#arma3_texture

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full quarry
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typo in rvmat and smdi does not actually apply

frosty pumice
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what do you mean by typo?

full quarry
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emm

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path not correct

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filename not correct

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mistake in syntax

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maybe the smdi is not same afterall

manic mulch
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probably a different SMDI.
The way specular maps work on Arma is that you have the diffuse texture on one channel, the specular on other, and a "specular power" on other channel.
For example, on this texture i made as a test, i put a hidden figure on the specular power channel.
It only becomes visible when it reflects the lighting on the scene.

floral fiber
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is there any documentation on _EM maps? cant find it on the biki, dont know what channels are used

lethal condor
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I think Dedmen's pinned post is one explanation. Made an experiment a bit ago too

floral fiber
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which channel needs to get used tho

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red and green?

lethal condor
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AFAIK it is very color map without transparency

frosty pumice
manic mulch
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the difference is probably going to be on the blue channel with is specular power

frosty pumice
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this is what comes up, all the other textures seem to have channel B as grey too

nocturne lake
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Have you rebinarised the .p3d since making any .rvmat changes? Material changes only get applied when the model is rebuilt, rather than compiled from the temp folder

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So could still be using wrong specularpower or specular value

manic mulch
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white = ultra reflective, black = non reflective

frosty pumice
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theyre the same kind of grey from what i see, but the picture i sent before this one is much more reflective in game (despite bein darker)

manic mulch
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check the channel R and channel G and put them here

frosty pumice
manic mulch
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really weird, both specular maps seem to have been made the same way

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it's probably related with the rvmat

frosty pumice
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would it be the connection of the model to the rvmat or the rvmat file itself?

manic mulch
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i think the rvmat itself

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but could be both

frosty pumice
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";

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could the numbers in these codelines in rvmats be the issue?

manic mulch
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would need to compare both rvmats and see if they differ

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if they differ, try copyng the one you want to the other

frosty pumice
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yup found the issue

#
{
    texture = "#(ai,32,128,1)fresnel(1.5,0.3)";
    uvSource = "tex";```
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turns out its numbers in this codeline

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idk what it is but it works

manic mulch
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cool

frosty pumice
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thanks

full quarry
nocturne scroll
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Does anyone have textures for the T-100 in Arma 2 CDF or Arma 2 RU patterns that they'd be willing to share?

grim scarab
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does anyone know if there is a way to 'soften' or occlude the break between a highly contrasted area for a sunspot? I'd like to get that clear visible line between light and dark occluded a bit as it looks quite unnatrual but my Ambient is already at a full 1 across the board

full quarry
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Could be issue with normalmap or the mesh itself having sharp edge there

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Don't think it's specular reflection

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Or shadow lod poking through?

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Since it's so sharp

lethal condor
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I would try a3\data_f\default.rvmat or something to test how the mesh itself works

full quarry
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Good idea

grim scarab
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currently it has no shadow lod so can't be that, I'll try the default rvmat

full quarry
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properly modeled or empty one

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otherwise it might do weird stuff

grim scarab
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will do

stray relic
grim scarab
abstract holly
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I'm trying to make something golden and change the specular reflection color to have a gold tint to it so it looks more like actual gold

nocturne lake
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it's the specular[]= array in the .rvmat. Values are RGBA scaled 0-1 instead of 0-255

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so e.g. specular[]={1,0,0,1}; would have a red specular highlight

lucid halo
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If I put a alpha on a _ca do I need to put the same alpha on its _nohq?

nocturne lake
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No

floral fiber
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is there any way to adjust glossiness amount of an smdi in rvmat side/postprocessing after export? obviously substance painter doesnt like exporting with glossiness with metrough

full quarry
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if you set up buldozer with "reali lighting" setup or use filepatching in live game you should be able to see the effect of tweaks pretty fast

floral fiber
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wicked, suppose there's no better alternative to metrough for arma use is there?

full quarry
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I dont think so, the Arma lighting is not easy to replicate exactly in other programs

floral fiber
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i mean tbh anything with 2 grayscaled channels would be enough

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dunno if you can just add them to substance presets or not though

full quarry
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Im fairly sure you should be able to output appropriate file directly from substance too

floral fiber
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wdym

full quarry
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like create a preset that puts the right stuff in right channels

floral fiber
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yeah but glossiness doesnt work out of a metallic map

full quarry
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yeah no its is somewhat different

floral fiber
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any advice as far as that goes?

manic mulch
floral fiber
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yes im aware of that

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that gives no bearing in generating glossiness out of a metallic map though

manic mulch
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on materialize (a free tool for making PBR), it works.

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i think that arma use smothness instead of roughness.

floral fiber
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arma uses whatever you export into the smdi

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which at the moment is just roughness and metallic to a degree

manic mulch
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did you build your roughness map above the metalic one?

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if not, it's just going to be a normal roughness, you need to do the metal one first (atleast that's how it works on materialize)

floral fiber
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thats not even slightly how substance works

manic mulch
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could you post an image of what you want to achieve?

floral fiber
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no because if i could then i wouldve already achieved it

manic mulch
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i mean, based on how it look's on substance or other game

full quarry
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maybe there is no data for them to export?

frosty pumice
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if I try to retexture the LDF uniform (where the model is a mix of AAF officer and AAF regular uniform) would that mean the mod will require the Contact DLC?

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its confusing because technically its already in the base game

lethal condor
safe haven
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Hello, I am trying to edit an head. The main change is the hair, from full head to a mohawk with shaved and growing sides.
I am having problems with what I believe is the shadows on the head, but I dont seem to find which file controls that
I have edited both the cfg entry as the rvmat to match my texture, and yet those lines stay

full quarry
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or just texture

safe haven
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Using Campbell (WhiteHead_05) as base

full quarry
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compare your texture to the original ones

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Id suppose thats the only way to see where the difference might be

safe haven
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I guess I can swap each texture for the original to find which one I should be looking at first

full quarry
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yeah that could be good way to debug

safe haven
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after 0:30 I compare with original Campbell and after 0:46 I compare with another head texture edit I did in the past

full quarry
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ambient occluusion or normalmap issue maybe

safe haven
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its the bumpmap apparently, the files which have "_nohd" at the end.
But I dont know how a bumpmap is supposed to control the shadow?

full quarry
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the skin shader is quite unique

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but it has a wiki page that might be helpful

safe haven
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is there a way for me to declare this head to use no bumpmap?

full quarry
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no

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the shader uses all the stages

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cant mess with that

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did you edit the normalmap?

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or just the co texture

safe haven
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I editted the normalmap .paa file, or else the hair where should have been shaved would show as having long hair on it

full quarry
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what does the original look like?

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did you remove hair/skin from it?

safe haven
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I see that if using the original NOHD file, the problem disapears, but I am left with the depth of a head of hair where it should be shaved. I will try to just copy paste the shaved sides in those areas instead of painting solid colors over it

safe haven
full quarry
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use the bald head and dont remove the surrounding

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thats the issue

safe haven
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the bald head?

full quarry
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yes

safe haven
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which one is that

full quarry
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dunno

safe haven
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shadow problem fixed but... lmao
no such thing as easy fix,

full quarry
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ah the old paintbucket on the door prank

safe haven
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the normalmap for the bald one, is the normalmap for a body... which clearly doesnt work as seen before, but it does if I dont change the face texture... this is so frustating

full quarry
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no you used wrong texture

safe haven
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Yea I found the bald one now, which isnt named bald but white head 1 in the config

dry dune
full quarry
dry dune
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True if I disable AO its gone

full quarry
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it is unfortunately pretty common graphical bug

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and not always avoidable

grim kraken
full quarry
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one thing to try especially with decals is to make is 99% opaque

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so there is hint of transparency in it

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instead of 0

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on whole surface

floral fiber
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that might fix a problem we were having thanks goat

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the knowledge man

full quarry
safe haven
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I second on the thanks to HorribleGoat, got the new head to look acceptable

ashen violet
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I might be answering my own question here but I use ShaderMap for textures and just realized that down in the corner it generates what looks like a DTSMDI, its comprised of a Roughness, Metalness, and AO. I'm just curious if that is actually what the DTSMDI is essentially comprised of.

full quarry
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in the wiki

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it looks same because the input is similar

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but its not same/in right places/right strenght for the purpose of Arma lighting

ashen violet
full quarry
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it is similar

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since all the channels are just greyscale masks

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but roughness/metalness masking is different from SMDIs masks

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sure you can input them there

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but it will not look like metal/rough shading

ashen violet
# full quarry it is similar

So would I just grey out a _CO and then work from there in terms of creating the proper channels ? My biggest hang up honestly is not understanding what a detail map is

full quarry
stiff trellis
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Can i change the viper special purpose gear to black and how

full quarry
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or technically you could incorporate the new texture into a mission too and change it via scripting

floral fiber
floral fiber
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Super

#
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.05, 0.05, 0.05, 1 };
specularPower = 20;
PixelShaderID = "Super";
VertexShaderID = "Super";```
full quarry
floral fiber
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yep

full quarry
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these are all decals in sogpf chopper

floral fiber
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its a translucent face over an ammo indicator that seems to cause it

full quarry
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notice the lower alpha value

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same here

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multiple overlapping alpha surfaces may need more space between them

floral fiber
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its only the one alpha surface

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we also have other guns that work in the same way which dont have this problem meowsweats

full quarry
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does the gun have a lot of alpha?

floral fiber
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nope

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its literally just a single plane

stray relic
floral fiber
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yep

stray relic
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Is there a screenshot of your issue?

floral fiber
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there is not but its only happening on my build of the pbo

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so it may be addon builder/no p drive problem

quick wyvern
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Can someone help me? I really don't know what I'm doing. I'm trying the grab the M52A Body Armor. Medium/ Heavy / Rifleman / Medic / Team leader / Auto Rifle / Grenadier / Marksman. In colors Snow / desert / woodland / olive / and tropical. I'm trying to put the Halo unit that I'm currently making logo on the left shoulder. The mod is operation trebuchet

full quarry
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Start simple. Just from config

dim crane
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Anyone got a template of the UAV Bag by any chance?

ashen violet
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I'm currently looking at some of the a3 detail maps just to learn how to make them for my DTSMDI's and some look like theyre just grayscaled images of the _CO texture. Would that be an acceptable method for creating a _DT ?

full quarry
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there are different uses for the color channels of a DTSMDI and they modulate the shader behavior

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so yes they are basically greyscale images that typically look a lot like the co texture because its the same pixels they modulate

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but the degree of modulation is dictated by the value of the "greyscale" pixel and it typically is not straight copy of the CO

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because you might want to have some surface shiny and other not

orchid oak
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having some trouble with my normalmap/normals using the substance painter spec-gloss workflow exporting with the arma spec-gloss preset, directX normals
I've checked my face orientation & vertex normals, everything looks normal. however when I bring them ingame/into blender they're incorrect for certain polygons
first image is normal map off, second - on

full quarry
orchid oak
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ah forgot about non-color setting, that did solve it, in blender. but ingame it still looks the same so maybe I'm converting the texture to paa incorrectly? ๐Ÿคท
I'm using imageToPAA and just chucking the file in there, it has the suffix _nohq

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as a side note I'm inverting the y in blender because IIRC blender uses openGL but maybe I'm doing that wrong too lol, not that it really matters, the ingame result would be priority

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ingame view. its just a simple edge wear generator with some normal/specular/gloss details for testing

full quarry
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you can test what the nohq looks like when assigned in place of the _co texture

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also normals dont show much without light

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and you are probably facing the sun so the panels are in shadow

orchid oak
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CockpitPanel_nohq.png

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the problem is half of the panels are shading like they're in the dark

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when they're at the same angle as others

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these should be shading the same color

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shitty pics lol but you get the idea

full quarry
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do you have a shadowlod that could bleed on it

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or if you dont have shadowlod at all it might be casting weird shadows

orchid oak
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my shadow LOD isn't closed rn, haven't got around to fixing it. but if this exact shading issue can be replicated in blender then I don't really think its the problem

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it has all the same shading artifacts as the SRGB normal did in blender, has to be tied to that somehow right?

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idk, maybe theres an RVMAT setting for normals that I have setup incorrectly

full quarry
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if you view only the normalmap texture node (nodewrangler preview) or plugging it into the output node what does that panel look like?

orchid oak
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Non-Color, SRGB

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looks to me like arma is using SRGB or something similar as the format for the normal map

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for reference this is my setup for _co, _nohq, _smdi. with mine being at the top and the pawnee ext texture being at the bottom

full quarry
orchid oak
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its converted from paa back to png

full quarry
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still

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should be about like this

orchid oak
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in blender it looks normal, this one is pre-paaconversion

full quarry
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howabout when you open the paa in texview?

orchid oak
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I just figured arma stuff was different lol, then howcome the basegame normal I've converted looks scuffed. like that doesn't make any sense

orchid oak
full quarry
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can you send the paa over? I can try convert it back to png too

orchid oak
orchid oak
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so now I'm very very confused.

full quarry
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should save as png just fine

orchid oak
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the way I convert textures is using grad converter

full quarry
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the panel normalmap doesnt really seem to contain much any normal info

full quarry
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you can use the save as dialog in texview and just write filename.png/tga

full quarry
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I think it may be a bit broken

orchid oak
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yeah its super minimal. haven't really added much normal detailing

full quarry
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nothing there that would shade the panel different either

orchid oak
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it seems to check out

#
class Stage1
{
    texture = "OH-58\Data\Textures\Base\CockpitPanel_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};``` could I be doing anything wrong in the RVMAT?
full quarry
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looks normal

orchid oak
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I have custom split data saved in my mesh

full quarry
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that could be issue

orchid oak
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its the only way I could get the autosmooth to actually export

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like it was just shading everything smooth with no sharps, O2script is setup in the addon options

full quarry
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you might have custom vertex normals saved

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for some reason

orchid oak
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yeah I do

full quarry
orchid oak
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but if I clear that data then it doesn't keep my vertex smoothing

full quarry
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these dont work too well

orchid oak
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so everyhting is just shaded with a 180 degree angle

full quarry
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did you turn on autosmooth on the object

orchid oak
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yeah

full quarry
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and smooth shading

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well autosmooth should apply that too

orchid oak
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aye

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so I'm shading smooth with autosmooth at 46 deg

full quarry
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are all your faces separate? as in vertices are not merged?

orchid oak
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when merging by distance I dissolve 36 verts on the panel

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but why is this the case? all the way though modelling I've been merging and keeping track of floaters, howcome I have so much to merge now ๐Ÿ˜„

full quarry
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well the split thing probably did that

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what edge do you thing should be smooth?

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like if you got edges like this, they will need normalamp to make them look smooth

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or beveled edge

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otherwise its just blob ๐Ÿ˜„

orchid oak
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yeah I just kept it at 40 degress so rounded objects could have a little smoothing, I don't really have much plans to bake as handling that with an entire helicopter would drive me madder than I already am ๐Ÿ˜„

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shading artifacts like this would show up, thats when I realised it wasn't keeping my custom shading. actually though I could literally just duplicate the heli and bake it as a high-low and keep the auto smooth off, that would probably solve the problem lol

full quarry
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ok so yeah the p3d export wont do weighted normals anyway if I recall right

orchid oak
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right so now I'm going to run through the export again, custom split normals cleared. verts merged & see how that goes

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yeah the only time i've ever seen custom split used is when extracting models from (extra clarification: games where their assets are free to use within the modding scene ๐Ÿ˜„) games, not when making them for games

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it seems blender/3d software just store any existing shading/normal data in that option to let you decide if you want your own or the already existing one

orchid oak
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yeah no-joy, still seems to be wrong. for ref my _co has no different lighting, same with _smdi. has to be an issue with normals still

full quarry
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make your shadowlod empty

orchid oak
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wilco, re-exporting

full quarry
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you can also just delete the mesh in it in the p3d with Object Builder

orchid oak
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OB runs so slow its quicker to re-build everything ๐Ÿ˜„

full quarry
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you need to enable the DX draw mode for the viewports

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windows 10 broke the non DX mode

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just so its clear when I say empty shadow lod, I dont mean without shadowlod

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as thats common misunderstanding

orchid oak
full quarry
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๐Ÿ˜…

orchid oak
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is "Use Direct3D Renderer by default" the setting for DX mode? can't find anything else tho I'm probably looking in the wrong place

full quarry
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that shoudl be it

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other than that slowness can be caused by very complex model

orchid oak
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ah yeah wow, after restart that is a massive perf increase

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running a very high tri-count, 90k rn. waiting to make my viewpilot LOD till I have everything setup

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did my best to keep things low poly ๐Ÿ˜„

full quarry
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yeah that is on the heavier side

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OB will have bit of struggle with that

orchid oak
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base mesh is around 60k which is quite high but I spent a good bit of extra performance on making the rotors highly detailed, thought it would look cool. its all still low poly, just theres so much that it becomes high poly ๐Ÿ˜„

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also. IT WORKS! ๐Ÿ™‚ much appreciated man

full quarry
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yah details add up fast

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๐Ÿ‘

orchid oak
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I'm not entirely sure what fixed it as I forgot to extract the PBO after building once & zoned out a few times making all the lessons here combine into one big mush in my brain

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while one this subject, is there any particular reason why my glass/rotor blur has no alpha? I'm using paths to basegame textures/other textures in the modpack so I'm really not sure how this can go wrong

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sorry, last question ^ ๐Ÿ™‚

full quarry
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what texture have you pathed it to?

orchid oak
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the glass is pathed inside of my current mod, haven't merged the pack yet so I've just pathed it the same way i've done all the other textures. its using the same material as the MirageF1 mod which I also work on. over there it all looks fine.
The rotor is going to: P:\a3\data_f\default.rvmat which is what it was assigned to in the sample asset

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I've moved rotorblur_co from the little bird into my filepath to be able to setup the paths correctly in blender for testing and its finding that texture fine but not using the alpha

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I figured the sample asset would have the correct RVMAT setup since its supposed to teach us how to do things ๐Ÿ˜„

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in short, the glass is using an RVMAT that I know works with alpha.
the rotorblur is using default.rvmat from the sample assets.
neither have alpha ingame

full quarry
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does rotorblur_co have alpha transparency?

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_co can only have 1 bit alpha, 0n or off

orchid oak
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oh _ca my bad

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in blender it all checks out

nocturne lake
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You have to have the rvmat and the material .paa files therein, unpacked and available on your P:\ drive when you pack the model

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binarisation checks the material and texture assigned to a face and flags it as an alpha on that basis

orchid oak
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hmm well that might've solved one of them, color map was named rotorblur_co instead of _ca in the material section. didn't get a missing texture warning though ๐Ÿคท lol. re-exporting

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yeah no luck

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I vaugely remember reading somewhere about having to assign the glass material to other LODs for something to work correctly but not too sure if thats related here

full quarry
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no should not be needed

acoustic plinth
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heyo

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i was curious about how to do some textures in existing arma 3 gear for unit purposes

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what are your go to apps for that(i thought of adobe substance painter)

full quarry
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retexturing is done purely by painting a new texture

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old one might be used as reference

acoustic plinth
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can you explain me the process from pbo manager to ASP

full quarry
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or there might be templates made by community members

acoustic plinth
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all the tutorials were using gimp

full quarry
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gimp works sure

lethal condor
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There is no way to use Substance Painter to retexture

full quarry
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yeah no 3d painting

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since the models are not available

acoustic plinth
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i have seen someone livestream it a while ago but i cant recall

full quarry
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they might have been painting their own model

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which is how self made stuff is often textured

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but game models or models from mods are not available for such use

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they get packed into such format that is not openable

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if you want to do retextures, gimp etc is the way

acoustic plinth
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do you know of any tutorials for adding custom patches and such on helmets and vests?

full quarry
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nope

orchid oak
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you could always import a 2d plane into substance and paint on that lol

acoustic plinth
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ah thats unfortunate

full quarry
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i do very little in retexture department

acoustic plinth
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yeah i was more on the custom infantry equipment part

still elk
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Hi guys, why do my textures look blurrier in Texture Viewer than in Windows Image Viewer?

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I think this picture is more obvious

full quarry
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you have very compression unfriendly texture there ๐Ÿ˜…

still elk
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ah, so how solve this problem?

full quarry
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will anyone look that close ๐Ÿ”Ž

still elk
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lol yeah u are right

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Thanks

full quarry
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I know its nice when you get all the details in of course

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but with the file formats there are some limits

still elk
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yeah, it's true ๐Ÿซก

heavy ivy
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Just made a retexture of the M1 helmet from CWR3. How do I go about testing what it looks like in-game?

lethal condor
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Make config, pack into PBO, load into the game, check in-game

heavy ivy
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Alright, thank you

rocky whale
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adding textures into arma and it seems to be reducing the quality greatly. am i doing something wrong?

full quarry
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so you see lower resolution

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from the shape of it Id assume tahts a big ass ship

rocky whale
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rather large, anything i can do

full quarry
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is that left baked texture?

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add it as decal or cut it from mesh

rocky whale
#

anything i can do about the rest of the ship tho?

full quarry
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multimaterial can work better

rocky whale
#

yeah i assumed so, was trying to save time

full quarry
#

you might also have just too little texture space for such a massive piece

rocky whale
#

yeah okay

full quarry
rocky whale
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ofc, as now i have spent more time trying to fix the issue that i couldve fixed doing it the right way the first time

stark smelt
#

Is anyone willing / able to teach me how to make textures for my halo unit?

full quarry
# stark smelt Is anyone willing / able to teach me how to make textures for my halo unit?

retexturing is fairly simple operation and there are some guides on the different parts of it online.

what you need is a original texture (.paa) you save back as .png file and then you can use it as reference to paint changes in the whatever image editor/painter you are familiar with or willing to learn. (GIMP for example)
and then you need bit of config learning to be able to write a config that uses your new texture file through "hiddenselections"

full quarry
#

fairly simple compared to other more complex things in Arma modding Id suppose

#

it can be a bit daunting at first

wispy bloom
#

A PSD patch template I've put together for anybody with use for it ๐Ÿ™‚ Hope it helps somebody!

floral fiber
#

i previously had a png from the forums that had the outlines for the uvs on the jets dlc briefing screens/tables but ive since lost it -- anyone know what im talking about and got a link if possible? same for contact dlc screens if such a thing exists ๐Ÿซ‚

floral fiber
#

is specularpower linked more to glossiness than the specular[] arr?

nocturne lake
#

Glossiness in terms of how broad the specular highlights are, yes. Glossiness in terms of how strong the reflective env map is, comes from the fresnel values.

#

the specular[] array defines how intense the specular highlights are and their RGB colour

floral fiber
#

Thanks ๐Ÿ™‚

rancid gazelle
#

anyone know how i could retexture the RHS T-80Us? theres voices in my head telling me to make east german T-80s and i want to know how

viral oak
#

i have a transparency (not opacity) and want to use it to tell arma how much light can be let through, what texture map type should i be using? if it helps, its for a plant.

full quarry
#

same as other textures

summer oriole
#

do you guys know of a way that i can get access to the mesh models of the vehicles in arma 3 in order to create custom textures. ?

full quarry
#

retexturing is done purely by painting textures in image editor like paint/gimp/photoshop

#

original texture can be used as reference

#

and some community made template files exist

summer oriole
#

ty for the response. although it is unfortunate. with the workflow i use having the mesh is ideal to bake custom ambient occlusion maps / masking ect.

full quarry
#

and that is definitely how new models get their textures

#

just the stuff for Arma is not available

floral fiber
#

existing _as maps can be converted to ao maps with some editing

agile surge
#

Does anyone have texture templates for CUP vehicles?

#

and if not, would ppl want them if i made them?

wild reef
agile surge
#

Should I make a repository?

wild reef
#

If you plan on and are willing to advertising your repo, then sure I would go with that
Otherwise I would send the templates to the CUP team

snow kelp
#

First texture I've ever done where something lines up over multiple UVs, very proud of how well it turned out

viral oak
#

okay thankyou tho

#

also any chance you could tell me what adshq is?

agile surge
agile surge
#

would anyone happen to know how to get the in-game pre-selected skins via CUP not to override my hiddenselectionstextures?

#

I do have the postInit BISrandamization False

#

Should setting all values under textureList[] to 0 work?

#
        crew = "MSF_GS_SRF_Operator";
        side = 1;
        faction = "MSF_GS_Griffin_Security";
        displayName = "[Griffin Security Camo] M113A3 (HQ)";
        hiddenSelections[] = {"hs_camo1","hs_camo2","hs_camo3","hs_camo4","decal_side_1","tankNum_1","tankNum_2"};
        hiddenSelectionsTextures[] = {"Mako_Retextures\Data\Griffin Security\main_GS_CO.paa","Mako_Retextures\Data\Griffin Security\unique_GS_CO.paa","Mako_Retextures\Data\Griffin Security\accessories_GS_CO.paa",""};
        class EventHandlers: EventHandlers
        {
            postInit = "(_this select 0) setVariable [""BIS_Enablerandomization"", false];";
            
            };
    };```
agile surge
nocturne lake
#

you need to get rid of bis_fnc_initVehicle not bis_enablerandomization

#

Best would be to set up your textures in texturesources and use textureList instead of hiddenselectionstextures. Then people can choose your textures from the Arsenal too.

#

Simply clearing textureList with textureList[]= {}; might work but not sure.

agile surge
#

This is from CUP, let me get the relevent code

nocturne lake
# agile surge I don't know how to set up my textures in texturesources and use texturelist, ot...

Find the base class where the other texturesources for that series of vehicles are defined and you can just append it with a parallel class textureSources definition class parent_Class class vehicle_base_Class: parent_Class { class textureSources { class myTextureSourceClass { displayName="My Camo"; author=Me; textures[]= { /Paths/To/Textures.paa }; factions[]= {};// if you're limiting it to certain factions in the editor vehicle customiser }; }; };

agile surge
nocturne lake
#

base class is where the original author definied the texturesources for what ever you are texturing. Might be the end of the vehicle tree - the actual vehicle you are texturing or some common base class for multiple variants of that vehicle

#

then parent_class is what ever that class inherits from

agile surge
nocturne lake
#

sqf? You're not doing this with a config file?

agile surge
#

Sorry, sqm

#

I'm a little tired

agile surge
nocturne lake
#

I'm not a mission editor so I have no idea about packing textures in mission files instead of making a proper addon

#

the above should work in a config.cpp. beyond that you'll just have to try it

agile surge
#

Thank you so much

nocturne lake
#

But to answer your question, no you wouldn't need a new config to do this it will be somewhere higher up your current config than your ingame classes where you are doing other class calls. You might need to adjust the class calls in your inheritance depending on the exact tree structure and how far down the vehicles you are using as ingame classes are from where the original addon defines texturesources. Like for example if you were currently starting calling at vehicle_base_Class just for the sake of inheriting parameters to your own vehicles, you now need to go one step back in order to modify that class first as begin the calls from it's parent

hallow sun
#

everybody can figure out this issue ? the shadow from the tank hull cant be rendered on the tracks

full quarry
#

It's a known alpha surface issue

full quarry
agile surge
#

under as in within it

nocturne lake
#

Itโ€™ll be in the vehicle class yes. The textures are specific to each vehicle model

agile surge
#

actually where would I find where texturesources is defined? I'm looking in CfgVehicles

#

only some of these have textureList [] = {};, but all of them have the texturesources subdivision in the cfgviewer under their entry in cfgVehicles

nocturne lake
#

Thatโ€™s because they all inherited them. The ingame viewer shows literally all the properties a class has, not just the ones the author wrote.

calm tangle
#

Where can i find the rvmat for wrecks ?

lethal condor
#

Usually same folder with regular RVMATs. Why you need though?

full quarry
calm tangle
agile surge
#

So, I have my retextures set up to be appended to my factions via a seperate pbo. While I'm working on updating them to skins, I need access to them on my server. They are visible in the eden editor, but not in zeus on my server nor in single player. Is there a scriptlevel type thing which can be used for vehicles to make them visible in zeus?

I typed out this question but figured out the answer, I needed to delcare them int he units line of the config. I'm posting this in case anyone else has this issue

#

is it a problem with the mat itself? Like, if you open it in an image-editing software does it have the blue fringe?

#

Speaking more as a graphic designer here than a coder, but transparencies can be finnicky with 3d models, they can tinge blue or white depending on your export settings

full quarry
#

Kinda looks like just weighting messing it up and the lower mesh poking through

#

Does you solid parts textures have transparency mixed with them?

#

Or do the CO have unnecessary alpha channel?

#

What rvmat do you use?

#

\Shader

#

Have ypu tried with the default super rvmat from a3\data_f

#

What format is your source _CA?

#

Have you tried something like vanilla chain link fence in same view against the background?

#

Is it custom map?

#

Try the default super

#

Apparently only partly

#

Place something else with alpha in same view so you can compare behavior

#

You can try converting your transparent texture as _CO with alpha so it has only 1 bit alpha channel. That would rule out any near invisible smooth alpha around the hair

stray relic
#

Try changing it from fully transparent to almost fully transparent by adding a background 1/255 alpha.

#

Usually it's face sorting that fixes these problems, but you say you've tried that.

#

@full quarry do you remember what the issue was with those goggles which had a similar issue to SmallDinosaur's?

full quarry
#

Not off the top of my head xD

cedar lichen
#

with glasses its usually bounding box

#

because alpha sorting for proxies is based on bounding box size

#

for spearheads glasses I ended up just adding 8 vertexes in the geo lod like so, maybe this will help too

#

alpha sorting is a giant pain in the ass in arma though i've run into stuff just refusing to render properly in certain instances no matter what you do

like windows of vehicles turning horizon/sky color (ie a face sorting issue) when too close to certain buildings - but work fine otherwise

young patio
#

which part of an rvmat controls the "glossines" shininess of a texture

#

im guessing its one of these ones

lethal condor
#

smdi does if I get your question correctly

#

Blue channel, more specifically

nocturne lake
#

mix of specular power, blue channel in your smdi texture, and the fresnel

full quarry
#

specular power dictates the maximum, SMDI modulates it and fresnel defines the surface behavior

safe haven
#

Is there a place to legally get textures from uniforms from Western Sahara DLC? The pbos seems still blocked by BI

full quarry
#

the EBOs will stay like that

safe haven
#

Dont they unlock them after awhile the DLC has been released?

full quarry
#

not with the CDLCs

#

the studios who made the DLCs do share the textures quite often when asked

safe haven
#

Yes thanks for the heads up

lethal condor
#

Just ask us for the source indeed

agile surge
#

I have a question specific to CUP vehicles, specifically the rm70. For some reason one of the texture files used for it just isn't defined anywhere and will always be tan, which makes it not match with the rest of the reskin as seen here. Does anyone know what I might be missing? I have "camo1","camo2","camo3","camo4","insignia" in the hiddenselections and I'm not seeing anything else

lethal condor
#

Check hiddenSelections in Config Viewer

#

But why you need to redefine it?

agile surge
agile surge
lethal condor
#

Don't you redefine hiddenSelections[]?

agile surge
#

Hold on

#
class MSR_RM70_Mako: CUP_B_RM70_CZ
    {
        crew = "MSF_MS_DG_Operator";
        side = 2;
        editorSubcategory="MSR_MS_Artillery";
        faction = "MSF_MS_Mako_Security";
        displayName = "[Mako Security Camo] RM-70";
        hiddenSelections[] = {"camo1","camo2","camo3","camo4","insignia"};
        hiddenSelectionsTextures[] = {"Mako_Retextures\Data\Mako Security\rm70body1_MS_co.paa","Mako_Retextures\Data\Mako Security\rm70body2_MS_co.paa","Mako_Retextures\Data\Mako Security\rm70body3_MS_co.paa","Mako_Retextures\Data\Mako Security\rm70uc_MS_co.paa",""};
        class EventHandlers: EventHandlers
        {
            postInit = "(_this select 0) setVariable [""BIS_Enablerandomization"", false];";
            
            };
    };
#

This is what I have. The last one is left undefined because I want it to be invisible (It's just the czech flag, which normally appears on the door)

lethal condor
#

Yes you do. Remove hiddenSelections[] line

agile surge
lethal condor
#

If you have no particular reason to redefine, it should stay as is, because it is also inherited from the parent

agile surge
#

Gotcha

agile surge
#

I'm asking in the CUP discord server

lethal condor
#

Maybe because it is not somewhat retexturable

agile surge
safe ibex
#

Does anyone have any retexturing tutorials they can share with me?

restive agate
safe ibex
#

Thanks

restive agate
#

๐Ÿ‘

#

I use it for templates that I cant find on hand. Ample Camo Pack has about 99% of all the templates out there for wearables

restive agate
#

Who happens to have templates for every vanilla + dlc vehicle, armor, air, boat, etc lol

#

I dont want to make my own but I probably will end up having to

wooden lantern
#

...I think you're going to need to make those
godspeed.

restive agate
#

๐Ÿ˜ญ

#

I am making 3 major factions, each using vanilla vehicles for now. And Since they're big factions... lots of stuff needed

#

womp womp

full quarry
#

big projects, big work

restive agate
#

Well I better get cracking OOOOOOOOOOOOOOOOOH

willow marlin
#

is there something im missing with paa saving? it kills the quality of the image very often

#

it becomes grainy/artifacty, so to say

floral fiber
#

resolution needs to be 2^n

willow marlin
#

basically what i mean, left is og, right is paa

full quarry
#

you may need to simplify your noise to fewer colors

willow marlin
#

ah, that might explain things, thanks

willow marlin
#

adding to that previous, is there an easy way of doing that?

stray relic
willow marlin
full quarry
#

true and theres the DT stage too

#

which seems to be rarely used these days

willow marlin
#

is there samples for _cm and dt maps/stages textures, in-depth tutorial, or something where to look for ref?

full quarry
#

No ๐Ÿ˜…

#

like with most things in Arma in-depth tutorials dont exist

#

teh wiki page for supershader says the basic idea

#

and the texture type page describes what the textures are like

#

and some examples can be read from the vanilla game data

willow marlin
#

ahhh, well maybe we get better documentation for reforger

but ill do some self-researching then

full quarry
#

there are more documentation for reforger for sure. Just its not really realistic expectation that every thing is written up in detail.

willow marlin
full quarry
#

it is oddly rarely used

stray relic
# full quarry it is oddly rarely used

I know what you're meaning, but in actuality roughly 2 out of every 3 rvmat's uses the DT stage (damaged and destroyed), so it is very commonly used ๐Ÿ˜‰

full quarry
#

true its used there

bold prawn
#

god i hate multicam so much

full quarry
#

ok

#

lucikly you dont have to look at it if you dont want to

crisp timber
#

so if I'm trying to retexture an LDF uniform would i just layer my camo over the necessary areas and overlay the nohq on top or is there a better way of doing it? iv desaturated the original texture but the ldf camo still appears somewhat.

full quarry
#

changing camo is always quite difficult

#

but yes that way can work ok

crisp timber
#

i think it just looked off because i was using kryptek mandrake and it just didnt play well with the uniform

crisp timber
willow marlin
#

im in bit of a pickle i dont understand, i get "overlaying" textures in-game as seen in the picture, ive double and even triple-checked everything is correct in .rvmats and textures, they don't show overlaying when i check the in-game modelviewer from object builder, and the UVs are not fucked up in anyway when ive checked from multiple different programs, and i dont even know where to go anymore

lethal condor
#

Maybe put a default rvmat to see if it is the issue caused by thay

willow marlin
#

it's one of the multimat textures it seems, trying to figure out what and which

lethal condor
#

Multimat on a weapon?! ๐Ÿคฏ

willow marlin
#

woops my bad, not multimat but the other thing

lethal condor
#

Hm

#

You might copy pasted straight from something and leftover does something then

willow marlin
#

it was apparently the _dt map after all overlaying wrongly, so fixed it for now

prisma furnace
#

what is the reason for this error?

stray relic
willow marlin
#

can i somehow combine two uvsets (lets say 0 and 1) to only one uvset?

full quarry
#

but preferably you fix your source model so that each parts uvsets have same name so the combine together instead of create multiple sets when joined

nocturne lake
#

But otherwise it's not a difficult process: Select and Ctrl+X to cut what you want from the 2nd uv set -> Ctrl+V to paste to the first UV set. Then delete the unwanted UV set

dense peak
#

Hey there, I have a question. Where can I find a good image of the camouflage used by LDF? As the one on arma wiki is really bad.

lethal condor
#

IIRC Arma 3 Samples have one

dense peak
lethal condor
#

Arma 3 Samples\Art\ContactEXP_Textures\Contact_Camos

floral fiber
#

omg nato woodland swatch

#

im gonna cry

dense peak
#

Like the other LDF camo for example

vernal sage
#

?
The LDF only uses one pattern and it's bundled in the Contact_Camos.7z archive. It includes both MTP Woodland (Nato_Woodland_Camo_2018_uniform_tileable.psd) and LDF Geometric (LDF_Woodland_Camo_2018_uniform_tileable.psd).
https://i.imgur.com/Rx013d2.png

dense peak
#

it is a darker version of the camo

#

this is standard camo

vernal sage
#

It's not. Pathfinders wear the same combat uniforms with regular LDF soldiers. You'll see some variance in the First Contact campaign but otherwise they're identical.
The lighting in the renders make it look darker but it's the exact same camo swatch. Try comparing \a3\characters_f_enoch\uniforms\data\i_e_soldier_01_co.paa with \a3\characters_f_enoch\uniforms\data\i_e_soldier_01_pants_co.paa. The only thing that might make it look darker is the extra grime and dirt layers on i_e_soldier_01_pants_co.paa but there's otherwise no difference.

dense peak
lethal condor
#

It's a part of vanilla game

#

PBOs

surreal hull
#

Hey guys. I'm EXTREMELY new to Arma3 Modding and feel like my Ideas are not totally out of proportions. I want to create a new helmet textrue with a medic patch (or a new number on the Hearing protection or sth.)
I want to use a fully existing model out of a mod my unit already uses. The plan is to just copy-paste one of the existing models, edit the copy (Say swap a patch for a Medic-Patch) and basically add the newly created model back as a new variant. I already know how I can view the .paa images (Texture Viewer from the A3 tools) and how to edit them but I would appreciate help with how Arma actually assembles the model-textures onto the 3D model and how I can actually create a new variant, which I can use without having to scrap the original model. Any help would be appreciated in that regard. If you want, also just shoot me a DM, that will likely make it easier to convey more details, since I was a little general here, basically just describing what it is I wanna do.

full quarry
#

so if it is a mod someone else made and you just use it, you cant modify the model

#

only retexture it, if it is set up to be retexturable

surreal hull
#

Hm, interesting. Alr. I'll see what I can do then

full quarry
surreal hull
#

I'll have to check in with my A3 Clan admin. He'll know, but he hasn't responded yet. Though I personally don't think so. We'll see

surreal hull
#

Yeah, no access to the source in question

wooden lantern
#

for terrain textures, which shader should be used?

#

or is there a template somewhere I can look at

full quarry
wooden lantern
#

ight thx, and is the alpha of the normal a displacement, parallax, or height map

#

because iirc height is different than displacement

full quarry
#

parallax heightmap if I remember right. There is a wiki page about the nopx

#

and Blud explains how he makes his in a forum thread that I believe is in the pinned messages

wooden lantern
#

splendid

#

I already know how to make them and stuff I just wasnโ€™t sure exactly which one it was

floral fiber
#

perhaps a touch too technical of a question for here, but when textures are being displayed at lower resolution (i.e lower graphics settings, mipmapping at distance or what have you) is the full resolution version of the texture loaded into the vram or is it the resolution of the texture being displayed that is loaded into the vram?

surreal hull
#

Morning everyone. I have a question regarding my first try-out Mod (Basically just a small project for me to get to know the editor and the process)

Do I need to use the adobe substance painter or can I also e.g. export my UV-map and edit it in PS or another photo-editing software?
Or maybe in other words: Any free substitute program I could use for free, that is not surface painter?

lethal condor
#

If you're after a basic retexture project, any image editor can do it

surreal hull
#

No, I don't plan on retexturing. I made a blender model and am looking for a way to make a texture for it.

lethal condor
#

Then what you use is your best tool

#

There is no literal must have tool to make an asset

surreal hull
#

Okay, so basically Adobe substance painter is also ultimately 'just' making an image file for Blender. I wasn't quite sure if substance painter plays an important role in applying the texture as well but as fas as I understood it it's Blender, that does that by putting the UV map over an image I give it and then this is used when I pack the mod aka substance painter can be swapped, right?

lethal condor
#

Not quite sure swap does mean here

surreal hull
#

Basically: I can export my UV map as an image, edit that image in whatever software I wish, put the edited image back into blender and blender itself then maps the image to the model, I don't need substance painter to apply the image to my model.

hallow jay
#

I think he means if he can create textures in blender instead of SP, which he certainly can

#

SP just generates image files, nothing else.

surreal hull
trail sequoia
surreal hull
trail sequoia
#

yup your UV mapping and Texture paths are saved in the p3d

young patio
#

question for peeps how would one go about making a custom grafitti object? like how would i get an "Alpha channel" on a 3d material

So as far as i can tell the process is:

Make a Plane Make it transparent

go into your texturing programme (Substance Painter in my case)

Make your grafitti export it.

livid knot
#

Keep in mind while exporting it that your preset needs to have alpha/opacity included in it

young patio
#

Understood that makes sense here i was going to make some overly complicated blend file with inward faces facing outwards to give the apperance of transparency lmao

young patio
livid knot
#

It will need to be a ca, yes. Make sure you have it named as such before converting it into a paa

livid knot
thorn cloud
#

hey guys, im new to retex, and i tried to retex the S & S BDU to have a DPM camo. i followed the steps my freind gave me but this turned out. he said he never had this problem before, does anybody know how to figure this out? thanks

lethal condor
#

What is the problem here?

thorn cloud
# lethal condor What is the problem here?

i already applied the dpm texture to cover the whole uniform in photoshop, but when i saved it into pdf, photoshop somehow just refused to display the dpm texture in the top right areas

lethal condor
#

pdf?

#

If you mean PNG, just make sure you have no masks on the layer

#

I'm no PS user so can't say though

young patio
#

so the black BG is not meant to be visible

#

the RVMAT im using

/*
    Generated on https://jdtools.dev/
    Made by John Doe
*/
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 1 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0.1, 0.1, 0.1, 1 };
specularPower = 2;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1 {
    texture = "HomefrontAssets\Data\Defaced1_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, 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 = "HomefrontAssets\Data\Defaced1_as.paa";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 1 };
    };
};
class Stage5 {
    texture = "HomefrontAssets\Data\Defaced1_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(0.4,0.2)";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 0 };
    };
};
class Stage7 {
    texture = "a3\data_f\env_land_ca.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 0 };
    };
};
class StageTI {
    texture = "a3\data_f\default_vehicle_ti_ca.paa";
};
#

evidence of the ca texture

evidence of the opacity turned to 0 in Substance

lethal condor
#

What tex is applied to P3D

stable swallow
livid knot
thorn cloud
#

?

stable swallow
lethal condor
#

Or 1024

stable swallow
celest obsidian
celest obsidian
young patio
#

@celest obsidian @lethal condor @livid knot i managed to get it working now thanks,

Turns out the Textures alpha channel wasnt getting registered as an alpha channel, so instead of being a black alpha channel which represents transparency it was registering as a black opaque colour.

Imported the image into GIMP and fixed it in there.

full quarry
severe oasis
#

Guys how to transfer metal from substance painter to specular/glossines in Arma?

stable swallow
full quarry
#

You'll want to study the difference on both shader types. Roughness and metalness do not directly work as gloss/spec channels

severe oasis
#

isnยดt there a no brainer way to transfer it? I have to do each time manually?

lethal condor
#

Pinned may helps you

full quarry
#

There are presets that people have made that may work for you in that way.

wooden lantern
#

Roughness is inverse glossiness

#

thatโ€™s the one direct correlation

#

and substance painter can convert M/R to S/G on export

#

but what Iโ€™ve found is that using specular level + glossiness gets the best results for me in my textures

#

hereโ€™s my super nerdy explanation and my workflow for optre

#

is it technically right? no
does it give me good results with tweaks? yes

stable swallow
celest obsidian
#

As scout said, gloss is just an inverted roughness map. It works the same way, what doesn't work the same way are specular and metallic maps ๐Ÿ™‚

stable swallow
wooden lantern
#

all u need to do is texture it like the influence cubemapping has on the object

#

so metal = high

and nonmetals = low
but shiny nonmetals = slightly higher

#

and stuff like that

stable swallow
wooden lantern
wooden lantern
#

I remember seeing that a while back

stable swallow
#

yeah the old version was very basic

#

i revamped a lot of stuff, some guns still need some work but take a look at for yourself

#

i recommend take a look at the UH-60L

wooden lantern
celest obsidian
remote basin
#

My deepest apologies if this is a basic question, but where can I locate CUP .paa files?

I've looked at the official GitLab page but it only has a couple textures and the mod directory only brings up .p3d files.

#

In addition, I've scoured some old messages in the server for any advice.

full quarry
remote basin
#

Just checked and it turns out I was looking in the wrong folder. For any future retexturers, all the .paa textures are in the data folder of the .pbo.

#

Huge thanks, by the way.

#

I was looking at just the .pbo file itself.

full quarry
#

Data folder is indeed common practice

remote basin
#

The only other mods I've attempted to retexture had the .paa stuff next to the models.

full quarry
wooden lantern
#

sry wrong reply but yeah lmao

full quarry
#

well its not mandatory

#

but it keeps things tidy and organized

wooden lantern
#

(im playing)

#

it really just has no downsides tbh

stable swallow
wooden lantern
fair relic
#

Hi

rocky whale
# rocky whale for ref

super late reply and fix to my own problem but i thought this might be useful to someone

#

turns out, sometimes you can fix this issue by removing all the smoothing in blender and then re-applying it. Im assuming this has to do with me using 3ds max and it transfering from max's way of smoothing to blender. so if anyone has that issue, just remove the smoothing groups and do them again inside of your p3d file

#

:)

full quarry
unreal magnet
floral fiber
#

is there anything in the rvmat which influences glossiness without influencing specularity? my gloss is not enough gloss and my specular is too specular but ive tried basically every combination of 0.# values in substance for the export

mighty crest
#

@Redphoenix Woot! on the 1911. I know my next campaign weapon. :-)

wooden lantern
floral fiber
#

MR

full quarry
floral fiber
#

yeah i know ive got blue maxxed out

full quarry
#

Then it will modulate the specular and specular power parameters

#

But also if you show picture of your result and then explain what you would like to see the maybe we can figure out solution

wooden lantern
floral fiber
#

im using your export template iirc, ill get the smdi etc in an hour or so ive just woken up properly

wooden lantern
#

ighty

wooden lantern
#

also show it in game/ob

floral fiber
#

my smdi is mostly orange uhhhhhhhhhhh this is wrong version

#

give me a bit ill try unfuck it

#

nvm i forgot i moved it to a PR
SMDI ends up looking like this

#

blue maxxed out basically everywhere

#

paint vs metal

#

rvmat looks like that

#

dont have access to arma right now but the paint doesnt look even slightly glossy iirc

#

been testing it on VR lighting tho

#

oh

#

its fine

#

its nowhere near as glossy as i want but the gun looks fine

#

we chillin dw

#

i just needed to sleep on it

wooden lantern
#

NEVER OPEN VR EVER

#

for textures

#

It ruins them

#

Glad u got it

#

Can I see what ur working on Iโ€™m curious now lol

floral fiber
#

ye dms

full quarry
#

Can we all see pretty pictures? blobcloseenjoy

wooden lantern
#

nuh uh

full quarry
wooden lantern
#

u dont get them until u show me how to do pip cryingsunglasses

full quarry
wooden lantern
#

i have been abandoned by my team with the quote "scout is smart they can figure this out" and that is not farther from the truth

full quarry
lyric dagger
#

Did anyone figure out settings for blender to get a a model to at least somewhat close to how it would look in Arma 3?

severe oasis
#

Guys how to achieve the same effect as here since Arma 3 does not support metalness?

lyric dagger
#

@severe oasis Gloss and specular in the SMDI map.

From my experiments and understanding:

Specular
Green channel - how much of the texture is replaced by env map, ie. how well the surface mirrors the environment. Brighter means more reflective

Glossiness
Blue Channel - how "wide" a reflection is, the darker the map, the wider the reflection, meaning that area where texture is replaced by the env map and light color, is bigger.

Specular = 1 and Glossiness = 1 - Results in chrome like, very metallic material that reflects the environment very well

Specular = very low, like 0.04 Glossiness = 1 - A nice material with just a hint of being reflective

Specular = 0 Flat material, no reflections

Glossiness = 0 The whole mesh reflects light no matter the angle, specular just controls the brightness of the whole reflection

wooden lantern
balmy palm
severe oasis
#

yes pls

ashen violet
#

Whatโ€™s been some of your workflows for baking a global illumination or diffuse shadow for your ADSHQ blue channel ? what Iโ€™ve been been doing in blender hasnโ€™t been giving consistent results

wooden lantern
dire stone
#

Anyone know how to retexture rhs helmets?

full quarry
severe oasis
#

guys how can I make an object use same .p3d and .rvmat but different _co texture depending on the color? I have a chair that will be in black, green and white colors, how can I make it so I have several object using same model?

#

Something like that?

#

obviously "texture =" is wrong but there must be a way to achieve this without duplicating the .p3d

full quarry
floral fiber
#

not really a3 specific but there's no way to invert an export channel in substance is there? roughness is flipped to what it should be in my export ๐Ÿ˜ฆ

dire stone
#

Anyone know a fix?

dawn bough
wooden lantern
#

Roughness inverse = Glossiness

#

and vice versa

floral fiber
#

๐Ÿ˜ฎ

severe oasis
#

Anyone ever did like a youtube video on this for dummies?

#

Iยดm just trying to add a gray and brown chair to the game

mint hare
# severe oasis Looks confusing af, and only one tutorial link works, for the first OFP.

for the models that can take it it's literally: hpp class arifle_MX_Black_F: arifle_MX_F { baseWeapon="arifle_MX_Black_F"; author="$STR_A3_Bohemia_Interactive"; _generalMacro="arifle_MX_Black_F"; displayName="$STR_A3_CfgWeapons_arifle_MX_Black_F0"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "\A3\Weapons_F_EPB\Rifles\MX_Black\Data\XMX_Base_Black_co.paa", "\A3\Weapons_F_EPB\Rifles\MX_Black\Data\XMX_short_Black_co.paa" }; picture="\A3\Weapons_F_EPB\Rifles\MX_Black\Data\UI\gear_mx_rifle_black_X_CA.paa"; magazines[]= { "30Rnd_65x39_caseless_black_mag" }; };

#

config-side

full quarry
#

As in do you know it can use hiddenselections

#

Most objects of that nature in vanilla can not be retextured

mint hare
#

as in: has a named selection in visual LODs, has it listed in model.cfg's sections[] array. What else?

mint hare
#

i guess the vest from A3 Samples' test character can work as an example

severe oasis
full quarry
worldly light
#

Ok, so I want to retexture an existing uniform from a mod but make it where it is its own separate uniform so it doesn't conflict with an existing one.

Plus I have also seen mods like Cold War Rearmed III have patches on their uniforms without it actually being in the texture map.

How do I go about these two things?

wooden lantern
worldly light
#

Ok what about my first question?

full quarry
#

when you use the original item and unit classes as parents for the new ones you only need to add the things you change into the new classes

worldly light
#

So copy the P3D and the PAAs, pack them, put them in your mod addons folder, and edit the textures you want?

full quarry
#

you never take someone elses files

#

you use them from the original mod through the required addon dependency

#

retexture mod contains only your new texture files and config

#

and none of the original files

worldly light
#

That is what I meant.

I take the texture file, edit it, put it into a new addons folder with the config, pack it, boom.

#

Can I rename them or no?

full quarry
#

the new texture you can rename as you like

#

but you dont touch/take/copy the p3d

worldly light
#

Alright, so what about the config.

I want the retexture to be a whole new uniform in arsenal that you can pick seperate from the original.

full quarry
#

then you write the correct new config entries for that

#

for uniforms its 2 parts. the cfgVehicles unit and cfgWeapons uniform item

worldly light
#

What's the difference?

full quarry
#

difference with what?

worldly light
#

The cfgVehicles and cfgWeapons

full quarry
#

well

#

everything

#

they are both separate parts of the engine

worldly light
#

So I need the two cfgs in a file for the uniforms to work

full quarry
#

yes I suppose thats about it.

#

you can read the character encoding guide on the wiki for more info

#

and check out the arma3 samples on steam for character/uniform config

#

a retexture config can be a little simpler since the class inheritance you set up will take all the parts of config you dont need to change from the parent class

worldly light
#

But a retexture file overrides the original right?

full quarry
#

you assign your new texture into the new class of unit and uniform through hiddenselections

#

hiddenselections are the only proper way of doing retextures

#

anykind of original file repacking or overwriting it wrong way to go about it

worldly light
#

That's what I thought.

Well I'm working on a retexture right now, I'll hit y'all up when I start going into the packaging process.

#

It's for a vehicle though.

full quarry
#

basics are the same

worldly light
#

Ok the retexture is done.

It's for the Unsung F-100 Super Sabre.

#

Now, how do I implement this into the game as a separate texture for the plane for my mod?

worldly light
#

Ok so, I was able to retexture it probably (I just replaced the files in the original PBO for now to test it, I'll fix it later), but I want to now make this plane and the retexture it's own seperate thing for a custom faction.

livid knot
#

@worldly light The only way you can do it is if the plane has hiddenSelections. If it does, then you can create a new class and inherit from the planes class and just change the texture through that

worldly light
#

Huh, wait what is hiddenSelections?

livid knot
#

Unfortunately, you should have checked in advance if it had that, its the only way to re-texture without modifying the original files

#

you can use hiddenSelections object to get the hiddenSelections it had. They're pretty much camo's that can be edited

worldly light
#

I mean the F-100 in Unsung has different paints.

#

So canโ€™t I just make a new paint?

livid knot
#

No

worldly light
#

โ€ฆ So the only way to make a retexture is by editing the original files?

livid knot
#

If the original mod has multiple paints then its very likely that it has hiddenselections

worldly light
#

Alright

livid knot
worldly light
#

I typed hiddenSelections object in the debug menu

#

That did nothing

livid knot
#

"object" needs to be replaced with the object you're using. Double click on your plane in the editor, and give it a variable name, then put that name in place of object

worldly light
livid knot
#

put a semicolon at the end

worldly light
#

Is there like a video or a guide on how to do retextures.

#

Because it seems like this is just going in a circle.

livid knot
#

are you getting a result in the debug console?

livid knot
worldly light
#

I typed hiddenSelections f100;

#

Still get the error

livid knot
#

try selectionNames object

#

I might have typed the wrong command

worldly light
#

Ok, that didn't give an error but it looks like that did nothing

livid knot
#

The wide black box at the bottom of the text window should have had stuff appaer in it

#

it will be text

worldly light
#

Nothing

livid knot
#

Then it would appear as though it does not have any hiddenSelections... You can also check in the config to confirm or deny this, but thats requires a little more knowledge. I can tell you how if you want

worldly light
#

Why is it so difficult to make a retexture mod for an existing model in another mod.

livid knot
#

๐Ÿคท Its a decade old game, and it wasnt explicetely designed for this

worldly light
#

You would think it's as simple as changing the texture maps and then calling upon the file through the config

livid knot
#

It technically is, assuming the object was set up for that

#

your screenshot looks like you named the bird f100, but the code says f100S....?

worldly light
#

All I want to do is make a custom faction through ALiVE Orbat Creator and use retextured vehicles from mods like Unsung and CWR III for said faction.

livid knot
#

screenshot

worldly light
livid knot
#

it should be printing an empty array atleast. Hm, put this in the console and see if it returns anything

(1==1)

worldly light
#

true

livid knot
#

try playing the scenearion in sp and then run it in debugh

worldly light
#

["elevator","aileronl","proxy:a3\data_f\proxies\heli_transport_01\pilot.001","aileronr","flapsleft","flapsright","abd","abl","abr","canopy","horizont","compass","altr","vert_speed","rpm2","rpm","mph","rotor_1","wheel_1","wheel_2","wheel_3","vrtule staticka","bank","sticka","vrtule blur","rudder","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.001","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.002","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.003","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.004","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.005","d_num1","d_num2","camo1","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.006","proxy:\a3\weapons_f\dynamicloadout\pylonpod_3x_missile_agm_02_f.007","proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_cheetah.001","proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_cheetah.002","proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_cheetah.003","proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_cheetah.004","zaslehnew","p svetlo","l svetlo","proxy:\a3\data_f\volumelight_searchlight.001","engineglowr","ovt_right","vrtule 2","afterburner_r_v","damagehide","zasleh1","zasleh3","zasleh4","zasleh2","gear_1_steering","gear_1_damper","gear_1_door","gear_1_door_2","gear_1_strut","gear_2_door","gear_3_door","gear_2_strut","gear_2_strut_2","gear_3_strut_2","gear_3_strut","gear_3_damper","gear_2_damper","hit_hull","podsvit pristoju","proxy:\a3\data_f\volumelight_searchlight.002","gear_1_1","proxy:\uns_f100\proxy\uns_f100_ejector_seat.001","ejector_seat","zbytek","hit_engine","hit_avionics","hit_glass2","hit_aileronl","hit_aileronr","hit_rudderc","hit_elevatorl","elevator_left","elevator_right","d_sign","d_num5","ab_switch"]

livid knot
#

Thats more like it, hold on

#

now run, getObjectTextures object

worldly light
#

["uns_f100\skins\uns_f100_silver_co.paa","uns_f100\decals\code\1.paa","uns_f100\decals\tail\cp_ca.paa","uns_f100\decals\sign\sign.paa","uns_f100\decals\longtailnum\blank_ca.paa"]

livid knot
#

ay there we go

#

the first one is likely the skin, just based on the name

worldly light
#

uns_f100 is the PBO file of the model, skins, decals, etc

livid knot
#

you can try this code now if you want to see if it works with yours:
object setObjectTexture [0, texturePath]

#

texturepath would be the path to your texture

worldly light
#

Oh I know it works, because I already replaced the original texture files

#

With mine

livid knot
#

Sure ok

worldly light
livid knot
worldly light
#

Alright

full quarry
full quarry
livid knot
full quarry
#

well I mean its like a texture file and couple lines of config. Its not complex

#

the whole modding thing may be

#

but most of the time new folks try to skip ahead

stable swallow
#

very proud on this, VMM-163 Evil Eyes Flagship livery of the USMC

pliant oriole
acoustic sail
#

looks beautiful nox

#

it's being added to vanilla dayz mod?

pliant oriole
#

Yep

#

There's some big changes being made to the loot table in the up coming patch (high tier weapons will be come more rare) So we are focusing on updating and upgrading the low tier weapons like the mosin etc

acoustic sail
#

oh what, when did the mod get a mosin? i've not played it in well over a year

pliant oriole
#

It's been in for almost a year I think

dusky lark
#

are you a dev for Arma 2 DayZ?

zinc lagoon
#

the main devs are Foxy and R4Z0R49 but then there is a few others that help with models and other things from the dayz:mod community

dusky lark
#

okay cool :)

severe oasis
#

guys could you please pass a sample RVMAT for glass?

mild olive
severe oasis
mild olive
#

you'd need to setup your workdrive to access the a3 data. I'm not sure if sending the a3 rvmats directly in here is allowed or not

livid knot
#

You can. You can also just open the pbo and get the rvmat from there if you have pboManager or similar

mint hare
#

inb4 loadFile "a3\data_f\glass_veh.rvmat" in the in-game Debug Console for one-off file extraction

livid knot
#

open the addons folder in your screenshot and then find the data_f pbo

mild olive
severe oasis
#

reminded me of

versed axle
#

does anyone have or know where to find default hand textures?

livid knot
full quarry
frosty comet
#

I want to edit this texture map to be a single flat color without the camo but the A-37 on Unsung only has the camo pattern.

Is there a quicker way to do this or am I stuck with having to manually painfully recolor it?

charred shuttle
#

Hello! I'm adding the Gorka Uniforms into my mod, in wich i already have the BLUFOR uniforms. I have matched the colours so those uniforms looks the same with the same camouflage. Under sun's light the camo seems to be identical, but under shadows the gorka uniform looks shiny than the BLUFOR uniform. I discover this testing the uniforms in a number of scenareos, Chernarus, Takistan, Altis, Tanoa and others.

I had test with diferent configurations in the Gorka's .rvmat file (the one in the mod itself in wich i load the other textures from the game folder, TI, SMDI, etc...) and i have no change.

I don't know how to fix this, i can edit my texture and make it darker to match under shadows but it will look darker under sun's light. Any ideas?

#

I noticed that the gorka uniform from the game itself also looks more shiny under shadows. Maybe it's just my eyes.

brisk wing
#

trying to add a texture to a model in arma, but it keeps saying "error missing ;" any idea whats wrong with it?

#

it is a texture from a mod so that could rpb cause some issues

stray relic
brisk wing
#

well now it wont show up em_Whyy , i think its something to do with the number not being right, how do i find the correct number for the texture?

stray relic
#

If the texture part you want to change goes red, you have the correct hiddenSelection index and it is the path or texture that is at fault.

#

Textures are usually pathed like this: "\pboname\some_folder\texture.paa"

brisk wing
#

i checked to see if it was the right mod and it was

stray relic
#

Try it now with a 0 and not a 1

brisk wing
stray relic
#

You're sure the vehicle is called "T55"?

brisk wing
#

and it still didnt work

stray relic
#

Get your player in the vehicle and try vehicle player setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];

stray relic
#

With you in the vehicle, try this in debug: getObjectTextures vehicle player

brisk wing
#

atleast i know the body is 1

stray relic
#

Is it a CUP vehicle?

brisk wing
stray relic
#

class name?

brisk wing
stray relic
#

Try it like this, using the INIT field

brisk wing
stray relic
#

Try the same thing on NATO HEMTT just to be sure

brisk wing
stray relic
#

Place fresh CUP vehicle in Eden.
Right click, "Find in Config Viewer"
Scroll down on right to find "hiddenSelections[] = ?"

stray relic
#

screenshot like I did if you can

brisk wing
#

for it

stray relic
#

Are you sure that isn't 3CB factions, not CUP?

brisk wing
#

to change the texture

#

of a 3cb vechicle

#

to see if it works better

#

the Syrian conflict one

#

is cup

#

i grabbed the wrong mod

stray relic
#

For 3CB Factions, you'll need to disable the texture randomisation feature I expect

#

You need to be very precise when debugging this sort of thing

brisk wing
stray relic
#

Ok, I've tried running 3CB Factions + RHS and using setObjectTexture does change the colour of the T-55

#

Make sure you're not running any other mods for this test

brisk wing
#

with it and it doesnt change it to red

stray relic
brisk wing
stray relic
#
  1. Confirm you're only running 3CB Factions + RHS?
  2. What is the class name of the vehicle?
brisk wing
#

only

#

thought the second one im not sure how to answer

lethal condor
#

Eden, right click the tank, copy classname

stray relic
brisk wing
stray relic
#

That one works fine for me.

brisk wing
#

works fine actually

#

first texture i made that works em_Plss

#

i just need to modify it so it looks better

stray relic
#

In that case, I expect you have another typo in
vehicle player setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];

#

but if it's working now with your texture, that's what matters

brisk wing
stray relic
#

Arma modding can be a steep learning curve, but you succeeded and will hopefully enjoy doing more, well done.

brisk wing
orchid oak
#

hey, back to work on the kiowa again.
resuming where I left off, none of my alpha textures are displaying alpha ingame, they have the _ca suffix and are pathed correctly
I have some instrument cutouts offset from the main mesh slightly & my rotor blur texture isn't working. The instruments refuse to draw while the rotorblur has no alpha to it. the texture is setup correctly for the blur as its a default rvmat/material, so I'm pretty stumped here

full quarry
orchid oak
#

yeah, not transparency

#

the rotorblur is a vanilla asset so I'm confused about that one the most, I haven't re-exported it or anything

full quarry
#

And not applied just through hiddenselection