#arma3_texture
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sure, cheers
Nws mate
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}
I also have a StageTI at the end, can send the full rvmat if needed
define arma is not needed
It's just a reference RVMAT someone sent me, never changed that and it works so uh
P:\A3\Data_F\ also contains variety of default rvmats
good I guess
supershader one being the most commonly used
would that be the "default_super.rvmat"
Yes
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
potential problem found. model has 6 uvsets
aaaaaand that solved it, for fucks sake
well cheers for the support here, much appreciated. ๐
Lmaoo
I hate how blender adds uv sets sometimes
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
I recommend it
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
soon (tm)
hopefully today
finally there will be a resource for metallic roughness
ooh sounds cool! got any SP - Arma comparison pictures of your process?
pretty darn close if i say so myself lol
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.
does not look bad yeah
Id recommend setting up the real lighitng in buldozer for better comparison too
this
since the default dozer lighting is of the older type
also do you alter the fresnel stage at all?
yes
๐
fresnel is black magic
change numbers until it looks good based on the wiki numbers lmao
technically the real life values should be pretty accurate if I remember right
well yeah they are but the issue is a lot of the time you're texturing materials that arent accurate to real life
mhm
and ik this goes against literally everything ive seen on here for texturing
but it makes so much more sense that when you texture in pbr that the blue should be metallic
because it acts like a mask for the material properties of metal that you define in the rvmat
well metallic does not really exist the same way in specular/gloss shader
so calling it metallic in this isntance is a little misleading
true but lets be honest im just happy i got a workflow that turns out decently ๐
it's more like specular level in reality
๐
but outputting converted specular level looks bad when you do it, and outputting metallic turns out better from what ive tested
that's the plan
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
Nice
thanks to u lol
@wooden lantern hi you
hello?
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.
If they are unbinned (editable) P3Ds, just use text editor to mass edit, that can do
Got it, thank you.
Doesn't seem to work, I'm afraid, unless I'm missing something.
There's a tool for doing that in object builder Tools>>Mass Texture & Material renaming
You have to do it one by one though? That's what I'm trying to avoid
Oh wait, wow, I'm stupid, nevermind. Thank you, @nocturne lake
do you guys why a retextured RHS humvee would just use the inherited texture?
those are my configs for them, but they won't use the textures defined in the config
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
then you'd call it in your vehicle class with e.g. textureList[] = { "rhssaf_green", 1 };
THANK YOU! It works after days of troubleshooting
fixed the export name for the alpha channel and added my material filter stack
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;
};
};
};
For some reason this config is showing up without texture
anyone got any troubleshooting ideas?
make sure this path is actually same as what your folder structure inside your pbo is
it is
oh its uniform
do you have corresponding unit class for it?
the unit is what you retexture
not the item
the item is just the folded thing on ground or in your inventory
@atomic jolt
Oh, I'll check that out when I'm home friday
Question, is there a way to change an objects rvmat through hiddenSelections instead of its texture?
Yes
there is also HiddenSelectionsMaterials array
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
Not really possible in the vanilla way. But you can make the mfd draw on top of the view instead like a helmet mounted hud
It is more a config thing though
There are script commands to render dialogs and stuff on surfaces but that would probably require quite a lot of script magic
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
could this maybe be solved by having floating geometry that can be assigned different textures & somehow moved in model space
the class MFD hud is drawn inside the defined memorypoints, it does not require any mesh
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
might as well just make the hud stick to the view all the time
since its an option
the animated parts, not gonna work
only problem is its a coldwar jet so HMDs etc aren't really possible
unless its maybe possible to fudge the HUD effect via 2D HMD with math and positions etc
isnt that wide hud you wanted already unrealistic though?
its a game
what I'm looking for is a HUD that actually has realistic depth
because in TrackIR when I move my head forwards it offsets the HUD and I cannot aim
well there isnt really any fix for that im afraid
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
cant
would it draw through an object with lowered opacity or is it just being masked by geometry, nomatter the transparency?
I think it can be obstructed by mesh
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
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
your _CO texture has alpha transparency
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?
Do you mean you have two P3Ds that share same PAA and RVMAT?
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.
Can we see screenshots of the issue? (good model v bad model)
Have you checked it's not a shadow issue by disabling shadows in game options?
Have you disabled hiddenSelectionTextures to ensure there are no texture/rvmat swaps occuring?
So you actually pointed me in the right direction. The problem was me using 'hiddenselectionsmaterials', it was acting up and breaking. Once I removed that from the config and applied the rvmats in the p3d the lighting issue went away. Thank you.
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?
how can i create .rvmat file?
writing them in a text editor like notepad is honestly the best way
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?
perfectly fine, it only happens when converted, and only to this one, all others convert fine
perhaps presence of alpha channel messes it up?
try converting through Img2PaaGUI
oh no wait
its your resolution
๐
thats not accepted resolution
power of 2
2048x2048 or 4096x4096 for this maybe
yours is 3500x3500
and the converted is for some reason 2500x2500
in any case. wrong resolution accross the board
fixed.. thank you!
I think that's because it started as an .ai, the converted to a inkscape .svg - changing size allover the place ๐ฅด
anyone know why when trying to add custom patches the colors get changed?
Like I saved the image on the right as the paa file but when applied it uses different colors
wrong resolution maygbe
What resolution should I use?
Okay thank you 
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
after deleting all rvmaps entries ist still causing shadows to glitch out, but in lesser extend, the shadows appear to be very sharp and dont have medium shade betwen areas that are in light
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?
as = ambient shadow also known as ambient occlusion
https://community.bistudio.com/wiki/Arma:_Texture_Naming_Rules this is good reference
thank you
it could be your shadow lod isnt properly made and pokes through the visual mesh
but also could be faulty built rvmat
shadow lod isnt on the model yet
well another problem then
you need that
even if its just copy of the sample character shadowlod
i mean, its a copy from samples, but it isnt changed to mimic visual lods
well does itt poke out?
there are only hands on those model and they infact dont poke out
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
so this is mine
this is his
We think its an RVMAT issue
in particular the AS? but we arent sure
anyone whos better at textures and knows that would be mega helpful
coudld be the AS is broken yeah
easy to test is to rever the AS texture to the neutral procedural in default_super.rvmat
has the uvmapping changed?
Yes, that looks faulty Edward.
Check out the correct format for a super shader rvmat here: https://community.bistudio.com/wiki/Super_shader
In particular match the Stages correctly (ie Stage 1 is NOHQ, Stage 2 is DT etc)
howdy all got some questions regarding textures
this is how my current UV islands looks in substance painter right?
this what the export texture looks like
why are these two images so wildly different? its missing all of the details and edge wear etc
these are the settings i was using to export
and these are the channels i was using
Im trying to make these textures work on this but it just wont work what is it that im doing wrong?
Yes it is very wrong. I don't know how to start to tell how you're wrong
hiddenSelectionsTextures only accept the color textures. anything else, like SMDI, NOHQ and such are only accepted by RVMATs
And the order you put them into is important too
when i binarize it in arma tools and look at the pbo it doesn't save the rvmats, NOHQ and the others
Which software you use
To open pbo or binarize it?
Bin
addon builder
AB requires you to list all of files (or extensions) to include
should i use mikero tools then
You can use it but why not just do what I said
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
?
do you know what could be making it not save .rvmats
it only saves the textures that ive put in the Hiddentextures section
in config
nvm i fixed it, i had to go in to options and change project route and then delete it
if i were to make a texture appear less bright in game what settings would i need to mess around with in the rvmat
and would i need to mess with the co_/ca_ texture?
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";
im trying to make it so the visor isnt as bright
you generally adjust the texture itself
either you make it more transparent or you make it darker color with same alpha
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
Materials won't achieve that. Transparency does not block view.
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
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
Same goal to cut uniforms like we talked about in the model chat the other day. I tried view occluders at the start but I cant get them to work I think they need to be baked into the wrp of a map
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
why u no believe me when I say its not possible 
its not a feature in this engine
and should not be necessary at all
I didn't want to believe it was impossible, just that a way hadnt been done yet 
just checked, the uniform item on the ground is the one that's retextured
i think im just stupid but i cannot for the life of me figure out how to get a .paa file into gimp
.paa file is Arma only file
so you would have to save it as png or tga first
thats my issue idk how or havent figured out how to
i tried following one tutorial but it was like 8yrs old i pbo manager dosent seem like it exists anymore
anyone here know how to change the reflectivity of a vehicle texture?
RVMAT
No, text editor
?
Text editor to edit RVMATs
oh, that can't be too difficult then, right?
the only totorials i found started with 3d model editing programs and stuff
its likely not really covered by tutorials that much
a lot of things are not
wiki explains the basics of rvmat across few pages there are about it
Hello, i want to start a make texture but idk how to start this world
an can help me_
?
Open the .paa file in TexView2 (part of Arma 3 Steam Tools).
File > Save As
and simply replace the .paa extension with .tga.
click Save
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[]=`.
also in the P drives unpacked arma data ther are few default rvmat examples in P:\A3\data_F
Holy damn, thanks man! I'll check it out
danke
https://community.bistudio.com/wiki/HQ_Normal_Maps#Optimized_specular_map_onto_bit_depth
question here In R channel is it diffusion map or diffuse map ?
And what are the difrences between 2 ?
Can somebody explain me the process of makeing SMDI textures?
NVM just read the pinned messages.
Anyone have any luck texturing the scientist coveralls from Arma 3?
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
Is your glass double sided?
Yes it is
Try removing the inside faces as a test.
Alright
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
Do you have a shadowlod set for your helmet?
Yeah i have a couple of shadowlods
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
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.
So, if i understood correctly, i can duplicate the exterior glass mesh and invert the normals so that they face inward? Then add it into the res lods again and that's it? This one i'm afraid i'm confused about: "select the exterior glass mesh and bring those faces to the top of the stack"
still doesn't work
make sure you dont have multiple uvsets
I only have UVSet 0, UVSet 1
do you have some use for UVSet 1?
as typically you only have UVSet 0
Set1 has only very specific usecases in Arma
no, should i delete it then
if im not using it
well it may contain some of the uv mapping that should be in uvset 0
so preferably go to your source model and fix it so all parts have same UVset
Judging by the face orientation that must be it yep, gonna test it
Yes, you can duplicate the mesh, but also physically separate it from the exterior glass so that there is a small gap. Invert the normals.
In Object Builder select the exterior glass faces and use Faces > Move Top
Nice, what's the purpose of this "faces move top"?
theys no Textures needing UVSet 1 so i deleted it and triad that but still doesnt work
It moves those faces to the top of the z-buffer stack to help avoid z-fighting.
Okk, i guess i have to do that even if i already moved them in blender by leaving a very small space
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
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.
Good to know, thanks!
But ive just got know idea why the textures aren't working when ive done my vests and stuff i didnt have any trouble like this
with my vvests
If you make a copy of your paa texture in .tga format and place it with the .paa, then change the texture in Object Builder to .tga, and switch on solid textures, you can see whether the colour appears directly in Object Builder
Example
ill try that
Yeah texture doesn't show
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.
Like this
The main texture for your helmet is called reflectiveband?
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
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.
Example
that is rather crazy polycount for a helmet
Yeah ill be changing that soon just was putting it in game to try it out
What pixel size is your texture?
Maybe path to texture is wrong
Ah, yes it is
You have ? in front of the textures in the list, indicating that Object Builder can't find them
Are you using a p: drive?
yeah
What is the path to the texture in Object Builder and compare against path in Windows Explorer?
Its the same
OB path to thexture in settings not P:\ perhaps
Right
I've asked to see the path used
in windows?
Both OB and Windows
where do i find that im still new to OB
file - options
that will make OB supplement game compatilbe paths with P when it loads textures
is that what you mean?
Im just confused
i just found out that addon builder isnt saving curtain textures again
you are not using P drive development environment
Do you mean this? Sorry if im getting things wrong
no, P: drive is commonly virtual drive (but can also be physical partition) that acts as representation for the games internal file system and all the tools are built around it
this is what it looks like when i enable the texture option
Im just trying random things now
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
i just don't have a clue anymore
it was a rvmat issue so now i need to the fix the rvmats
i dont know whats wrong with them though because im using the same code as my vest
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
?
If you have something to say, Say it i don't mind the feedback
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)
Just now i realized the sun happens to go through?? Maybe this is connected to the fact that the texture suffix is ca, since the glasses are part of the interiors uv map? I'm totally lost
the glass should be its own _CA suffix texture
must not mix transparent parts with non transparent parts
and _CO textures must not have alpha channel at all
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?
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
sweet
currently working on this (this is for a retexture btw, so working with the files that i have). I don't seem to have an SMDI of the aircraft, however i do have a spec
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
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)";
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?
I personally always path to paa
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.
Can bulldozer show the tex in tga?
And will the textures (co, nohq, smdi etc) appear in game if it's in tga?
tga compiles (or is it compression?) to paa when binarizing, so yeah
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
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
Buldozer autoconverts paa from tga if tga is used on path and it will load the paa.
This is good checking out updated textures too. Don't need to manually convert the paa
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
i would imagine its easier to get an answer in reforger channels
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
Well if there are no ready blank template it can be quite difficult to remove camo patterns like that
I'm sure if I spend enough time in gimp I can figure something out
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
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
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
I can't find the nohq for it but I may need to do some file diving
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
Increase the transparency on your _ca glass texture and / or reduce the specular power.
my ca files are currently just procedural colors
i guess i could try to make ca glass files myself
I reduced the specular power and made the _ca layer practically just an empty image and it still has the exact same strong reflection
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
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 ๐
in your glass rvmat, search this line : specularPower=X;
X is your current specular power, lower it down until you get desired result
if you can't, just use the A3 glass textures and rvmats
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.
Perhaps pictures of what you mean?
sure, I can share later in the day since im @ work right now
๐ Sm/smdi can control specular power in different pixels so maybe that is what you see
this is what i mean
its like a sunspot independent of light
If you wonder you can try to remove materials and see
Actually sometimes brighter part and darker part are baked into CO
fromt eh vanilla weapons?
Yes
yeah, thats what im assuming its being done in this case, Since i managed to get similar effect with darkness by baking multiple AO layers in my diffuse
mind enlightening me on how 2 do so?
hiddenSelectionsMaterials
ty
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
Just thought of a diag command that shows CO, SMDI, NOHQ or such colormap without shader ๐ค it could be a niche command
its a baked lighting filter
yeah, was just looking at that
time to figure out how to get that luminance going on my end
make greyscale luminance overlay from the plain one
Im still learning x) Cant master everything at once otherwise im going to go crazy
yeah just make sure you turn it down for arma
55% transp with sun turned off usually works best for me
any tip to bake the normal into the CO from within substance?
Having to reimport the grayscale normal file is a bit too labarious when there is a lot of components
idk i usually just do that in rvmat
So I have retried/revisited my old idea (fig 1) and it worked better (fig 2) ๐
pls
Try inverting values then going from there
Starting from white is easier than black
I'm not a dev
And I've already nailed it and satisfied enough
true it feels like u r sometimes tbh
understandable have a nice day
feeling pretty finalized on this
Good stuff
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
Maybe put png as the fast test alternative as jpg will have quality heavily reduced and may look way worse than intended
Does png work?
I prefer to check in jpg because it is (nearly) always faster to export so preview
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?
X and Y can be different as long as they are powers of 2
What is the resolution of your broken image? And what is the filename before you convert it to paa
it was 128x384... 384 is not a power of 2, I changed it to 128x512 and it works. Problem solved.
finally i found the perfect values for me to be satisfied with smdi, rvmat
Well done, a very satisfying feeling.
indeed and thank you
rvmat tweaking is a never ending rabbit hole
Not really i have the perfect values found for me, i even noted the metallic roughness values for ensuring the same smdi throughout all my models
not all metal is created equal
I know. But i like to have consistency
does anyone know where i can find the NATO beret
i wish to make my own beret for my unit
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
@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?
Yeah, I just make a screenshot and resized in photoshop
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
What is it you try to do?
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
Don't suppose you know how to work with thermal layers do you?
I've done plenty of retexturing, I've just never worked with the thermal layer before
I recall there should be wiki page that describes what the different color channels in it do
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
if its existing item you retextture, you dont really need to do anything to it usually
unless you want to reduce or increase heating
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
since alpha controls the body heat you would make the alpha channel darker/closer to black
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?
it would read in the original Rvmat
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?
yes looks like it
that is where it would be defined
also its all black
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";
};
@full quarry PLS
I check the channel pretty often, no need to tag me for attention unless its to reply to something
๐
texture not showing up in game means the path is not right
ok and where can by bad this path for texture or what kind file?
you assign texture on the p3d
in config ?
in the model
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
Ok thanks.
you may need to work on the uvmapping a bit there. ๐
๐
Is it possible to retexture trees ? Just in terms of removing the leaves to create a dead tree look
Usually no
Theoretically, it actually is possible, if you create a CfgVehicles class and do a magic
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
https://steamcommunity.com/sharedfiles/filedetails/?id=3004547615
I used some kind of magic there, actually
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?
Try save it as .png
youll have to check photoshop manual for how to save transparent stuff
apparently its not very straightforward
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.
And call the texture _ca.paa
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
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
What artifacts
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
Did you see it?
No...?
https://units.arma3.com/unit/shadowdefense If you click on the units page for arma nad look at the unit logo, you can see the artifact outline (its white) on the Unit Logo.
Do you mean this
Yes.
It is because your alpha has actual color and it's white so very visible
Im using Photoshop CS6, when I add the item layer, I remove the background and SAVE AS .png
Oh so it is the alpha
400x400 is not a resolution you can use in Arma anyways
its 512 x 512
Okay, the resolution is Units' faulty then
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?
No I'm not a Photoshop user
Ah okay. What do you use? GIMP?
Yes GIMP
Perhaps I can give that a try.
Basically what you just need to do is, create fully opaque texture with black background, and transfer alpha
Is there a easy way to do this? I honestly barely know how to use GIMP
Just use Photoshop?
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
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
So it seems, any idea where I could look, i tried googling it and have had no luck ๐ฆ
What exactly am I looking for? How to remove the Transpraency Alpha or? (I don't really even know what that is)
dang I followed instructions for gimp and no luck
Oh god finally i did it in photoshop
ughhh now i forgot how i did it
So apparently all it took was a black 2nd layer in photoshop at 1% Opacity. -_-
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
Some source PAAs are distributed in Rotators' server already
Pinned in #reaction_forces and its server's #901057622617247744 message
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
how does one make a p3d file? I basically need to convert a .paa into a .p3d for particles
p3d is the 3d object.
particle p3d's are special
usually you just use billboard and put a different texture on it, why do you need a new model
how would I reference mods? this keeps erroring, im trying to retexture a uniform
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
Look in config viewer. And copy the path from the existing class
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?
- Open Object Builder
- Click Front button (one of red/green one)
- Create > Plane > Ok
- Press E, apply texture and material there
- Save as a P3D
- Use it
highly apprechiated!
Should be possible to use the snowflake texture on the universal particle P3d too I think.
what would be a good way to make the icons for items (the icons next to the names in arsenal)
Anyone have some RHS retexture templates
I remember there being some google drive with a bunch of them but I cant find it
I use Gimp 
Gentlemens, please send \a3\structures_f_enoch\data\env_land_co.paa to me in a private message. somehow the texture disappeared....
Why? Just reexport
reexport just for one tex?)
Yes, what else?
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
No. But you can ask in #other_ip_topics
Does anyone do commissions for custom face textures? I want one made and am not very good at it.
#creators_recruiting is the place to post such
when arma 4 comes out, will we be able to translate our arma 3 mods? does anyone know?
not directly
some source data might be reusable
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
if their license allows it, yes
and do you know if RHS or 3cb does? I am not a lawyer.
RHS page has been down for ages now..
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
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.
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?
https://3cbmod.wordpress.com/released-mods/license-and-disclaimer/
This is the 3cb one, but again, I am not a lawyer
for some reason the website is downโฆand i am on mobile
"impossible to contact mod author"
- you only asked on the 3CB discord a matter of 1 hour ago. Try having some patience and wait for an answer.
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
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.
Thank you, and sorry for the misunderstanding
RHS does tolerate retextures despite our ND clause
Thank you!
https://www.rhsmods.org/page/EULA + @late patrol
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```
Thank you! Very kind of you.
Hey, could anyone help me with making custom helmets or is that a different channel?
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?
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?
nvm, this dude explained EVERYTHING so well lol:
Can anyone guide me with retexturing some stuff?
give something specific
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?
yes its legal and you'll want to make your mod into something that uses CUP/RHS as a dependency on the workshop.
1.) go to files and grab the .paa file for the model you want that ends in _co
2.) open in tex2view and save as a .png
3.) open in image editor like photoshop/gimp
4.) do work
5.) save as png
6.) convert back to .paa using text2view
7.) make your mod
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?
when you go to make your mod, you still need the base models from CUP/RHS which you will use in your config, causing a dependency on having CUP/RHS loaded
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
find the classname of the item you want to modify first, and look it up in the config to find the file path
so like find the file of this item?
CUP_B_RUS_Raid_bag_Winter
so now you look up in the config viewer the path to the .paa file:
there are 4 of them for this config
Config viewer is that smthn I gotta download?
no, but ADT makes it easier to view
https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
So I have a helmet
["\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Extra\opscore\data\CUP_ops_core_black_co.paa","\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Extra\opscore\data\CUP_ops_core_part_1_tan_co.paa","\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Extra\opscore\data\CUP_ops_core_parts_2_co.paa",""]
What do I do with these lines?
find them in the addon files and use those files to make them png, then you can edit them in photoshop
How do I search for this?
open up the game's folder and look in the !Workshop folder (you will have to show hidden folders)
I dont see the workshop folder if you mean it would be in the Arma 3 folder?
its in there
non arma, basic computer knowledge can be googled:
they are inside the pbo files
so extract?
using your preferred pbo extractor
Then get the _co.paa file?
And how are you able to tell what parts of the helmet is which?
the fun part. you dont lol. you just have to keep messing with it
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
Its likely apart of the rvmat, take a look and see if there is a specular map
yea, but how can I edit rvmat? I am doing a retexture, not re moding
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
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?
trial and error
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
I pinned it here
is there anyguide or help? I try to remake the rvmat with config, but tha game just ignore it
no, not really. usually retexturing does not need the rvmat to be changed
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
I did, but game just ignores it sadly
Yea, I am sure of that.. is there any example of a retexture with rvmat?
no
but like
its just rvmat file
and the hiddenselectionsmaterials[] = config parameter
But where do I place it and how do I call it in the config file?
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
hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"CTU_Uniforme_Malvinas\data\CTU_gorka1_co.paa",
"CTU_Uniforme_Malvinas\data\CTU_gorka1_co.rvmat"
};
Something like this?
hiddenSelectionsMaterials[]
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!
๐
Gotcha, gotcha, thanks gang.
Anyone got a template for RHS russian uniform retextures?
ask RHS team (most likely Pufu?). Afaik, there is no templates + there is some restriction to certain assets
there are no templates released by RHS, not sure if anyone did any
Thanks!
Hello in which pbo is the pilot helmet
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.
check its original config
the config will tell if it has them
if the config dont have them then most likely the model dont have either
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
Look at its class in game config viewer
it shows all the final parameters it has
I tried that and I couldn't find where it was located
or use the original class as parent for your new vest and inherit all the correct hiddenselection parameters
like a boss
I'll try that real quick
Tried that, didn't work
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
All models have default textures applied on the model
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
Dang...
Its weird though cause I can change the base camo of it, but not the extra bits on top of it
But like, it's getting a texture from somewhere. I don't know how or where
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.
Is there a way I can find the model.cfg in the config viewer?
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.
_obj = createSimpleObject ["\A3\Characters_F\BLUFOR\equip_b_vest02",[0,0,0]];
selectionNames _obj;```One way to check available possible selections
Is this a code I need to execute in the debug console?
Yes
I got all the positions now, just gotta do trial and error
How can i remove the water effect in a submarine ? This page talks about anti-water rvmat, where can i find it and how can i apply it so plyers on't see water effect ? https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines
Should be a config work, not texture, model or RVMAT
Ok, thank you
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
Engine issue. Not your fault
usually problem with model
the issue is 100% in regards to the SVLod not being triangulated and/or closed
Or the svlod contains hiddenselections camo selection
So, no posible to fix?
no way to fix it unless you have access to the .p3d, i assume you don't
so then is a 50-50 :))
No, I dont have access to the p3d. Thanks anyway. Very kind
you can report to the mod maker if they can take a look and fix it
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
it is a bug though so they might want to fix it 
Good point, I will, thanks
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 ?
transparency/opacity is defined by the alpha channel of the texture
textures with transparency are saved with _CA suffix before converting to .paa
that i know but i mean more the merging of the opacity into the base color
Arma does not have that kind of thing
you would probably do that in image editor of your choice
just the opacity texture in an alpha channel ?
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
any idea ?
no alpha sorting most likely
i tried faces move to top already
that typically is the solution for these issues
i know
Ah my bad
Btw i fixed it
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
Oh yeah duplicate makes sense.
but would not have guessed that to be the thing
๐
the result
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 โฌ? โฌ? โฌ? โฌ?diffuse โฌ? โฌ? โฌ? โฌ?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 ++ ?
yes they are
just unbinarize them, I dont remember the process for that, but the tools have an addon for that
I can't find it either ๐ฆ
mikeros toolset does that pretty much automatically if you happen to use that
@safe pendant
unbin or something like that
cfgConvert or something like that
Thanks! Even the free tools?
Sadly "unbin" doesn't exist on the BI A3 tools folder
"Error, unexpected beginning = instead of x"
huh ?
yes
Eliteness did the trick! Thanks!
CfgConvert supports this by default. You can just drag the .rvmat onto BINToCPP.bat. Just make sure you have file extensions displayed in Windows Explorer so that you can change the .cpp back into .rvmat.
If you need batch conversion, just use CfgConvert's GUI to specify your folder(s).
does anyone know in which pbo the Pilot helmet is in?
H_PilotHelmetFighter_B
this one
Check in config viewer then
found it thanks
who have intrest in retexture any item in arma 3 arma reforger
you have and luckily you can also do it with little practice
(and please don't crosspost; I deleted from #reforger_discussion)
Any particular reason why my object is vaguely see through?https://media.discordapp.net/attachments/1235249304071962705/1235249305246498826/image.png?ex=6633af10&is=66325d90&hm=5e49ee6a98d8ead6bb88cdf196bd4066d2ec0d6b6fa7d57632b172e9a05b508c&
Not sure if this is a texture/model/rvmat issue so hopefully in the right spot
you have either mixed transparent parts and solid parts together and have alpha channel on solid part texture = no no
or you just have solid texture with alpha channel saved (possibly baked texture with transparent background) = no no
๐
How can I fix the UV mapping on safety pin?
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
thank you it helped!
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.
there is surprisingly a lot of vanilla objects that have this issue, like poles and fences, its super-notable on concrete more than any other material used by the game rvmats itself.
Any input to avoid that would be nice, if you dont mind :p
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)
thats good advice
is something like this mentioned in the wiki somewhere?
If not, it could be useful for creators ๐
nope
just stuff I've picked up along the years
validity is quite certain, but I do retain right to be wrong
๐คฃ
I swear im going to end up making a "tips Anthology by Goat" document for stuff that we have asked about haha
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?
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....
_generalMacro does nothing. It is their internal debug parameter. The DLC dependency is only happened on particular P3Ds. It's not about texture
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.
Indeed, you are right! sqf model = "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
Great! Thanks ๐
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)
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
retexturing is not done with models
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
I know there's a 2D texture file but I was thinking it'd be easier to paint directly on the model
no
thats not possible
wrong resolution, not correct _ca suffix, not converted to paa
also wheres that vest from?
Its someone's custom vest thats just getting me to retexture the patch, why?
And also With the netting that i was doing it wasn't the opacity map it was the texture its self that had to be transparent
opacity map is not a thing in arma 3
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
i am fairly sure I have never said opacity map is a thing. texture transparency is done through texture/images alpha channel
as you can see I have told you texture needs alpha channel
Yeah but you didn't say that Opacity doesn't exist so that led me to believe that its a thing in arma
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
I Wasn't blaming you i was just letting you know that the information wasn't very helpful
But cheers
flb, ripped content mod
Hi has anyone made a compilation of different settings of specular, specularpower and fresnel for different types of materials ? (Wood, aluminium, cloth, etc)
of course.. 
no but you can compare to vanilla rvmats and see what they have
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.
Now it worked, I transferred it directly from PNG to PAA
Tga should with alpha just fine 
is there any way to keep normal detail in shadows
probably baking it into the co
is there an easy way to do that in substance im missing
thats my vest, isnt FLB, because FLB is whack...
is there any info on texel density for vanilla arma textures?
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
well I suppose most assets are in similar range, dont think there are any mentions of what texel density they average with though.
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
roger
Yep this was the issue, thanks!
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?
you mean for mask? or as new ground texture?
Ah damned, thought it was the terrain channel. Sorry ๐ i meant gdt
with grass Id suppose doing bit of manual masking to make sure blades of grass dont cut off at weird spots and such can be a final touch type of thing.
and use same mask then to combine nopx too
Well see what i can do, thx ๐
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
Yeah...gimp can basicly blend more pictures together. Thing is more that nopx stuff or the lighing one. That rainbowthing ๐คฃ i am mixing them always ๐ co.paa an nopx.paa
But maybe..its going to work ๐
Does anyone know in what PBO I can find the strider?
soft_f_beta
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?
Which channels in substance painter impact the SMDI?
depends on your export preset
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,
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
thanx!
Wow!! I can do alot of things with that....I suppose some carefull edits to the required addon list too? or just clone?
Everything within
rgr!
Which means you need to have more than you want to modify. Not the best way anyways but some only way to do
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.๐๐ป
Thanks for your work over the years too m8!!๐๐ป ๐๐ป
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
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
You convert the paa to a png with texture viewer, then edit the png to your liking, re-convert it. Then set up a basic config that modified the hiddenSelectionsTextures entry within the beret's class
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.
might gimp batch operations be of use?
nop
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.:(
Removing the alpha channel should work yeah
Thanks!!
How can i fix look of this image 1 is before saving as _ca and 2 is after saving as _ca
Why using _ca and not _co? _ca is only needed for transparent objects
i saw in config that m67 grenade has _ca too but now i tried _co and it's the same
This thing should be all co
Dunno what m67 is but don't trust that config
As to the pictures, what is the actual problem?
think they mean the compression happening to the pic
top of the dome, shadows/highlights get lots of artifacts
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
is there an official/proper way to create 3D icons for gears/equipment in the arsenal editor?
not as far as im aware
How do most modders do it?
I'm specifically talking about which program would be best for this. Whether its blender or photoshop, etc.
no need to answer this ^ i got it
what did you end up doing?
I cant really say if there is any established best practices. I've preferred orthographic blender renders myself for weapons and items at least
thats what i ended up doing, with the uniforms i took a screenshot from the arsenal in-game and just crop out the character in photoshop
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
i wasnt that suprised that there isn't a "proper official" way to do it, seems like its part of ARMA modding lol
i just take them ingame lmao
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.
typo in config and hiddenselectionmaterials dont apply?