\ui\icon_U_G_guerrilla3_1_ca.paa";
        model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
        nameSound = "";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\CRM\data\Gear_textures\ig_guerrilla3_1_co.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="CRM_C_Jacket";
            containerClass="Supply50";
            mass=50;
        };
    };
};
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For some reason this config is showing up without texture

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anyone got any troubleshooting ideas?

full quarry
atomic jolt
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it is

full quarry
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oh its uniform

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do you have corresponding unit class for it?

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the unit is what you retexture

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not the item

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the item is just the folded thing on ground or in your inventory

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@atomic jolt

atomic jolt
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Oh, I'll check that out when I'm home friday

wet nymph
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Question, is there a way to change an objects rvmat through hiddenSelections instead of its texture?

full quarry
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there is also HiddenSelectionsMaterials array

wet nymph
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oh alright, interesting

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I'll give it a go, thank you

orchid oak
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not too sure if this is the correct place. looking to have a MFD/Airframe HUD element draw ontop of glass.
The idea is to move the HUD further away from the cockpit to give it more depth but the canopy glass culls it entirely

full quarry
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It is more a config thing though

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There are script commands to render dialogs and stuff on surfaces but that would probably require quite a lot of script magic

orchid oak
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aw man, sounds like alot of math to get that working right. removed the cockpit glass and moved the HUD super far out, feels awesome to fly in TrackIR with a hud that doesn't lose its accuracy the second you move your head

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could this maybe be solved by having floating geometry that can be assigned different textures & somehow moved in model space

full quarry
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the class MFD hud is drawn inside the defined memorypoints, it does not require any mesh

orchid oak
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yeah I mean more as a compromise, multiple textures with alpha of say the reticle, horizon lines etc. move them outside the cockpit where they should be drawn as they aren't using the MFD shader then somehow move/animate them via script

full quarry
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since its an option

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the animated parts, not gonna work

orchid oak
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only problem is its a coldwar jet so HMDs etc aren't really possible

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unless its maybe possible to fudge the HUD effect via 2D HMD with math and positions etc

full quarry
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its a game

orchid oak
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what I'm looking for is a HUD that actually has realistic depth

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because in TrackIR when I move my head forwards it offsets the HUD and I cannot aim

full quarry
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well there isnt really any fix for that im afraid

orchid oak
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removing the glass and moving the HUD further out works good as a proof of concept. just brainstorming potential ways to simulate the effect without using the MFD shader

full quarry
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cant

orchid oak
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would it draw through an object with lowered opacity or is it just being masked by geometry, nomatter the transparency?

full quarry
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I think it can be obstructed by mesh

orchid oak
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damn, looks like the only option is no glass. maybe for fixed reticles a simple image outside the aircraft in viewpilot would work.
well cheers for the info, off to sleep

fathom folio
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Hi, I have a texture bug where you see the grass in a strange way behind my opaque texture (_CO), anyone have an idea how I can fix this problem? thank you

full quarry
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your _CO texture has alpha transparency

torpid lance
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Having an issue where the sunlight is turning the textures of a vehicle white. I have my doubts that this is anything texture related (Export, Baking, evmat etc.) because I have two identical models that use the same textures and rvmats. One of these models has the issue where the sun light turns the texture white and the other doesn't. This leads me to believe that it is a p3d issue. I have cross referenced both p3ds and I do not see any differences. Does anyone know what could be a fix for this?

lethal condor
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Do you mean you have two P3Ds that share same PAA and RVMAT?

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And how does it look with/without issue?

torpid lance
# lethal condor And how does it look with/without issue?

Yeah, two separate P3Ds that are identical with different names that are using the same textures & rvmat.

For the vehicle that isn't working correctly it just looks like a white haze over the texture where ever the sunlight hits. If there is not direct sunlight on a portion of the vehicle then the texture doesn't have the white haze.

Never seen this before, super stumped.

stray relic
torpid lance
silver surge
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good evening so I was trying to make a textuer for a vest, but seem to be at a loss of how to see it in the editor as it is a modded vest but I dont have acess to thoes files only the PAA of said vest, and dont know the coding to make a new Config any help or tips?

full quarry
spare nexus
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how can i create .rvmat file?

nocturne lake
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writing them in a text editor like notepad is honestly the best way

balmy palm
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had a very strange thing happen that I've never yet had happened to me (to my knowledge)
upon conversion my nohq goes like this, the only difference from previous ones is that, older ones convert to DXT5, this one's goes to ARGB1555, but I have no idea what controls this?

full quarry
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this looks pretty weird nohq

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what does the original look like?

balmy palm
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perfectly fine, it only happens when converted, and only to this one, all others convert fine

full quarry
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perhaps presence of alpha channel messes it up?

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try converting through Img2PaaGUI

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oh no wait

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its your resolution

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๐Ÿ˜›

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thats not accepted resolution

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power of 2

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2048x2048 or 4096x4096 for this maybe

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yours is 3500x3500

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and the converted is for some reason 2500x2500

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in any case. wrong resolution accross the board

balmy palm
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fixed.. thank you!
I think that's because it started as an .ai, the converted to a inkscape .svg - changing size allover the place ๐Ÿฅด

inner shadow
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anyone know why when trying to add custom patches the colors get changed?

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Like I saved the image on the right as the paa file but when applied it uses different colors

inner shadow
full quarry
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power of 2 resolutions

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512x512, 1024x1024 etc

inner shadow
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Okay thank you PartyKirby

nova siren
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im trying to implement uniform, vest, backpack and helmet, all of those are already in game but rvmaps are causing some problems. in well lighted place they appear to be pitch black, and in the darkness they have full brightness. Issues with shadows only appeared after adding rvmaps

nova siren
tender knot
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I've found guides for how to make a NOHQ and SMDI texture but I can't find any for making a "AS" map. And the acronym being "AS" makes it even harder. can I just put "\" in front of the "

class Stage4
{
texture="Gen99gear\SBbelt\data\handcuffcase_AS.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};"

So the error message doesn't show up. Will no AS map cause any issues?

tender knot
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thank you

full quarry
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but also could be faulty built rvmat

nova siren
full quarry
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well another problem then

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you need that

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even if its just copy of the sample character shadowlod

nova siren
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i mean, its a copy from samples, but it isnt changed to mimic visual lods

full quarry
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well does itt poke out?

nova siren
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there are only hands on those model and they infact dont poke out

young patio
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sup people me again

So this is an odd question ive got a headgear which has a:
CO
AS
NOHQ
SMDI

All done with an RVMAT etc ive passed it over to my friend who is the one in charge of the unit im a part of textures as well as the author of our unit mod and his looks wildly different to mine

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so this is mine

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this is his

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We think its an RVMAT issue

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in particular the AS? but we arent sure

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anyone whos better at textures and knows that would be mega helpful

full quarry
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coudld be the AS is broken yeah

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easy to test is to rever the AS texture to the neutral procedural in default_super.rvmat

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has the uvmapping changed?

stray relic
young patio
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howdy all got some questions regarding textures

young patio
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this is how my current UV islands looks in substance painter right?

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this what the export texture looks like

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why are these two images so wildly different? its missing all of the details and edge wear etc

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these are the settings i was using to export

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and these are the channels i was using

faint wigeon
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Im trying to make these textures work on this but it just wont work what is it that im doing wrong?

lethal condor
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Yes it is very wrong. I don't know how to start to tell how you're wrong

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hiddenSelectionsTextures only accept the color textures. anything else, like SMDI, NOHQ and such are only accepted by RVMATs

faint wigeon
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Oh

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right, ill try it out thanks

lethal condor
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And the order you put them into is important too

faint wigeon
lethal condor
#

Which software you use

faint wigeon
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To open pbo or binarize it?

lethal condor
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Bin

faint wigeon
#

addon builder

lethal condor
#

AB requires you to list all of files (or extensions) to include

faint wigeon
#

should i use mikero tools then

lethal condor
#

You can use it but why not just do what I said

faint wigeon
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well where would i list the textures because i dont see a option and thats why i added the textures to hidden selection so then it would keep the rvmats

lethal condor
faint wigeon
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still doesn't work

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it only save paa and the p3d

faint wigeon
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it only saves the textures that ive put in the Hiddentextures section

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in config

faint wigeon
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nvm i fixed it, i had to go in to options and change project route and then delete it

young patio
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if i were to make a texture appear less bright in game what settings would i need to mess around with in the rvmat

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and would i need to mess with the co_/ca_ texture?

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so far this is what ive got

ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 0};
specular[] = { 0.3, 0.3, 0.3, 1 };
specularPower = 16;
PixelShaderID = "Super";
VertexShaderID = "Super";
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im trying to make it so the visor isnt as bright

full quarry
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either you make it more transparent or you make it darker color with same alpha

young patio
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copy ill give that a go

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thanks amigo

livid knot
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I've spent the eavening messing with rvmats and render flags to try and no render contents behind/within an object, and no luck. I'm curious if anyone here has tried something like this before? Concept is to have a cube and when looking through it, all objects except for the terrain are hidden. Even better if it only culls the faces inside the cube. I thought maybe a form of zwrite could achieve this like it can in other engines

full quarry
#

View Occluder geometry might do it, but it should blocks everything behind it, not just in the area of the cube. If you explain the actual use case we can maybe advise on that

uncut ember
#

hello, i'm looking for help, i have a fictional server and i'm trying to extract textures of a mod to edit it so it can match my server

livid knot
livid knot
# uncut ember hello?

Use pbo manager and grab the paa's from them. However you likely arent allowed to reupload any of them. You'll have to check the mods terms

full quarry
#

its not a feature in this engine

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and should not be necessary at all

livid knot
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I didn't want to believe it was impossible, just that a way hadnt been done yet notlikemeowcry

atomic jolt
neat osprey
#

i think im just stupid but i cannot for the life of me figure out how to get a .paa file into gimp

full quarry
#

so you would have to save it as png or tga first

neat osprey
#

thats my issue idk how or havent figured out how to

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i tried following one tutorial but it was like 8yrs old i pbo manager dosent seem like it exists anymore

atomic jolt
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anyone here know how to change the reflectivity of a vehicle texture?

lethal condor
#

RVMAT

atomic jolt
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got any good totorials on editing RVMATs?

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i can't seem to find any clear ones

lethal condor
#

No, text editor

atomic jolt
#

?

lethal condor
#

Text editor to edit RVMATs

atomic jolt
#

oh, that can't be too difficult then, right?

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the only totorials i found started with 3d model editing programs and stuff

full quarry
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its likely not really covered by tutorials that much

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a lot of things are not

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wiki explains the basics of rvmat across few pages there are about it

dense peak
#

Hello, i want to start a make texture but idk how to start this world

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an can help me_

#

?

stray relic
stray relic
# atomic jolt got any good totorials on editing RVMATs?

https://community.bistudio.com/wiki/RVMAT_basics
https://community.bistudio.com/wiki/Super_shader

Here is an example from the SOG PF DLC of a helicopter rvmat which you can use as a template.
Open it in Notepad, or better yet, download Notepad ++.

You'll typically be creating four texture maps to go along with your diffuse _co texture.
You link these texture maps to the _co using the material rvmat in the p3d.

So, for most basic editing:
Stage 1 texture = to be the path to your normal map (_nohq)
Stage 4 texture = to be the path to your ambient occlusion map (_as)
Stage 5 texture = to be the path to your specular map (_smdi)
Stage TI texture = to be the path to your thermal map (_ti_ca)

Then change these two to alter how shiny and how tight the hotspot :

specularPower = 37;```
For tweaking further you can read up on detail and macro maps (Stage 2 and 3) the Fresnel values (Stage 6) and custom environmental maps (Stage 7).
Making surfaces emissive is done by setting non zero `emmisive[]=`.
full quarry
#

also in the P drives unpacked arma data ther are few default rvmat examples in P:\A3\data_F

atomic jolt
vernal fractal
quartz cave
#

Anyone have any luck texturing the scientist coveralls from Arma 3?

silver saffron
#

Hey folks, i'm stuck on this glass issue i cannot understand: every thing seems good and in place, rvmats paths are referenced in the p3d too. Can't spot the issue by myself

silver saffron
stray relic
#

Try removing the inside faces as a test.

silver saffron
#

Alright

faint wigeon
#

Im having a problem with my helmet textures and im wondering if its the rvmat because if you zoom in you can see the details but the actual texture just doesn't work, i made sure that I've put the textures in config and checked the texture path on the helmet but im just wanting to make sure its the rvmat before i start trying anything else, i didn't have the same issue with my vests

outer needle
#

Do you have a shadowlod set for your helmet?

faint wigeon
#

Yeah i have a couple of shadowlods

outer needle
#

try isolating them and see if you texture shows correctly, maybe its bounding outside the helmet itself, since shadow will render differently in really close range

silver saffron
stray relic
# silver saffron By removing the inner faces, this is the result

So that has fixed the triangulation problem seen from the outside. You can adjust your texture transparency if that is too "dirty".
You'll then want to put back in the interior glass - best to use a separate mesh facing inwards.
After adding the interior glass in the res LOD, select the exterior glass mesh and bring those faces to the top of the stack.

silver saffron
full quarry
faint wigeon
#

I only have UVSet 0, UVSet 1

full quarry
#

as typically you only have UVSet 0

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Set1 has only very specific usecases in Arma

faint wigeon
#

if im not using it

full quarry
#

well it may contain some of the uv mapping that should be in uvset 0

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so preferably go to your source model and fix it so all parts have same UVset

silver saffron
stray relic
silver saffron
faint wigeon
stray relic
silver saffron
#

Roger that

#

This option is new to me, that's why i'm asking

#

i duplicated meshes before for normals issues, but didn't knew of this option

stray relic
#

It's particularly important for transparent (_ca) textures to re-order the face sorting. It'll be something you end up doing a LOT if you mod vehicles in earnest.

silver saffron
#

Good to know, thanks!

faint wigeon
#

with my vvests

stray relic
#

Example

faint wigeon
#

ill try that

faint wigeon
#

half of the helmet is pink and then rest is grey

stray relic
# faint wigeon half of the helmet is pink and then rest is grey

If it's not working in Object Builder that discounts config issues such as hiddenSelections and also material rvmat or shadows.
Maybe show us a screenshot of the helmet, with the faces selected and the face properties box open, showing the paths to the texture and material?

#

Also show the UV mapping for that texture and the texture itself.

faint wigeon
stray relic
#

The main texture for your helmet is called reflectiveband?

faint wigeon
#

No

#

its just what faces its mapped to

#

you know different textures have there rvmat and basic texture set so it knows where to find it

stray relic
#

How many textures do you have on the helmet?
In Object Builder select the main texture that you are having trouble with the display of, and show it selecting the mesh, with face properties open.

#

Then show the UV, filtering only that texture, with texture background switched on.

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Example

faint wigeon
#

when i filter it to main texture it says failed to load bitmap

full quarry
#

that is rather crazy polycount for a helmet

faint wigeon
#

Yeah ill be changing that soon just was putting it in game to try it out

stray relic
faint wigeon
#

4096 x 4096

#

width 144.5 and Height 144.5

stray relic
#

Maybe path to texture is wrong

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Ah, yes it is

#

You have ? in front of the textures in the list, indicating that Object Builder can't find them

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Are you using a p: drive?

faint wigeon
#

yeah

stray relic
#

What is the path to the texture in Object Builder and compare against path in Windows Explorer?

stray relic
#

It isn't...

#

OB can't find your texture. That's what you need to fix.

full quarry
#

OB path to thexture in settings not P:\ perhaps

faint wigeon
#

Right

stray relic
#

I've asked to see the path used

faint wigeon
#

give me 5 minutes and i might have fixed it

#

ill let you know

faint wigeon
stray relic
#

Both OB and Windows

full quarry
faint wigeon
full quarry
#

file - options

faint wigeon
#

ive put path for textures to p drive now

full quarry
#

that will make OB supplement game compatilbe paths with P when it loads textures

faint wigeon
#

is that what you mean?

#

Im just confused

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i just found out that addon builder isnt saving curtain textures again

full quarry
#

you are not using P drive development environment

faint wigeon
full quarry
faint wigeon
#

this is what it looks like when i enable the texture option

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Im just trying random things now

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i just dont know why its decided to not load the textures, ive checked the file path in OB and in file explorer and its the same

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i just don't have a clue anymore

faint wigeon
#

i dont know whats wrong with them though because im using the same code as my vest

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but i just renamed it and changed the texture path and stuff inside the rvmat so i just dont really know why it was doing that

faint wigeon
faint wigeon
# stray relic

If you have something to say, Say it i don't mind the feedback

silver saffron
#

Peeps, i got this rvmat issue. Tested with no render flags (no changes), tried the renderflags of NoZWrite (drivewheel looks like it is out of the glass) and NoAlphaWrite (no changes), AddBlend (no changes too), NoColorWrite (no changes too)

silver saffron
full quarry
#

must not mix transparent parts with non transparent parts

#

and _CO textures must not have alpha channel at all

silver saffron
# full quarry the glass should be its own _CA suffix texture

If this model is uv mapped this way, i may try then to create two paa of the same texture, just one for the glass(ca) and one for the interiors(co)? Then obviously assign the right paa in obj builder to the right mesh parts.. only thing to pay attention in this case is to avoid the glass uv islands in the co paa to interfere with the ca counterpart. Can i just delete the pixels in the co regarding the glass islands without anything to worry?

full quarry
#

id recommend new uvmapping

#

you get better use of the texture space

wooden lantern
#

new OPTRE falcon textures and materials I made

#

pretty happy with my understanding of RVMats at this point and the conversion from substance painter to in game

full quarry
#

sweet

atomic jolt
#

looks grey instead of the classic pink SMDI image

#

could that cause the shiny ness?

#

for refrence: The aircraft, the texture and the spec/smdi image

stray relic
# atomic jolt could that cause the shiny ness?

Potentially yes.
The _smdi for superShader should be:
Red: 1 (white)
Green: specular map
Blue: specular power map (black = matte, white = shiny)
As an experiment you can try replacing the stage 5 texture in the rvmat with this procedural;
texture = "#(argb,8,8,3)color(1,0,0.5,0,SMDI)";

atomic jolt
#

damn, thanks man! i'll check out the code solution first, if not i'll try to make an SMDI myself

#

also small side question to check if the RVMAT file is right, does it matter that the file paths end with .tga while the files themself are .paa files?

wet nymph
#

I personally always path to paa

stray relic
#

No you can use tga or paa, doesn't matter which.
But I prefer tga, and also use tga in the p3d, so you can see the texture in Object Builder.

atomic jolt
#

less shiny ๐Ÿฅณ

wet nymph
#

And will the textures (co, nohq, smdi etc) appear in game if it's in tga?

outer needle
wet nymph
#

interesting

#

But if I leave the path in my RVMAT to a .tga, you said it is converted to a PAA. How will the rvmat work if it can't find a .tga file in there?

#

Or does the rvmat also change its path automatically to .paa

outer needle
#

I want to believe there is some sort of fallback in that case but im not sure at all, I use TGA for OB only

full quarry
wet nymph
#

Nice

#

I usually just start up bulldozer to preview textures in arma lighting, instead of doing it through the viewer

#

So personally I dont see the point of me using tga that much, since bulldozer shows the .paas in my p drive

floral fiber
#

i would imagine its easier to get an answer in reforger channels

wet nymph
#

Oh shit this is an A3 texture channel

#

Thought it was for general arma

#

mb

crisp timber
#

So I'm looking to texture an RHS uniform but I can't separate the layers from the camo, and the creases it's just one big layer, how would I go about separating them? I have read the RHS EULA and have no intention of re-texturing the files named in said EULA

full quarry
#

Well if there are no ready blank template it can be quite difficult to remove camo patterns like that

crisp timber
#

I'm sure if I spend enough time in gimp I can figure something out

wet nymph
#

It's REALLY hard to remove camo patterns

#

It works with simple camos with 3-4 colors, but not multicam for example

#

If you are allowed to, use the NOHQ and AS as overlays in gimp, then overlay your camo on a gray layer

crisp timber
#

I'm trying to retexture the m93 which I think there is a solid green variant so I may be able to desaturate it and do it that way

wet nymph
#

Yeah thats a better way to do it when there is a solid color version

#

You keep some of the details if the NOHQ/AS isnt enough

crisp timber
#

I can't find the nohq for it but I may need to do some file diving

atomic jolt
#

Anyone know if it's possible to disable the worldmap reflextion thing on glass windows?

#

it's creating hideous reflections making it hard to see through, and turning it to false or removing the file path to the texture don't do anything

stray relic
atomic jolt
#

my ca files are currently just procedural colors

#

i guess i could try to make ca glass files myself

atomic jolt
#

i even made an enviroment map that is just clear and even then there was that same bright enviroment reflection

#

if it helps, the RVMAT is refrenced here in my base model

hollow depot
#

Hey can someone please tell me how to reference a different mod for a vest's model and attributes, i put a class in the conifg with the same name and put the pbo as a required addon, i know i'm doing something wrong but don't know what

#

it used to be cleaner but kinda started shoving shit in hoping it would work ๐Ÿ˜…

lime thicket
#

if you can't, just use the A3 glass textures and rvmats

outer needle
#

Hello fellas, I've been wondering, is the highlight/gloss in vanilla weapons managed by rvmat or is it partly baked into the CO?
Specifically speaking, some curvatures seem to be brighter independently from light position or light presence at all.

full quarry
outer needle
full quarry
outer needle
#

this is what i mean

outer needle
#

its like a sunspot independent of light

lethal condor
#

If you wonder you can try to remove materials and see

#

Actually sometimes brighter part and darker part are baked into CO

outer needle
#

fromt eh vanilla weapons?

lethal condor
#

Yes

outer needle
outer needle
lethal condor
#

hiddenSelectionsMaterials

outer needle
#

ty

full quarry
# outer needle

also if you apply a solid color as hiddenselection texture you can see if that shading is still visible

#

if not then it is baked in the CO like Polpox says. Which is quite likely

lethal condor
#

Just thought of a diag command that shows CO, SMDI, NOHQ or such colormap without shader ๐Ÿค” it could be a niche command

floral fiber
#

its a baked lighting filter

lethal condor
#

Or shadow+AO, dunno

#

Dodmon pls implement

full quarry
#

seems like MK20 has quite a lot of that

outer needle
#

yeah, was just looking at that

#

time to figure out how to get that luminance going on my end

full quarry
floral fiber
#

its literally just baked lighting in substance painter

full quarry
#

making same thing for your own model then?

#

thought you talked about retexture

outer needle
# floral fiber

Im still learning x) Cant master everything at once otherwise im going to go crazy

floral fiber
#

yeah just make sure you turn it down for arma

#

55% transp with sun turned off usually works best for me

outer needle
floral fiber
#

idk i usually just do that in rvmat

lethal condor
#

So I have retried/revisited my old idea (fig 1) and it worked better (fig 2) ๐Ÿ˜„

wooden lantern
#

Try inverting values then going from there

#

Starting from white is easier than black

lethal condor
lethal condor
wooden lantern
wooden lantern
#

feeling pretty finalized on this

wet nymph
#

Good stuff

lethal condor
#

On-the-fly texture/material update

Dev-Branch's Diagnosis Exe can reload textures/materials everytime you Alt+Tab and focus back to the game. This is very handy feature to preview your texture and materials without renaming your files or relaunch the game (which normal exe requires).
To launch Diagnosis Exe, please refer to this post: #arma3_config message

1.Prepare config

Let's say you have a CfgVehicles item and you want to make a retexture of it. Put a local file in absolute path so game can recognize the file outside any PBOs.
Pseudo config:cpp class CfgVehicles { class yourVehicle { hiddenSelectionsTextures[] = { "P:\yourVehicle\yourVehicle_co.paa" }; hiddenSelectionsMaterials[] = { "P:\yourVehicle\yourVehicle.rvmat" }; }; };Arma 3 supports three file types: PAA, JPG and TGA. Of course in the final product you always should to use PAAs, but if you want to export your texture faster, you can use JPG to preview.
diag_mergeConfigFile is also a good debug command to apply config change without restart.

2.Check in-game

Once you apply the config and updated your texture/RVMAT, you now should be able to check the updated texture/RVMAT.
This can be a very useful method to making a retextured asset or such, and increase your workflow.
Note: don't update your textures/RVMATs while put the focus into Arma 3, as it can disable the write access to the files, so you have to Alt+Tab to leave focus

full quarry
#

Maybe put png as the fast test alternative as jpg will have quality heavily reduced and may look way worse than intended

lethal condor
#

Does png work?

#

I prefer to check in jpg because it is (nearly) always faster to export so preview

ocean yarrow
#

Question before I start diving way deeper into trying to figure this out:
Are PAA's only allowed to be 1:1 (64x64)? Or is it allowed to be 1:2 (64x128) or even 1:3 (64x192)?
Because I'm trying to get a 1:2 picture to work, but it just looses color. And I'm thinking that the format doesn't allow anything else other than 1:1 ratio.
I know they have to be 2^x, but the wiki states 2^x / 2^y which made me believe x and y can be different, but from what I'm experiencing this is not correct?

trail sequoia
#

X and Y can be different as long as they are powers of 2

severe rune
ocean yarrow
#

it was 128x384... 384 is not a power of 2, I changed it to 128x512 and it works. Problem solved.

stable swallow
#

finally i found the perfect values for me to be satisfied with smdi, rvmat

stray relic
stable swallow
floral fiber
#

rvmat tweaking is a never ending rabbit hole

stable swallow
floral fiber
#

not all metal is created equal

stable swallow
desert crypt
#

does anyone know where i can find the NATO beret

#

i wish to make my own beret for my unit

vernal sage
#

In characters_f_epb.pbo (for the baseline texture that has a generic U.S. Army flash):
\a3\characters_f_epb\blufor\data\headgear_beret02_co.paa

In characters_f_epc.pbo (for the two unique versions that have a flash of the 111th Infantry Division's emblem with or without the eagle badge):
\a3\characters_f_epc\blufor\data\headgear_beret02_colonel_co.paa
\a3\characters_f_epc\blufor\data\headgear_beret02_colonel_eagle_co.paa

In characters_f_exp.pbo (Used by the Gendarmerie beret which is basically a carbon copy of the NATO beret but with slight material/texture changes; it's free to use even though its base model's located in Apex's files):
\a3\characters_f_exp\headgear\data\h_beret_gen_f_co.paa

In characters_f_enoch.pbo (Used by the LDF's beret which is also a copy of the NATO beret but with its custom materials/texture; be aware that it uses the Contact expansion as a requirement since it has a custom model in the expansion's files):
\a3\characters_f_enoch\headgear\data\h_beret_eaf_01_co.paa
\a3\characters_f_enoch\headgear\data\h_beret_eaf_01_ca.paa <-- note that this one is an unused texture that has an alpha channel

Oh, and one last one in characters_f_oldman.pbo which is a bit of an odd one out because it's technically an Apex asset but is actually free to use (you don't need Apex even though it has a custom model):
\a3\characters_f_oldman\headgear\data\h_beret_csat_01_co.paa

tropic crater
#

@young owl what did you do to make your cut outs for class selection (player skin models) on koth? or did you just cut them out in photoshop in post?

young owl
brazen oriole
#

Anyone know where to find the _TI thermal layer for the Contact Modular Vest?

#

assumed it would be in characters_f_contact but no joy

#

Found it

#

characters_f_enoch

#

nvm I found the asset but there is no thermal layer. I obviously have no idea what I am doing, expect to see me back in here in a few days once I've figured out what I don't know lol

brazen oriole
#

I want to make the modular vests have a really dim thermal signature, like the CTRG stealth uniforms do.

#

at the minute they glow like a candle

#

would be even cooler if I could make them heat up around the ballistic plates but starting simple to begin with

brazen oriole
#

I've done plenty of retexturing, I've just never worked with the thermal layer before

full quarry
brazen oriole
#

Yeah I spotted it, I'm just not quite sure how to make it work

#

Normally I would start from what already exists and then reverse engineer it to figure out how it works

#

but I can't actually find any ti_ca textures for the vests and uniforms I'm trying to do

full quarry
#

if its existing item you retextture, you dont really need to do anything to it usually

#

unless you want to reduce or increase heating

brazen oriole
#

Yeah so normally it's very hot in thermal imaging

#

and I want to make it appear colder

#

But I can't even find the thermal layer for the stealth uniform

#

and that's what I wanted to compare it against

full quarry
#

since alpha controls the body heat you would make the alpha channel darker/closer to black

brazen oriole
#

that makes sense, but where is the original ti_ca texture that I'm trying to change the alpha channel on?

#

or is there just not one?

full quarry
brazen oriole
#
class StageTI
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=150;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="a3\characters_f_exp\blufor\data\u_b_ctrg_soldier_f_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        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="a3\characters_f_exp\blufor\data\u_b_ctrg_soldier_f_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="a3\characters_f_exp\blufor\data\u_b_ctrg_soldier_f_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(1,0.7)";
    uvSource="none";
};
class Stage7
{
    texture="a3\data_f\env_co.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
#

Still can't see a ti_ca texture

#
class StageTI
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
};
#

Is it this bit?

#

have they just set the thermal texture to be a solid, unchanging grey all over?

full quarry
#

that is where it would be defined

#

also its all black

heavy edge
#

Hello, i need help with texture or more thing. I made new model and simply texture. In Bulldozer is texture loaded but not in arma.

#

rvmat:

#

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={8.4646047e-007,8.4646047e-007,8.4646047e-007,0};
specular[]={0.47799945,0.47799945,0.47799939,1};
specularPower=130;
PixelShaderID="Super";
VertexShaderID="Super";

class Stage1
{
texture="Test_Tank_01\data\tank_nohq.paa";
uvSource="tex";

};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
};

class Stage3
{
texture="Test_Tank_01\data\tank_mc.paa";
uvSource="tex1";

};

class Stage4
{
texture="Test_Tank_01\data\tank_as.paa";
uvSource="tex";
};

class Stage5
{
texture="Test_Tank_01\data\tank_smdi.paa";
uvSource="tex";
};
class Stage6
{
texture="#(ai,32,128,1)fresnel(4.47,1.16)";
uvSource="tex";
};

class Stage7
{
texture="a3\data_f\env_land_co.paa";
uvSource="tex";
};

heavy edge
#

@full quarry PLS

full quarry
#

๐Ÿ˜›

#

texture not showing up in game means the path is not right

heavy edge
full quarry
#

you assign texture on the p3d

heavy edge
#

in config ?

full quarry
#

in the model

heavy edge
#

here?

full quarry
#

yes

#

the path that gets written on the model does not match what the path is in the pbo so it cant find the texture

heavy edge
#

Ok thanks.

full quarry
#

you may need to work on the uvmapping a bit there. ๐Ÿ˜…

wet nymph
#

๐Ÿ’€

ashen violet
#

Is it possible to retexture trees ? Just in terms of removing the leaves to create a dead tree look

lethal condor
#

Usually no

full quarry
#

No is correct.

#

Also they don't look good like that

lethal condor
#

Theoretically, it actually is possible, if you create a CfgVehicles class and do a magic

full quarry
#

I don't think they have sections defined that could be used for hiddenselections. Only way would be make a mod to overwrite vanilla texture folders, but that would replace all of them on all maps and not make a variant.
And it would not look great since the leaf planes are not that accurately positioned that the branchings would connect right.

#

So ok yes technically possible, but practically not really in way it's useful

lethal condor
torpid lance
#

Trying to export a texture with a transparent texture from photoshop as a TGA file. However, when ever I export the image as a TGA it fills the part of the background that are supposed to be transparent as white. How do I get rid of the white?

neat cape
#

Try save it as .png

full quarry
#

youll have to check photoshop manual for how to save transparent stuff

#

apparently its not very straightforward

torpid lance
# neat cape Try save it as .png

Saved as png, but when in bulldozer or in game the road textures have a white outline so Ice reccomended it be exported as tga.

#

I just might have to do that. I had made an alpha for it, but it must not be applying or exporting when I save as TGA.

#

Nvm i figured it out, you have to export the tga as 32bit.

stable swallow
floral fiber
#

was reading through rvmat basics on biki; what on earth is a detail map?

#

similarly, is there any way to make the rvmat rely more heavily on the smdi for specularity? atm it doesnt seem to be doing much

junior berry
#

Do you guys know why my A3 Unit Emblem is not coming out correctly

#

When I save as PNG from Photoshop Cs6, it leaves these weird artifacts around the logo

lethal condor
#

What artifacts

junior berry
#

example

#

see how this looks perfect? (no idea how I did it)

#

awww wont let me post photos

#

here notice the unit logo has these weird white artifacts around it

junior berry
lethal condor
#

No...?

junior berry
lethal condor
#

Do you mean this

junior berry
#

Yes.

lethal condor
#

It is because your alpha has actual color and it's white so very visible

junior berry
#

Oh so it is the alpha

lethal condor
#

400x400 is not a resolution you can use in Arma anyways

junior berry
#

its 512 x 512

lethal condor
#

Okay, the resolution is Units' faulty then

junior berry
#

So perhaps I do need to mess with the Alpha, any idea how to do that in Photoshop CS6?

#

Do I just make it transparent or?

lethal condor
#

No I'm not a Photoshop user

junior berry
#

Ah okay. What do you use? GIMP?

lethal condor
#

Yes GIMP

junior berry
#

Perhaps I can give that a try.

lethal condor
#

Basically what you just need to do is, create fully opaque texture with black background, and transfer alpha

junior berry
#

Is there a easy way to do this? I honestly barely know how to use GIMP

lethal condor
#

Just use Photoshop?

junior berry
#

I would but honestly I have no idea how to edit the Alpha Channel Layer, When I go to the layers tab I got RGB and then the individual R, G, B, channels. nothing that says transpraency

lethal condor
#

I really don't know how Photoshop works, but there plenty is a lot of guides how to, because this is actually a generic/simple question

junior berry
#

So it seems, any idea where I could look, i tried googling it and have had no luck ๐Ÿ˜ฆ

junior berry
lethal condor
junior berry
#

dang I followed instructions for gimp and no luck

#

Oh god finally i did it in photoshop

junior berry
#

ughhh now i forgot how i did it

junior berry
#

So apparently all it took was a black 2nd layer in photoshop at 1% Opacity. -_-

gleaming quiver
#

is there any way to access the texture files of the new cdlc's helicopter? or can that just flat out not be retextured until they update the game files with the actual .pbos

lethal condor
#

Some source PAAs are distributed in Rotators' server already

gleaming quiver
#

oh?

#

how could I find that

lethal condor
clever breach
#

so im trying to add a custom flag into the game i have arma 3 tools but i have no idea what i should put as the destination directory im very new to this

fickle yacht
#

how does one make a p3d file? I basically need to convert a .paa into a .p3d for particles

severe rune
#

particle p3d's are special

#

usually you just use billboard and put a different texture on it, why do you need a new model

void wing
#

how would I reference mods? this keeps erroring, im trying to retexture a uniform

lethal condor
#

The file path does not work like that. You need to specify in the path PBO/game recognizes. You don't need to re-declare model path anyways if just a retex

severe rune
#

Look in config viewer. And copy the path from the existing class

fickle yacht
# severe rune usually you just use billboard and put a different texture on it, why do you nee...

i try to make the ingame snowflakes into particles,
i tried direct path to the gamefile paa,
seperate png and as repacked the png back into a paa, but it complains and outright CTD, complaining about that file having LOD or sth, didnt wrote down the exact wording.
I looked at universal and they are p3d's, im simply trying to copy what works and is established. Im happy to hear alternatives

#

how could i edit the a copy of the existing universal billboard?

lethal condor
#
  1. Open Object Builder
  2. Click Front button (one of red/green one)
  3. Create > Plane > Ok
  4. Press E, apply texture and material there
  5. Save as a P3D
  6. Use it
fickle yacht
#

highly apprechiated!

full quarry
#

Should be possible to use the snowflake texture on the universal particle P3d too I think.

void wing
#

what would be a good way to make the icons for items (the icons next to the names in arsenal)

harsh inlet
#

Anyone have some RHS retexture templates

#

I remember there being some google drive with a bunch of them but I cant find it

sleek temple
#

Gentlemens, please send \a3\structures_f_enoch\data\env_land_co.paa to me in a private message. somehow the texture disappeared....meowsweats

lethal condor
#

Why? Just reexport

sleek temple
lethal condor
#

Yes, what else?

near warren
#

Is it acceptable to take an Arma texture, then change it's transparency and save as new file?
I want footstep texture, but slightly less noticeable x3

iron thunder
copper helm
#

Does anyone do commissions for custom face textures? I want one made and am not very good at it.

small needle
#

when arma 4 comes out, will we be able to translate our arma 3 mods? does anyone know?

full quarry
#

some source data might be reusable

late patrol
#

Hello. Anyone can tell me if is legal to re texture a uniform of, lets say, RHS or 3cB factions and upload it as a mod? Just the texture, and as a dependency of their mods. I want to retexture some gorka uniforms and some vehicles.
I have seen other do it, but I want to be sure.

Its imposible to contact both mods creators.

#

Thanks

full quarry
late patrol
#

and do you know if RHS or 3cb does? I am not a lawyer.

#

RHS page has been down for ages now..

full quarry
#

RHS had few things that cant be retextured as far as I can remember, what those were, I dont remember

#

the license comes with the mods too

#

and I think is visible on the steam workshop page too

#

3CB I dont know

late patrol
#

Both say "Reuploads of any content (in part or full) on steam workshop is prohibited" but it wont be a reupload, it would be just a modify texture.

#

No other info is provided.

full quarry
#

right yeah looks like their info on their website is not available at the moment.

#

@frozen blade you dont have RHS license at hand do you? what part was the thing that cant be retextured?

late patrol
frozen blade
stray relic
late patrol
#

Sorry, I found out your discord after I posted that.

#

Some of us are not very good at social network and english is not my main lenguage

#

Not bad intention or otheriwse

stray relic
#

No problem then - someone from 3CB should reply to you within a day or so I would expect.
In general retextures of mods, especially when they provide hiddenSelections for the purpose are encouraged or perhaps tolerated, although there are exceptions which should be stipulated in licenses. However, you're doing the right thing to ask.

late patrol
#

Thank you, and sorry for the misunderstanding

frozen blade
late patrol
#

Thank you!

frozen blade
#
RHS ACU - base class name: rhsusf_army_acu_uniform
RHS ABU - base class name: rhsusf_airforce_abu_uniform
RHS BDU - base class name: rhsusf_army_bdu_erdl_uniform
RHS Boonie - base class name: rhs_booniehat_camo & rhssaf_booniehat_camo
RHS 8point - base class name: rhs_8point_camo
RHS Covered M1 - base class name: rhsgref_helmet_M1_mit .
Notes
exceptions include, where available, insignia, identity and rank HiddenSelections```
late patrol
#

Thank you! Very kind of you.

fleet dune
#

Hey, could anyone help me with making custom helmets or is that a different channel?

wide turret
#

Making a custom faction with RHS. Need to retexture their cdf/russian uniforms vests helmets and vehichles. Whats the best way to go ab that?

tropic crater
#

If i want to make 50 different versions of an image that I want to load up in my UI sort of like a progress bar with a custom image background, is there a way to condense the image from 50 images to something smaller? like image state or something like that?

tropic crater
fleet dune
#

Can anyone guide me with retexturing some stuff?

tropic crater
fleet dune
#

I want to retexture some stuff like helmets, vests and uniforms. From either CUP or RHS if thats even possible for me to do legally?

tropic crater
fleet dune
#

When you say use something that uses it as a dependency do you mean the actual like uniform mod by one of them or like the mod I make?

tropic crater
fleet dune
#

Im like brand new to this stuff so I have like 0 clue about any of it personally im just going off what you say and im trying to find certain files etc

#

But have 0 luck

tropic crater
fleet dune
#

CUP_B_RUS_Raid_bag_Winter

tropic crater
#

there are 4 of them for this config

fleet dune
#

Config viewer is that smthn I gotta download?

fleet dune
tropic crater
fleet dune
#

How do I search for this?

tropic crater
fleet dune
#

I dont see the workshop folder if you mean it would be in the Arma 3 folder?

fleet dune
#

Oh its hidden

#

how do I unhide it?

tropic crater
fleet dune
#

I've only found a .pbo file

#

?

tropic crater
#

they are inside the pbo files

fleet dune
#

so extract?

tropic crater
#

using your preferred pbo extractor

fleet dune
#

Then get the _co.paa file?

#

And how are you able to tell what parts of the helmet is which?

tropic crater
late patrol
#

Hello

#

I am trying to retexture a Gorka uniform and I am haveing this issue:

#

I cant remove it and its depends on the sun hitting the texture

#

Any clue on how to fix it? Thanks and sorry for bad english

livid knot
#

Its likely apart of the rvmat, take a look and see if there is a specular map

late patrol
#

yea, but how can I edit rvmat? I am doing a retexture, not re moding

livid knot
#

You can set the rvmat through the config as well. Look up how to make an rvmat, you could also copy the existing one. Its just a text file

shell bone
#

Hey, so I'm trying to reskin a uniform and helmet with the same camo pattern. Any recommendations on how to get them to match brightness or is it just trial and error?

full quarry
#

though live updating game files for testing can be useful

#

you can look up filepatching on the wiki

#

and I think we have some examples for that in one of the _maker channels pinned messages

lethal condor
#

I pinned it here

late patrol
full quarry
#

in your case you would probably copy the existing rvmat and change values in it to disable that

#

most likely it has green specular effects to mimic the shinyness of the orginal material

late patrol
full quarry
#

then you did something wrong

#

or didnt change right things

late patrol
#

Yea, I am sure of that.. is there any example of a retexture with rvmat?

full quarry
#

no

#

but like

#

its just rvmat file

#

and the hiddenselectionsmaterials[] = config parameter

late patrol
#

But where do I place it and how do I call it in the config file?

full quarry
#

you put the file where you put your texture

#

and path it there

#

as in normal retexture mod is basically new texture files + config file

#

so your retexture mod would be new texture files + new rvmat files + config file

late patrol
#

hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"CTU_Uniforme_Malvinas\data\CTU_gorka1_co.paa",
"CTU_Uniforme_Malvinas\data\CTU_gorka1_co.rvmat"
};

Something like this?

lethal condor
#

hiddenSelectionsMaterials[]

late patrol
#

Ok, now the addon builder tool is completing ignoring my rvmat file and is not place in it the PBO? Any clues for this? Thanks in advance

#

Ok, I fix it

#

Thank you all!

full quarry
#

๐Ÿ‘

shell bone
#

Gotcha, gotcha, thanks gang.

wide turret
#

Anyone got a template for RHS russian uniform retextures?

outer needle
#

ask RHS team (most likely Pufu?). Afaik, there is no templates + there is some restriction to certain assets

frozen blade
olive gale
#

Hello in which pbo is the pilot helmet

vagrant jetty
#

Does anyone know how to find the hiddenSelections for p3d files? Trying to retexture a vest and I'm having trouble with the hiddenSelections, and I don't know how to find them in the p3d file (I don't know how to open them either.

full quarry
#

the config will tell if it has them

#

if the config dont have them then most likely the model dont have either

vagrant jetty
#

I did, while it has the three textures it doesn't have a hiddenSelection for it

#

Most likely cause it's calling it from another config

#

Also the textures for the part I want to retexture were in the file, and were being called for the vest

full quarry
#

it shows all the final parameters it has

vagrant jetty
#

I tried that and I couldn't find where it was located

full quarry
#

or use the original class as parent for your new vest and inherit all the correct hiddenselection parameters

#

like a boss

vagrant jetty
#

For some reason the vest I'm trying to retextuure doesn't have anything in the hiddenSelection thing

#

Yet somehow it's using all three hiddenSelectionTextures listed in the config

full quarry
#

if it dont have hiddenselections selections defined then it dont have any

#

if its from a mod you can report to the mod maker to fix it

#

or find something else to use

#

it does not sound like its retextureable

vagrant jetty
#

Dang...

#

Its weird though cause I can change the base camo of it, but not the extra bits on top of it

full quarry
#

in game config viewer would show if it has hiddenselections defined

vagrant jetty
#

But like, it's getting a texture from somewhere. I don't know how or where

#

Is it just somehow baked into the p3d?

warped moat
# vagrant jetty Is it just somehow baked into the p3d?

afaik, the texture itself can't be baked into the p3d, but the selections and the path to a default texture can be.
here's the example helicopter from A3 Samples. you can see the default textures in the top-left, and the selections in the bottom-right.
so, it's taking the texture from somewhere else, applying it by default, but hiddenSelectionsTextures can overwrite it. that's why you don't need a separate model for each texture

#

if you're lucky enough to have access to the unbinarized model or the model.cfg, you can simply look in there to find the selections.
speaking of the model.cfg, iirc that's merged with the p3d when binarizing it so unfortunately that's not something you can usually find in a mod's files.

#

if you have neither of those, you can look through the mod's config and see which selections they used. unfortunately, that means you can't use anything that they didn't.

vagrant jetty
#

Is there a way I can find the model.cfg in the config viewer?

warped moat
#

since it's merged with the p3d when binarized, I doubt it.

#

a lot of mods will use "generic" selection names (i.e camo, camo1, camo2, camo3, from largest selection to smallest selection), you can also try to guess those.

vagrant jetty
#

Alrighty

#

Thanks for the help

lethal condor
#
_obj = createSimpleObject ["\A3\Characters_F\BLUFOR\equip_b_vest02",[0,0,0]];
selectionNames _obj;```One way to check available possible selections
vagrant jetty
lethal condor
#

Yes

vagrant jetty
#

I got all the positions now, just gotta do trial and error

calm tangle
lethal condor
#

Should be a config work, not texture, model or RVMAT

calm tangle
late patrol
#

Hello, maybe anyone can help me

#

I am retexturing a uniform, and each time I use hidenselectionmaterials, I end up with this shadow bug:

#

even useing the original .rvmat file

#

hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"Uniforme_Malvinas\data\NAS_gorka1_co.paa",
};
hiddenSelectionsMaterials[]=
{
"Uniforme_Malvinas\data\NAS_gorka1.rvmat",
};

#

Any help is more than welcome

lethal condor
#

Engine issue. Not your fault

floral fiber
#

usually problem with model

frozen blade
# late patrol

the issue is 100% in regards to the SVLod not being triangulated and/or closed

full quarry
#

Or the svlod contains hiddenselections camo selection

late patrol
#

So, no posible to fix?

frozen blade
frozen blade
late patrol
#

No, I dont have access to the p3d. Thanks anyway. Very kind

full quarry
late patrol
#

Nha, is ok, they have been too kind to allow me to retexture, I dont want to bother them. Thanks anyway, I will try to modify the Gorka1

full quarry
late patrol
#

Good point, I will, thanks

stable swallow
#

Hello is someone experienced with opacity textures and to make them work in arma 3. I have a model of a Bren805 and the magazine should be transparent, the 3d artist made an opacity texture for it ?

full quarry
#

transparency/opacity is defined by the alpha channel of the texture

#

textures with transparency are saved with _CA suffix before converting to .paa

stable swallow
full quarry
#

you would probably do that in image editor of your choice

stable swallow
full quarry
#

sounds about right. blobdoggoshruggoogly dont exactly know what you have there

#

probably right way

stable swallow
#

kind of worked

#

thank you

full quarry
#

id recommend making sure you get right kind of files straight from the artist

#

but also if they work in say PBR that wont really ever work straight in Arma

stable swallow
#

any idea ?

full quarry
#

no alpha sorting most likely

stable swallow
#

i tried faces move to top already

full quarry
#

blobdoggoshruggoogly that typically is the solution for these issues

stable swallow
#

i know

full quarry
simple monolith
#

Ah my bad

stable swallow
full quarry
stable swallow
# full quarry what was the fix?

i messed something in blender up so the mag was duplicated, then i had to assign the texture with 2 suffix one as _ca for the transparent part and one _co for the solid parts

#

and of course face on top

full quarry
#

Oh yeah duplicate makes sense.

#

but would not have guessed that to be the thing

#

๐Ÿ‘

stable swallow
safe pendant
#

Hi guys, scripter trying some texture editing here, having issues understanding .rvmat files

#

when I open the default A3 .rvmat files they look like this for me in notepad++:

 raP       *    StageTI V  ambient   โ‚ฌ?  โ‚ฌ?  โ‚ฌ?  โ‚ฌ?diffuse   โ‚ฌ?  โ‚ฌ?  โ‚ฌ?  โ‚ฌ?forcedDiffuse                 emmisive
#

instead of ```sqf
ambient = {1.000000, 1.000000, 1.000000, 1.000000};
diffuse = {1.000000, 1.000000, 1.000000, 1.000000};
forcedDiffuse = {0.000000, 0.000000, 0.000000, 1.000000};
emmisive = {0.000000, 0.000000, 0.000000, 0.000000};
specular = {0.300000, 0.300000, 0.300000, 1.000000};
specularPower = 80;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "WaterTank\data\water_tank_01_NOHQ.paa";
uvSource = "tex";
class uvTransform {
aside = {1.000000, 0.000000, 0.000000};
up = {0.000000, 1.000000, 0.000000};
dir = {0.000000, 0.000000, 0.000000};
pos = {0.000000, 0.000000, 0.000000};
};
};
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 = "WaterTank\data\water_tank_01_AS.paa";
uvSource = "tex1";
class uvTransform {
aside = {1.000000, 0.000000, 0.000000};
up = {0.000000, 1.000000, 0.000000};
dir = {0.000000, 0.000000, 0.000000};
pos = {0.000000, 0.000000, 0.000000};
};
};```

#

what I am doing wrong? Are the A3's default .rvmat files binarized? Should I use something else rather than notepad ++ ?

outer needle
#

yes they are

#

just unbinarize them, I dont remember the process for that, but the tools have an addon for that

safe pendant
full quarry
#

mikeros toolset does that pretty much automatically if you happen to use that

#

@safe pendant

outer needle
stable swallow
safe pendant
safe pendant
safe pendant
stable swallow
full quarry
safe pendant
vernal sage
#

If you need batch conversion, just use CfgConvert's GUI to specify your folder(s).

olive gale
#

does anyone know in which pbo the Pilot helmet is in?

#

H_PilotHelmetFighter_B

#

this one

lethal condor
#

Check in config viewer then

olive gale
#

found it thanks

lyric temple
#

who have intrest in retexture any item in arma 3 arma reforger

full quarry
knotty marsh
deft bolt
#

Not sure if this is a texture/model/rvmat issue so hopefully in the right spot

full quarry
#

or you just have solid texture with alpha channel saved (possibly baked texture with transparent background) = no no

deft bolt
#

๐Ÿ‘

spare nexus
#

How can I fix the UV mapping on safety pin?

full quarry
#

could be you have inverted faces there

#

looks more like that

#

you will want to fix that in the source

#

and make sure you have backface culling enabled so you can see what faces point to wrong direction

spare nexus
#

thank you it helped!

safe haven
#

I am trying to recolor the Jay dude head, but my new texture is only applying to the eyes. I have edited the rvmat to use the new texture, still no joy.
my mod cfg entry goes like this

class jay2: jay
{
displayname="Guarani Jay";
texture="\GuaraniNam\data\guarani_jay_co.paa";
material="\GuaraniNam\data\guaranijaymats.rvmat";
};

I have no warning error, but the head texture still remains the original one, except for the eyes, whereas I have a whole new face I wish to slap on the model.

full quarry
#

the dev heads may not be set up for texture swapping

#

might be you cant do it

outer needle
full quarry
# outer needle there is surprisingly a lot of vanilla objects that have this issue, like poles ...

problem is caused by massive amount of alpha surface on the model which flags the object to be rendered with alpha pass.

first thing is to always split transparency required textures into their own _CA textures, and own materials so they are separately sectioned
Then the solid part _CO textures should not have alpha channel at all.
Sometimes models like the grated fences have just more alpha surface though and it may not be avoided.
There is a named property, forceNotAlpha which can sometimes help, but it can also cause different kind of artifacts
And in some cases the alpha surfaces can be separated into their own proxy and loaded into the main model separately. It can sometimes work well

#

though excessive use of proxies should also be avoided

#

and distance lods might require combined mesh (often at distance you either dont even need the transparent texture or the artifacts are not really visible. win-win)

outer needle
#

thats good advice

#

is something like this mentioned in the wiki somewhere?
If not, it could be useful for creators ๐Ÿ‘€

full quarry
#

nope

#

just stuff I've picked up along the years

#

validity is quite certain, but I do retain right to be wrong

#

๐Ÿคฃ

outer needle
#

I swear im going to end up making a "tips Anthology by Goat" document for stuff that we have asked about haha

severe oasis
#

Hi I ve seen recommendations regarding giving a building different materials using a material map with 4 colors (R G B and Black or smth) but can I do like the same but manually?

safe pendant
#

Anyone knows what makes a uniform retexture require a particular DLC? It is when using the model? The _generalMacro? The Texture?

#

I am asking because I am retexturing Nikos Aged but want to use the Formal Scientists Suit from Contact as a general macro but don't want the new uniform to require the DLC....

lethal condor
#

_generalMacro does nothing. It is their internal debug parameter. The DLC dependency is only happened on particular P3Ds. It's not about texture

vernal sage
#

Pretty sure the Formal and Informal Scientist outfits don't require DLC ownership. They're "free" models since they exist in characters_f.pbo (\a3\characters_f\civil) rather than characters_f_enoch.pbo.

safe pendant
floral fiber
#

use polpoxs mod to see if it requires a dlc or not

#

the icons just mean it was added with that dlc

#

(its really annoying)

crystal anvil
#

How do people make textures for models of other mods? (For example, reskinned RHS vehicles for a new faction). More specifically, I'm interested how one would obtain the model files for those vehicles

full quarry
#

thats how original textures are done sure

#

but retexturing is just made by painting a new one by usine old one as reference

#

no model involved

crystal anvil
#

I know there's a 2D texture file but I was thinking it'd be easier to paint directly on the model

full quarry
#

no

#

thats not possible

#

wrong resolution, not correct _ca suffix, not converted to paa

#

also wheres that vest from?

faint wigeon
#

Its someone's custom vest thats just getting me to retexture the patch, why?

faint wigeon
full quarry
#

opacity map is not a thing in arma 3

faint wigeon
#

That aint what you told me last time, So i had to figure it out, so i was letting you know that i did end up doing the netting and for anyone else whos trying to do netting/scrim just let me know If you need help

full quarry
full quarry
#

as you can see I have told you texture needs alpha channel

faint wigeon
#

Yeah but you didn't say that Opacity doesn't exist so that led me to believe that its a thing in arma

full quarry
#

Well you cant blame me for that. Im not here to hold everyones hand on everything

#

but good for you on figuring it out

#

thats the way to do it

faint wigeon
#

I Wasn't blaming you i was just letting you know that the information wasn't very helpful

#

But cheers

floral fiber
severe oasis
#

Hi has anyone made a compilation of different settings of specular, specularpower and fresnel for different types of materials ? (Wood, aluminium, cloth, etc)

full quarry
full quarry
sterile frigate
#

Can anyone here tell me what color it is or what to do in photoshop so that part of an image becomes transparent, when I convert it to TGA > PAA, because when I use the layer mask to have transparency and transform the image into PAA, In the game it is white and not transparent.

lethal condor
#

What about PNG to PAA?

#

I recall TGA doesn't really support alpha

sterile frigate
full quarry
#

Tga should with alpha just fine tanking

floral fiber
#

is there any way to keep normal detail in shadows

cedar lichen
#

probably baking it into the co

floral fiber
#

is there an easy way to do that in substance im missing

valid cloak
outer needle
#

is there any info on texel density for vanilla arma textures?

full quarry
#

no

#

they are not super consistent with that

outer needle
#

is it too drastic of a mismatch?

Im not an expert on that topic, but just trying to make my maps on the stuff im making consistent for quality purposes

full quarry
#

Id maybe make a test asset and compare couple different uv scalings to figure out what might be ok direction

#

dont worry about it too much though

outer needle
#

roger

empty nexus
#

Mhm @full quarry thinking about mixing dry grass an green grass together as an overlay by spraying. Are there things i have to consider?

#

I mean... I could spread them over a larger area to match with cell size 2?

full quarry
empty nexus
#

Ah damned, thought it was the terrain channel. Sorry ๐Ÿ‘€ i meant gdt

full quarry
#

and use same mask then to combine nopx too

empty nexus
#

Well see what i can do, thx ๐Ÿ™‚

full quarry
#

it can be useful to have a mixed GDT to go between 2 but also it does add some more challenge in fitting all ground types together

#

if you have a plan for it then no problem

empty nexus
#

Yeah...gimp can basicly blend more pictures together. Thing is more that nopx stuff or the lighing one. That rainbowthing ๐Ÿคฃ i am mixing them always ๐Ÿ˜ co.paa an nopx.paa

#

But maybe..its going to work ๐Ÿ™ƒ

tulip dirge
#

Does anyone know in what PBO I can find the strider?

lethal condor
#

soft_f_beta

tulip dirge
#

legend

#

love you

ripe hollow
#

In SubstanceToArma there is a included MetRough spsm. Is this supposed to be used to derive custom smart materials from or are you supposed to layer it over a smart material to export the met/rough data correctly?

torpid lance
#

Which channels in substance painter impact the SMDI?

floral fiber
#

depends on your export preset

ornate stream
#

Some ppl are retexturing sings for there terrains.Custom base signs etc.How is this done? Is there an unbinned p3d we can use? Also,

lethal condor
#

Short answer: pboprefix magic
Long answer: checking the pbo will tell you more

#

Basically overwriting folder using a correct pboprefix make confuse the game which folder to check, then boom profit

ornate stream
#

thanx!

#

Wow!! I can do alot of things with that....I suppose some carefull edits to the required addon list too? or just clone?

lethal condor
#

Everything within

ornate stream
#

rgr!

lethal condor
#

Which means you need to have more than you want to modify. Not the best way anyways but some only way to do

ornate stream
#

wow..i didnt realise other ppl do hacky type shit to get things working too..lol

#

Thank you m8!!

#

Been learning to texture myself lately.Its good to know if your a habitual modder.๐Ÿ‘๐Ÿป

#

Thanks for your work over the years too m8!!๐Ÿ‘๐Ÿป ๐Ÿ‘๐Ÿป

full quarry
#

you can also get bunch of signs from A2 data if I remember right and have no need for the hacky overwrites that will mess up other terrains

somber hill
#

im hoping that his is the right place for this but im trying to retexture a beret ive got the texture file i want to use in paa format, nad im a bit stuck on what i do next, cheers for any help

livid knot
manic mulch
#

is there some quick way to make NOPX textures?
i have the normals and displacement textures already, but manually going on GIMP, decomposing the channels of the normals and putting the displacement on the alpha, all of this for each texture, is a very time consuming thing to do.
I've seen things like substance player for the textures on Enfusion, but i wonder if someone created something like it for A3.

full quarry
manic mulch
ornate stream
#

Can i use a nopx from a GDT to make a nohq? I have made a tex using the concrete GDT tex for my pavement pieces but now need to do the same make big file out of many and rescale the nohq file.Iam tried a couple of times but the nighttime/headlights lighting is broken.:(

full quarry
ornate stream
#

Thanks!!

spare nexus
#

How can i fix look of this image 1 is before saving as _ca and 2 is after saving as _ca

nocturne lake
#

Why using _ca and not _co? _ca is only needed for transparent objects

spare nexus
#

i saw in config that m67 grenade has _ca too but now i tried _co and it's the same

full quarry
#

Dunno what m67 is but don't trust that config

#

As to the pictures, what is the actual problem?

sullen vapor
#

top of the dome, shadows/highlights get lots of artifacts

nocturne lake
#

Not much can be done about that other than introducing more noise and colour variation to the texture to break down the nearest-neighbour compression

#

Large blocks of single colour, especially dark colours, tend to suffer more from compression artefacts

frosty pumice
#

is there an official/proper way to create 3D icons for gears/equipment in the arsenal editor?

floral fiber
#

not as far as im aware

frosty pumice
#

How do most modders do it?

#

I'm specifically talking about which program would be best for this. Whether its blender or photoshop, etc.

frosty pumice
#

no need to answer this ^ i got it

full quarry
#

I cant really say if there is any established best practices. I've preferred orthographic blender renders myself for weapons and items at least

frosty pumice
full quarry
#

Now that you mention it I recall for SOGPF we used a screenshot script and invisible/seethrough character to get shots in game

#

so only the equipment was visible

frosty pumice
#

i wasnt that suprised that there isn't a "proper official" way to do it, seems like its part of ARMA modding lol

floral fiber
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i just take them ingame lmao

frosty pumice
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why do these vehicles have different lighting? their rvmat stats (specular, specularpower,etc.) are identical and their SMDI textures have the same shade of red.

full quarry
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typo in config and hiddenselectionmaterials dont apply?