#arma3_texture

1 messages · Page 10 of 1

orchid oak
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yeah, hmm though I haven't done hiddenselections for it IIRC

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I think I removed the hiddenselections component from the script. have to also define it in the model cfg if I'm remembering correct

full quarry
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If you open up the. Paa in texview do that show thst show the alpha channel?

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Also what do you pack the pbo with?

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And do the textures work in object builders buldozer viewer

orchid oak
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texview shows the alpha channel being correct. I'm using addon builder to pack

full quarry
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Unfortunate. It does help a lot with workflow cycle

full quarry
orchid oak
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named properties? sorry its been a bit of a min

full quarry
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Autocenter etc

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Typically defined in geometry lod

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Different thing from the named selections

orchid oak
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ahh right! yeah stuff like: style or buoancy
probably inherited from the sample file when I started out

full quarry
orchid oak
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I could try paking with mikero tools

tame warren
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Is it possible to make emission maps?

wooden lantern
tame warren
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Is there a way to map part of a texture to a different rvmat?

wooden lantern
#

yeah

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select the faces hit e assign a different rvmat

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or do it in blender by changing the material of the selection to something else

full quarry
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But typically emissive parts are given their own rvmat.

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Like scout mentioned above

tame warren
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So it is possible? I'm retexturing armor and trying to make glowing borders (kinda like TRON)

full quarry
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There is version of super shader called superExt. But documentation on it is very scarce

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It don't really make glowing borders though

tame warren
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What I'm trying to do is make something like an SMDI map that tells it which parts should be emissive

full quarry
tame warren
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Aight I'll look into it. Thanks for the lead

full quarry
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Also don't know if it works through retexturing as it might need to be assigned directly on the P3d mesh.
But try it out

full quarry
wooden lantern
full quarry
charred shuttle
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Hi! I need help to make the blood visible on the uniforms. I can't figure it out yet. I'm gonna try to put the class CfgVehicles code here

#
    class O_R_Gorka_base_F;
    
    class CCC_Unif_Gen3_D_Empty: B_Soldier_F
    {
        scope=1;
        model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
        modelSides[]={0,1,2,3,4,5,6,7};
        hiddenSelectionsTextures[]=
        {
            "\CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_D_co.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "\CCC_Gear\Content\Uniforms\CCC_Unif_Gen3.rvmat"
        };
        class Wounds
        {
            tex[]={};
            mat[]=
            {
                "\CCC_Gear\Content\Uniforms\CCC_Unif_Gen3.rvmat",
                "\CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_injury.rvmat",
                "\CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_injury.rvmat",
                "A3\Characters_F\BLUFOR\Data\clothing1.rvmat",
                "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat",
                "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat",
                // I cut a few lines here because message was too long, i took this lines from the game's original file in characters_f.pbo
                "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat",
                "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat",
                "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat"
            };
        };
    };```
#

Her's my CCC_Unif_Gen3_injury.rvmat file class StageTI { texture="CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_ti_ca.paa"; }; 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=20; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_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="a3\characters_f\blufor\data\clothing1_injury_mc.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_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="CCC_Gear\Content\Uniforms\CCC_Unif_Gen3_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}; }; };

lethal condor
#

Any error (messages/symptoms) you got

frosty comet
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Are there templates? Like for helmets and stuff?

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Retexturing camo is a pain.

charred shuttle
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uniforms, helmets, vest, etc all working fine, just can't see blood on the uniform

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In the .rvmat file i did use the "clothing1_injury_mc.pa" from the game's file

lethal condor
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I actually recall modifying damage mat/tex is not even straightforward (maybe impossible). First thing I'd make sure is is it correct class to modify

charred shuttle
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class CCC_Unif_Gen3_D_Empty: B_Soldier_F
this?

lethal condor
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No

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class Wounds

charred shuttle
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oh

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at class wounds i only create the new .rvmat for the normal and injured states

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everything else it's the same from the original file

lethal condor
frosty comet
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All I want is a template for the base game modular helmet the AAF uses.

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But all the links of the NATO texture templates are defunct.

charred shuttle
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a template for photoshop?

frosty comet
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For any platform.

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I use Krita.

charred shuttle
frosty comet
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Where are helmets and stuff located in the file directory for Arma?

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Trying to find the config for the Modular Helmet.

full quarry
frosty comet
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...

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I have the P drive mounted and the Arma files unpacked

full quarry
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Me too. Still using the all in one config file is more convenient

frosty comet
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I don't know what that means

full quarry
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If you use notepad++ you can use find in files tool

full quarry
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Which is easy to search through and cross reference

frosty comet
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Well I found the source texture

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But not the config that it is under

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All there is

stray relic
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Using hiddenSelectionsMaterials [] on uniforms used to break the blood effect, as it did for vehicles with class Damage material swapping.
It got fixed very recently for vehicles in a game engine update, but not sure it has been for uniform wounding.

lethal condor
copper helm
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Quick question, I have a Nohq file that I am trying to edit. The Nohq I currently have has a Fleece type of texture. Any recommendations on how to smooth it out to look more flat without ruining the highlights?

full quarry
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You can try using smoothing tools and maybe reduce the normal intensity by painting ovet it with the neutral normal color

copper helm
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I was trying to copy the texture I wanted and content aware filling and spot healing. The I tried gaussian blurs to smooth it

full quarry
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There isn't really any tool that directly would do it.

tame warren
full quarry
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it may be it does not work when applied through hidden selections

ruby bramble
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what's the best guide for implementing textures out there?

trying to learn (correctly) how to apply a skin to a star wars phase ii helmet for a friend, to learn for future use.

still elk
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hey guys How can I export PAA files to PNG in batches?

severe rune
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Go to Arma 3 Tools\ImageToPAA
Drop this file into there.
Then just select all your PAA's, and drag&drop them onto the batchConvert

floral fiber
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gruppe adler paa converter also does it and outputs a .zip

upbeat cradle
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Does anyone know what's causing this issue? There is a constant glow around the edge of the insignia slot on my uniform. It look subtle in screenshots but is pretty bad in game. No matter what insignia I choose the outcome is always the same

full quarry
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Maybe alpha sorting issue?

wooden lantern
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iirc that fixes it

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or maybe it’s NoZWrite

upbeat cradle
wooden lantern
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one sec

upbeat cradle
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Is it a specific flag in O2's face properties section? Like autocenter

upbeat cradle
wooden lantern
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renderFlags[] = {NoZWrite};

prior to stage one like right after SpecPower and all that

upbeat cradle
wooden lantern
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lmao I’m no Mr scout

upbeat cradle
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You are now and there's nothing you can do about it, ask Mr.Goat

rancid obsidian
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Guys

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I need help with gimp

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I wanna change a green uniform to blue uniform while maintaining texture and shader of that uniform can anyone just tell me that?

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I have the blue texture image

full quarry
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which part in gimp you need help with then? if you already have a texture

full quarry
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then I did not understand what you meant

rancid obsidian
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I wanna put that blue texture to a green uniform texture

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While maintaining the shaders

full quarry
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gimp has no shaders

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im not sure what you mean by that

rancid obsidian
full quarry
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no

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not quite sure what that means either in this context

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pictures might help

rancid obsidian
full quarry
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so you have some sort of blue pattern you want to use on it?

rancid obsidian
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Yes

full quarry
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riight

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ok

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well there is no simple easy way to do that

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Id suppose you could start by masking/copying the green parts into a new layer for easier access

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it is really just a lot of manual work, there is no automation for it

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simpler way could be getting all the green parts into a selection and using the hue change tool to turn the green into blue

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but dont know if that would have results you want

rancid obsidian
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Can u tell me like tutorials
Like give the tools address

full quarry
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no dont know any

rancid obsidian
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Like step-by-step

full quarry
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I've learned gimp along the years by myself

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there arent really specifc tutorials for retexturing like this

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every case is very unique

rancid obsidian
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But that green it's kinda solid

rancid obsidian
full quarry
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no, I think I get what you try to do

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I just dont have any simple advice for it

rancid obsidian
full quarry
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try it out

rancid obsidian
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It made it to yellow I think

full quarry
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try different tools to see how they work I suppose

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thats how you learn how to use the program

rancid obsidian
balmy palm
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If I were to make say, 5 modular building (section)s, even though I've tried to reuse textures as much as possible, would it be best practice to use one giant texture for everything, or split it up into smaller textures - even if all building (section)s would all be used at the same time, in the same space?

full quarry
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not single baked texture

balmy palm
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not baked, just I've been able to overlay some UV's... what does it mean to use multimaterial?

full quarry
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multimaterial is a type of shader all buildings use

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it uses a 4 color mask texture to draw tiling textures (2 uv sets, set1 for mask/ baked textures like AO and set2 tiling texture aligning) allowing higher close up texture quality

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if you need more than 4 surface types you can use multiple multimaterials

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you can find a wiki page about it

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and some examples in the chat history

balmy palm
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OK, thanks

solid tinsel
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would anyone know why the proceduraly generated rgb minmap is throwing an error

 2:15:39 Warning Message: Cannot load mipmap #(rgb,8,8,3)color(0,1,0,1)
solid tinsel
#

drawrectangle script function

#
_canvasCtrl drawRectangle
    [ _ctr
    , (_width/2.8)*vectorMagnitude _canvasVect
    , (_length/2.8)*vectorMagnitude _canvasVect
    , _dir
    , [1,1,1,1]
    , format (["#(rgb,8,8,3)color(%1,%2,%3,%4)"]+_color)
    ];
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we use an almost identicaly in another place without causing any issuie

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is this something that could be caused by the HxW ratio not being a 2 factor?

full quarry
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if you do the format but just insert a
"#(rgb,8,8,3)color(1,0,0,1)"
instead

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does that work

solid tinsel
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1 minute

full quarry
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(when debugging something complex, simplify to see if basics work)

solid tinsel
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think i tried this already the other day, but i cant remember

full quarry
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knowing that can give direction what to try next

solid tinsel
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still hates me

full quarry
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hmm

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put rgba,8,8,3

solid tinsel
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its still shows, just throws the error

full quarry
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the example in biki might have a typo

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since you are feeding it RGBA

solid tinsel
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still works, still throws error

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evan worse the color isint there

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might just be the border

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i dont know why it hates me

full quarry
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whats different from the thing where it works?

solid tinsel
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well the original it works, but throws an error
all the others work, no colour, error

full quarry
solid tinsel
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no error

_canvasCtrl drawRectangle
    [(_fromPos vectorAdd _toPos) vectorMultiply 0.5
    , vectorMagnitude (_fromPos vectorDiff _toPos) / 2
    , _width/2*vectorMagnitude _canvasVect
    , -(_diff # 1 atan2 _diff # 0)
    , [1,1,1,1]
    , format (["#(rgb,8,8,3)color(%1,%2,%3,%4)"]+_color)
    ];

error

_canvasCtrl drawRectangle
    [ _ctr
    , (_width/2.8)*vectorMagnitude _canvasVect
    , (_length/2.8)*vectorMagnitude _canvasVect
    , _dir
    , [1,1,1,1]
    , format (["#(rgb,8,8,3)color(%1,%2,%3,%4)"]+_color)
    ];
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so unless the generator just dosent like the ratio or something

full quarry
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perhaps

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if you plug the working one fully into the other one does that work?

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if yes, start replace parts one by one

solid tinsel
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il give it a goo

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still hates it

full quarry
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🤔

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then maybe you input something wrong to it

solid tinsel
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it works, it just complains about it

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so i dont know what to do

full quarry
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but the other one does not complain?

solid tinsel
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not in its original function

obsidian nimbus
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is there a way to downscale .paa textures from within texview?

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or at the very least without deconverting it, downscaling, and converting it back

full quarry
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downscale? like resolution?

obsidian nimbus
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yeah

full quarry
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dont think so 🤔

trail sequoia
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PS/GIMP has paa plugins

obsidian nimbus
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PS also takes 5 minutes to start up

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I don't think any of those plugins ever worked properly

trail sequoia
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Used the gimp one 10 mins ago

soft silo
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so all i have really done for retextures is mess around with the colour layer

is there any resources on messing around with AO layers / smdi layers?

full quarry
soft silo
full quarry
#

That would involve editing the smdi texture and adjusting rvmat specular values for example.

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On the other hand, doing edits on baked normal map manually is theoretically possible but realistically not.

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The color shades all correspond to the shape and position/direction of the mesh and as such it's very easy to mess it up

wooden lantern
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where's the best place to grab like the arma 3 logo at it's highest res

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like uhh i think it's usually called marketing resources n stuff

full quarry
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bi homepage might have presskit

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just make sure you can use it in the way you intent 😅

wooden lantern
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iirc that's fine

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otherwise a LOT of mods are in trouble lmao

rancid obsidian
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Guys

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All vanilla shemaghs uses same texture files?

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Shemaghs in headgear and facewear

lethal condor
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Multiple color variants means it uses multiple textures

rancid obsidian
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I mean green shemagh In headgear
And green shemagh in facewear

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They both use same texture file?

lethal condor
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Most likely yes if they used the same model. I don't know which facewear you mean

full quarry
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you can probably check their config classes for hiddenselections and what textures are assigned

rancid obsidian
solid tinsel
mighty crest
ancient smelt
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SGTGunner: you use it?

ancient smelt
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Ooo, it supports multiple shader instances now, which means it should be possible to simulate multi-rvmat super shader objects now.

cedar folio
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Looking for someone to help me retexture a uniform and beret

full quarry
#

here we try to guide on how to do it yourself

cedar folio
full quarry
#

basically it usually is painting new colors over a copy of existing texture file in image editor of your choosing (paint, gimp, photoshop etc)

cedar folio
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The main issue I have is how to unpack the file and repack the newly retextured model back in

full quarry
#

retexture mod contains no data from the original mod/addon

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it only has your new texture files and config that utilizes those textures through hiddenSelections config parameters

cinder oriole
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Hello, is it possible to somehow make an object transparent (invisible) by changing its texture or material via SQF commands? I would like to hide an object, but keep its collision working. Thank you.

full quarry
#

if not, then no

cinder oriole
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I tried to apply glass mat. Works if there are objects in the background.

full quarry
#

rvmat is not what you want. just the texture

cinder oriole
#

I tried to set the alpha to 0, but then it goes black.

full quarry
#

yeah then the object does not support transparency

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as it has not been originally made with transparency

cinder oriole
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Is therre any way how to find an object with this feature enabled, through configs for example?

full quarry
#

no

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what is it you try to do with it?

cinder oriole
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I am trying to create something invisible a unit would stand on, because an object I place it on does not have proper collision LOD.

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And falls through. 😄

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I will just put something small and walkable inside it probably. But thanks for your help.

full quarry
#

tricky

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you could just attach the unit to the other thing at the height you want

cinder oriole
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I tried, but that somehow stops its animation.

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It freezes like if the simulation was disabled.

full quarry
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right yeah thats true

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what do you want it to do then?

cinder oriole
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Like breathing, fidgetting etc.

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Not like a solid statue.

cedar folio
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how do i add my retextured vanilla outfit back into the game files so i can use it on my player character in game from the arsenal it is currently a text 2 veiw as i changed it from a .png to .paa

full quarry
#

youll need to create a new config file where you create a new class of uniform and unit that together use your new texture through hiddenselections

cedar folio
small needle
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By analyzing layers.cfg it will be easy to create both your satellite map and your mask according to the specified colors...

fickle yacht
#

Hi. first time working with textures really, so bear with me 😅

Currently trying to simply re-texture and remove the logo of one object (backpack) and replace it with sth else.

I did the _CO.paa and that was easy enoug, but i noticed some sort of other texture layer being rendered, still having the old logo.

Now im trying to edit the _NOHQ file but im having troubles with it due to the transparency of the file.

Any advice on how to create/modify/edit a _NOHQ file? (i work with photoshop mainly so far)

lethal condor
#

NOHQ doesn't have an alpha?

fickle yacht
#

i made the paa a png with grad#s paa converter and opened in photoshop

#

it at least looks like one here

lethal condor
#

I don't know what converter you use, but I've never seen this

fickle yacht
#

ill the the arma 3 tools one and see if it gives the same result

fickle yacht
#

hm.. how would i go about editing a NOHQ file then? cant seem to find the right way to export it in a way i can open it with photoshop

lethal condor
#

Well, remove alpha, that's all

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ImageToPAA never had such issue to me anyways

fickle yacht
#

just to confirm, it should look like this then, yes?

lethal condor
#

Ah well... nope

#

I forgot it could lack R channel or something. This processed texture is not you want to edit

fickle yacht
#

i see if i can convert it with imagetopaa

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i cant seem to input a paa in the imageToPaa.exe thonk

full quarry
#

Only texview 2 works for that in Arma tools suite.

fickle yacht
#

i saw a video, didnt know i just need to change the file ending apparently

obsidian nimbus
#

anybody know how to rotate a normal map in photoshop?

#

I don't mean by 90 degree increments, that's easy enough. I mean any degree of rotation

lethal condor
#

Think that, R and G are only indicating the angle for corresponded X/Y axis. Which means you can easily swap R G and/or invert them

obsidian nimbus
#

that's not how it works. that works for exact 90 degree rotations because that lines up with the vectors exactly (since it's 2d)

#

but the channels them selves would have to be altered for anything in between. swapping them would just make it slightly more or less incorrect

lethal condor
#

But is there anything you can do? Or rather, why?

obsidian nimbus
#

That's what I'm asking. And because I need to rotate a normal map in photoshop

lethal condor
#

I mean, I know you can theoretically rotate it. But why you really want to do that? Do you mean you are importing and converting a 3D model into Arma?

obsidian nimbus
#

I am editing a texture in 2d. It has a corresponding normal map. The texture and it's normal map need to blend in with the original texture perfectly.

My edit includes rotating the texture in photoshop, hence I also need to rotate the normal map

#

Like, without rebaking in blender or anything like that

lethal condor
#

https://www.youtube.com/watch?v=V2R7zHiHfIQ
Hmm, this uses some Blender Shader something something to do anything with normal texture, but does this help?

This tutorial shows how to rotate normal map textures correctly - using Blender math nodes.
This time I used the window coordinates (Texture Coord node) because this way we can easily make the image fit the screen - no matter the aspect ratio. (without manually setting up the camera above a plane) We also do not need to disable the antialiasing ...

▶ Play video
#

Not rebaking, it seems it does only some edit to those pixels? Haven't watched entirely though

obsidian nimbus
#

that's exactly what I mean

#

I need to be able to do it in photoshop

lethal condor
dim pelican
#

Hello, can anyone possibly share the CSAT Hex and Green Hex camo pattern for the vehicles please. @ me thanks 🙂

raven wren
#

Trying to figure out if they are just "normal" and have good AS, NOHQ and SMDI or if theres anything special about them

mint hare
#

i guess:
a) use the default Super Shader
b) use plain camo/color as your texture
c) move wear&tear into, say, _MC map
blobdoggoshruggoogly

rancid obsidian
#

whats problem with this game?
it supposed to be blue

#

changes red to blue now changes blue to brown

full quarry
#

perhaps resolution is not right

rancid obsidian
lethal condor
#

It still could be a resolution issue. Maybe bit depth. We can't tell without having more info

full quarry
#

make sure to check

rancid obsidian
full quarry
#

and this was the same weird ass resolution you used

#

😅

#

and the solution is the same

rancid obsidian
full quarry
#

use correct engine fitting resolutions

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in power of 2

rancid obsidian
#

Also half of my retextured stuff are 613×613

full quarry
#

well IT IS WRONG

rancid obsidian
#

And they are fine

rancid obsidian
full quarry
#

STILL WRONG

#

for fucks sake

#

aW¤UY JQA#)%U HQA#)?%uhqa#%hq'

#

Do it right in correct resolutions or dont complain it dont work

rancid obsidian
#

So how the others works with that resolution?

full quarry
#

it does not

severe rune
#

DXT compression requires the powers of two.
If your texture is not DXT compressed, off-size resolutions could work.
But the only way to not DXT compress it, would be to not have the correct suffix (_co or _ca or ...) or pack it with a non-compliant paa packing thing.
Either way, you're doing something wrong.

Also don't know how mip-mapping would work, because it reduces the image size by half, which would not really work with odd sized textures

median anvil
#

Hey guys. How could i change the trexture of the shirt from U_B_CombatUniform_mcam_tshirt?

#

How can i send a picture? I got timed out because of imgur, what is the allowed image hosting site?

full quarry
#

typically imgur should work

median anvil
#

I think i'm verified now

#

yeah, its woking now.

#

How can i change that shirt? I wanted to create diferent combinations of camos and shirts, the shirt doesn't seem to have hiddenselection so im guessing its using 2 models but i can't figure out how to change the shirt

full quarry
#

it could be it just does not have them defined in the config but it has them in the p3d

#

if thats the case you can define them yourself in your new config class

#

but it just also might be it does not have them at all in config or in the model

#

in which case its not possible

median anvil
#

Is there a way to check if the model has it?

full quarry
#

mikeros eliteness can show such statistics of the p3d if you unpack the Arma3 data and take a look

median anvil
#

Doesn't seem like its possible unfortunately, but im also not an expert at this. I guess i will focus on other stuff. Thx for the help!

full quarry
#

it traces back to this character class

#

the p3d contains 2 camo selections

#

but the classes that use it seem to have only 1 camo selection defined in the hiddenselections

#

the camo2 might be the shirt

median anvil
#

Yup, ur right, adding camo2 did the trick... I still can't quite understand uniform making... Its so simple but i get super confused . I also checked the wrong model i checked the uniform model and not the soldier

#

Thank you

full quarry
#

👍

lucid halo
#

Is this dark shadow the model or something with my RVMAT? Just seems like the frame shows up fine but the door doesn't.

#

Nevermind. I recreated my AS and seems to be working now.

lavish hound
#

Hey, for those who have made textures for Chernarus, or who have made or run missions on Chernarus Summer: Is there any camouflage patterns you'd recommend to look into?

wooden lantern
#

iirc it fits nice

ashen violet
#

I’ve come here for a substance question that I haven’t been able to find the answer too. How does one apply a smart mask to a specific color using color selection from my ID map ?
I’m trying to add a peeling paint smart mask to my wooden door but when I add a mask with color selection it cancels out the smart mask but without doing that the smart mask is applied to everything in the project which I don’t need

zealous surge
lilac vault
#

Is someone able to point me to where the inventory UI textures / icons are sitting? I've had a fairly surface-level crawl through cfgfiles without much success

#

specifically inventory slot placeholders

brittle rivet
lilac vault
#

Legend, thank you very much

south cape
#

Got a really stupid question, does the whole "red cross protected by the geneva convention" video game law apply to making custom textures and stuff for mods? The main concern is will there be any repercussions putting stuff like a medical helmet with the cross into a public mod?

south cape
#

Thought that was the case thanks, wasn't sure since iirc I've seen it on stuff from sog/spearhead but it's been a minute since I've played those

#

Oh wait nvm pretty sure their stuff was green

livid knot
#

Like gaming said, its protected and can't be used. Some games get away with it, its all dependent on who gets reported and if someone bothers checking. Easy workaround is use white cross on red, but thats the flag of switzerland so can be confusing haha. Also green on white is a classic option, or in halos case a red H on white

south cape
#

I gotcha lol, there's other options we can use like you said so we'll just use them!

severe rune
#

You can also use the diamond, works well in military contexts

#

"Red Crystal"

south cape
#

Planning on using something similar to this, with some tweaking ofc to fit the genre

umbral jackal
#

Where can I find seamless camo pattern for texturing?

full quarry
#

or you might need to make one yourself

umbral jackal
full quarry
#

did you type that question into google?

#

there are also online camo pattern generators

true roost
#

Is it possible to extract the texture files from the Sog Pf cdlc? To be exact I'm talking about the vehicle liveries

#

I want to create some custom ones but can't find any blank ones or just templates online

true roost
#

I'm most interested in the Anzac ones like the bushrangers

agile sinew
#

Hey which PBO file has the Nemara / CRV-6e Bobcat texture in it? Need to make one with a UN paintjob for a mission we are doing.

agile sinew
#

nvm i found it

full quarry
true roost
#

g, i'll check it out

sonic dagger
#

I'm trying to create a "Tanoa DPM", with colors taken from the map. Is there a color palette somewhere I could use ? I'm struggling to find colors that look good together

rancid obsidian
#

Guys

#

If the game couldn't find the uniform texture the character and uniform model become invincible?

#

Invisible

#

Idk which word Is correct

full quarry
#

And yes sounds correct.

rancid obsidian
#

I have a texture

#

Address is correct

#

And name is correct

#

But it won't show

full quarry
#

Path is not correct then.

rancid obsidian
#

It's correct

full quarry
#

Its not if it does not show

#

Or the the texture is not in the pbo at all

young patio
#

question for you texture peeps out there im making textures using the substance painter preset off of git but im finding its making my colours like massively oversaturated

is there a preset or setting i need to play with to make sure its not like this and more close to the substance painter original?

old lodge
#

Hello, working on a tank model with a friend and for the longest of time we keep getting artifacts in various places on the model and we're running out of ideas for fixes. Keep in mind we are pretty new to this, what could be the cause of this part showing up like this in Substance Painter? Mesh Maps not baked correctly or has to do something with the model?

This has been fixed.

trail sequoia
#

Face normals?

hallow jay
wooden lantern
#

I will shill my own workflow forever even if its not technically correct by arma standards, it produces coherent and decent results and let’s u have metal and not metal objects on the same RVMat

#

uses PBR so colors are the same upon export, nothing is converted to diffuse

hallow jay
#

cheers mate I´ll check it out

stable swallow
stable swallow
hallow jay
floral fiber
#

try out scouts export and rvmat

young patio
#

question for you all im making a transparent texture for this alien stasis tank now from the side it looks good but from the front theres this weird artifacting going on?

is this like a lighting issue or is there something wrong with my texture/uv unwrap?

stray relic
stray relic
desert heath
#

yo for some reason when im replacing PAA's in pbo manager ive been getting the issue "file already exists" but im trying to replace that said file, i even says this when i try and delete the existing paa

lethal condor
#
  1. Don't use PBOManager to make a PBO, or even modify a PBO
  2. That is not how a modding in Arma 3 works
  3. What is your goal
desert heath
#

ive done it in the past it just recently started to have the issue

#

ofc i have to repair my game after but it takes like 3 seconds since its one file

#

or one paa

lethal condor
#

It still is horribly wrong way to do anything in Arma 3, in multiple context

#

I just wanna see my textures in editor
What exactly does this mean

desert heath
desert heath
lethal condor
#

It is no matter of texturing

desert heath
desert heath
lethal condor
#

As I said it is not how a modding works in Arma 3, not about texturing

desert heath
#

or how would you go about looking at your stuff

#

cause i can look at a texture map all day but doesnt really coorelate well to actually in game

lethal condor
#
  1. Make a new folder
  2. Make a texture and config
  3. Using a correct software to pack it into PBO
  4. Load it as a Mod
    This is how a modding works in Arma 3
#

I don't really have an enough time right now to elaborate so I'll probably leave to some other dudes

desert heath
floral fiber
full quarry
#

to look at your new texture in game you can in most cases use scripting to apply your new texture on a character uniform or vehicle

#

what is it you are retexturing?

#

weapons, vests, helmets, nvgs need a injection via pbo and in those cases you should be creating a new class that uses the texture instead of replacing original ones

#

it is best to get the right practices down in the beginning

desert heath
#

just a granit-b

full quarry
#

for that you can put your new texture in a saved missions folder and apply it via the hiddenselection scripting commands

desert heath
full quarry
#

you run this through the script console in editor

#

you can find examples and probably even a guide for the exact steps online

hollow quartz
#

hello,i am trying to make a rexture for a op between my friends and i but when i made all the sweaters.paa have the same texture this started happening to them,does anyone know why?

#

im new to arma modding

full quarry
hollow quartz
full quarry
#

thats not really the right way to do mods

#

what you do is to make one single new class that uses your new texture through hidden selections

#

instead of messing with the originals or overwriting original files

#

retexture mod contains a config and your new texture files

#

nothing else is needed

#

and nothing is overwritten

hollow quartz
#

every video i find they just plain out replace the mods original texture or its terribly outdated and from 2006

full quarry
#

there is lot of bad modding info out there yeah

hollow quartz
full quarry
#

or by even searching the chat history on this server

hollow quartz
#

alright

#

thanks for the help

hallow jay
# wooden lantern I got u

Bit of a necro, but thanks for this, worked quite well considering how outdated certain elements of this game are. Wish we could just have all the Reforger goodness in Arma 3 as well catdespair

wooden lantern
hallow jay
#

I prefer not to ping and bother people with useless stuff FeelsOKMan

floral fiber
#

theres no function for exporting weapon icon previews is there

full quarry
#

Im gonna say no. 🤔

#

I dont know if you can get such ortho view camera in live game

#

personally Ive used simple sideway renders straight from blender on my guns

floral fiber
#

ive no clue how to stick the tx and stuff on blender else i'd try automate it through there

#

at the moment ive got a mission on vr terrain which works well enough its just a pain

wooden lantern
rancid obsidian
#

Guys

#

Does this Paramilitary garb has texture materials? in config doesnt show anything

full quarry
#

whats its classname?

rancid obsidian
#

It has texture

#

But material no

full quarry
#

then its probably using default materials from the p3d

rancid obsidian
rancid obsidian
#

Or add and leave it empty?

full quarry
#

it will use the defaults from the p3d model

lunar heron
#

Hey I don't know if it's correct channel for that but I wanted to ask since I have 0 idea of extracting and entering game files, is there any way to get the icons from files such as the ranks, vehicles, roles ECT?

lunar heron
rancid obsidian
lunar heron
severe rune
#

You need to first find out which PBO the files are in. (Probably some ui_f one)
Then you can drag&drop the pbo onto Arma 3 tools' BankRev tool. To unpack it.

Keep in mind that many of these icons/images are copyrighted and modifying/redistributing them might be a violation.

trail sequoia
#

Did openGL normals use +y or -y for the green channel?

copper helm
#

I would just like to say. You folks are asking way to high of prices for commissions. A couple months back I asked for a simple face texture based off of a real life person. Since I asked I have gotten numerous people wanting to help, however, everytime we discuss pricing those people are asking for close to $100 or telling me they cant do it without a model as well. Your prices are ridiculous. I have made textures for people and barely even charge them. I have made models and don't charge them. There are people doing way better stuff than any of you making really beautiful models who don't charge that much. I don't mind paying for work but y'all seriously misjudge your market.

slim bronze
#

Its free market though
Charge the amount you like, people flock to lower prices

full quarry
#

anyway. this is channel to talk about making textures, not making money

plush goblet
#

Greetings!
I am here to ask where to start out with my custom texturing needs;

1: custom kit creation
(vest, backpack, uniform, patches, etc etc, additions to modded/vanilla sets)
2: custom textures for vehicles
(typically modded)
3: How and where to put files lol

I do have experience in: unity, blender, photoshop, some in substance.
Main aspect is where should i first start out with doing custom things for my group since they silly and im the only one willing to do this at this moment

full quarry
wooden lantern
plush goblet
full quarry
plush goblet
#

well inknow of that, it was an example

full quarry
#

we dont help with anything related to banned stuff like that

plush goblet
#

valid.
I digress of that point

full quarry
#

unfortunately since you use it, we cant assist

plush goblet
#

peronsally i dont, it was an example

#

first thing taht came to mind

#

BLAH SPELLING my bad.

full quarry
#

Please dont treat me like an idiot

plush goblet
#

Im not trying to if thats what your getting at.

What im trying to simply ask is how would i create an addition to an existing mod that has a custom model, a extra texture piece to add onto.

full quarry
#

yeh well since that "custom" model is in fact likely to be TFL stuff I dont want anything to do with that

plush goblet
#

1: its not, its part of the RHS mod.
2: I jsut wanted to see if someone could help but ig not

#

I bring up an example and it makes me the bad guy without even knowing why.
Crazy, i just wanted to know how to change up a style of something like the 6Sh pouch from RHS and such to a different style.

full quarry
#

get your group to remove tfl and other ripped stuff and its remedied

plush goblet
#

we dont actually have it in there, it was again, used as an example.
Mainly cause i remmeber TFL gear having a multi choice, but i never liked the look of it so we didnt add it.
But once more, i digress.

#

Also i have no idea what you are on about the ripped stuff? Is it stolen assets?

full quarry
#

yes that

plush goblet
#

Ah.
Distasteful.

full quarry
#

honestly I just cant believe you "didnt know" blobdoggoshruggoogly sorry

plush goblet
#

valid statement, however, mental issues that span a continent.

#

Back to trying to learn manually without help cause i said a magical word that makes me the biggest baddest guy to persists

serene sage
#

i have a quick question trying to place a user texture but i coming out faded any suggestions

lethal condor
#

What it does mean faded

serene sage
#

opacity

lethal condor
#

More specifically

#

Ideally, post a pic

serene sage
#

i dont have a pic of it in game but

#

Save as a PAA in texview2

#

can barely is it once its placed in game

full quarry
#

what resolution is it?

#

@serene sage

serene sage
#

1080x1080

full quarry
#

got to be power of 2 dimensions

#

like 1024

serene sage
#

So 1024x1024

full quarry
#

yes

serene sage
#

Ok will try that thanks for the help

serene sage
#

still the same thing

full quarry
#

please keep to one channel with same question

feral grove
#

maybe its the lack of shadows etc

silver gull
#

what do you have in mind? Look at the thing that surrouds it: low resolution textures. Why do you want to polish something that small when everything else looks average?

silver adder
#

It looks wrong because the Texel Density is vastly different between the object and the scene in general.......as above ^ but the term is Texel Desnity

unkempt wolf
#

Hello ! Im trying to make names on my uniforms for a unit I am in. Only problem is Idk how, I was hoping someone maybe willing to teach me ?

manic pier
#

Hello, I'm a little lost. I have a texture of helmet accessories where some of the faces are transperant. When I apply Alpha map to the texture all of the assets has some noise to them. It's not the artifacts as someone posted before, but "active noise" which isn't static. Any ideas what could cause this?

full quarry
#

you are not supposed to hide parts with transparent textures

manic pier
# full quarry its because you have transparency in the object.

There is no way around it? For example objects blue and green are from one and the same texture. Object blue has transperancy and clearly visible noise. But there is also noise on object green (not really visible in these pictures) which doesn't have transperancy

full quarry
serene sage
lethal condor
#

Relaunch Arma and see

ancient smelt
#

Looks too flat, too. A raised bevel or box sides might help.

serene sage
lethal condor
#

Can't understand your last post. What is 1 what is six what is fine

stray relic
sage drift
#

Ello folks, has anyone had issues trying to retexture the base game Taru heli? Using the same config script (hidden textures…) doesnt work. My textures get overridden for some reason.

lethal condor
#

Tell whatever you exactly do

full quarry
#

check virtual garage texturelist

#

this applies over hiddenselectionTextures

sage drift
# full quarry

Ohhh I didn’t think of that, can I make my own entry to the list so my textures are primary?

sage drift
lethal condor
#

What I really meant is your actual script or config

sage drift
#

Ah sorry on my phone at the moment

lethal condor
#

Always

serene sage
#

i cant put those in discord

full quarry
#

should be possible

#

discord just wont embed the image

serene sage
full quarry
#

ya six cant work since its wrong resolution

#

1080x1080 is not supported

serene sage
#

six works 1 doesnt

full quarry
#

well by chance. its still wrong resolution

#

you probably need to put correct naming suffix to the source texture

#

_CA for things that have transparency

#

so ya1_ca.png ->> converted to ya1_ca.paa

serene sage
#

i dont want it to have transparency

full quarry
#

emm

#

then why have you saved ya1 with transparency?

#

then remove alpha channel from the image

#

and use _CO suffix

serene sage
#

ok this my first time doing to this how do i not save it with out transparency srry for being a pain in the ass

lethal condor
#

Depends on your image editing software

stray relic
wooden lantern
#

is there any way to force a PAA to save with cleanest compression bc it just automates it down to dxt1 and since it’s dds adjacent I figure stuff like dxt5 and 8.8.8.8 would work, but is there some sort of forced compression I need to set

full quarry
#

check the compression rules

#

you can use suffix _dxt5 maybe

wooden lantern
full quarry
#

no might not be

#

its a txt file in the armat 3 tools install folder

#

dont remember exactly whre it was

normal thistle
#

how do you get the AH-11 texture for edit👀

frosty pumice
#

seems like my "camo1" selection is doing something wrong here... but cant figure out why

#

both vehicles use the same texture but they end up with diffeent colors??

#

just realized their color is randomized whenever i spawn them in the editor

lethal condor
#
textureList[]=
{
    "red", 1,
    "green", __EVAL(1/3), // You can also use EVAL to evaluate an expression
    "blue", 1,
    "black", 1
    // You can noticed that the white source is missing, therefore, it won't be part of the random
};```Because your config sets the randomization?
nocturne prairie
#

my section count in Object Builders get high, but i down know who is the problem... I have 3 Textures with 3 rvamts. when i add the first texture with rvmat, is the count on 1. but when i add the next texture with rvmat, my section count is on 173... texture size 4096x4096

stray relic
frosty pumice
#
    class PTNI_Truck_UN: PTNI_Truck /// some class that is going to be visible in editor
    {
        crew     = "PTNI_Rifleman_UN_AD";
        faction    = ptni_faction_UN;
        hiddenSelections[] = {"camo1","camo3","camo4"};
        hiddenSelectionsTextures[] = {"ptni_truck\Data\ptni_truck_ext1_UN_CO.paa","ptni_truck\Data\ptni_truck_ext2_UN_CO.paa","ptni_truck\Data\ptni_truck_cover_UN_CO.paa"};
    };```
#

camo1 and camo3 works just fine with the retexture, but not camo4?

#

ive rechecked that camo4 is in fact connected to the correct mesh

stray relic
frosty pumice
#

that was it, thanks

austere valley
#

hi everyone, why i can't find the uniform file

lethal condor
#

?

#

What file you talk about

austere valley
#

this one

#

idk how to find it

lethal condor
#

What file you talk about, I'd ask again

austere valley
#

the texture one

#

i want to change the camo

lethal condor
#

Open responsible PBO and extract its PAA

austere valley
#

ok but i don't find the file with the texture

#

im sorry if i expalin very bad but im new in modding

#

i mean the only result is picture like in the scrteen i sent

lethal condor
#

"Arma 3 how to open PBO" is one way to Google

austere valley
#

why there is no " HiddenSelectionsTextures " for the class I_G_Soldier_SL_F

dawn bough
austere valley
#

im looking for this one

full quarry
#

looks like the rest of the textures it uses are the default ones for that uniform model. blobdoggoshruggoogly

#

the shemag is separate camo selection I guess, shirt is one and pants are one so they can be swapped around

#

the pants are from that texture with black shirt

#

the model is this

#

actually the pants look like they are that by default too. blobdoggoshruggoogly

#

character opened up as proxy in Object Builder shows what it looks like by default

dawn bough
#

Thanks Goat 🐐 for explaining.

full quarry
#

mikeros eliteness for example can show what the default textures on it are if someone wants to look

versed axle
#

Does anyone know where to find LDF uniform textures?

#

They are apparently not in Character pbo in Contact dlc folder and config viewer redirects it to AAF base uniform

lilac oar
#

Hello, I would like to retexture the Tempest/ KAMAZ Typhoon in ArmA 3, but I can only find the version with its camo pattern. How can I find one with a solid color/camo/where would it be?

Please and thank you!!

crisp timber
#

"\SteamLibrary\steamapps\common\Arma 3\Enoch\Addons\characters_f_enoch.pbo"

vernal sage
# lilac oar Hello, I would like to retexture the Tempest/ KAMAZ Typhoon in ArmA 3, but I can...

There's a template here:
https://forums.bohemia.net/forums/topic/173971-beazleys-man-truck-tempest-retextures/
Plenty of mods like RHSAFRF or Aegis, as well as various standalone Tempest rexture packs on the Workshop also have flat colour texture variants.

If you don't like that template or the ones from those mods, you'll have to reconstitute your own by mixing various (greyscale) layers from the NOHQ/SMDI/AS to replicate the baked in details from the original (camouflaged) textures.

heavy ivy
#

Any advice on how to add text onto a texture without making it look like it's a sticker or something?
Working on a UN helmet, but if I just add the logo as a piece of text, it looks like like it sits on top of the helmet cover instead of being part of it

lethal condor
#

Maybe provide some pic can tell us more

#

Such like your current result vs how it should be

heavy ivy
#

Zooming in a bit, you can see these ridges that are the various bits of fabric it's made of, but the logo doesn't have them. Which makes it look like it's' a sticker or something. I tried setting the text layer as an overlay, but that results in the text being a light blue instead of white

lethal condor
#

So you want to make the UN more fabric anyways

heavy ivy
#

yes, because, from what pictures I've seen, that appears to be the way they are IRL

lethal condor
#

Thing actually you can is having blend mode other than Normal

full quarry
#

layer blend mode screen could work

#

or few stacked up

#

or lowerin opacity of the letter layer

nocturne lake
#

Or make a mask with the lettering and use hue/sat and brightness/contrast layers

full quarry
#

lot of ways to paint a cat

heavy ivy
#

Tried the opacity route, and it looks somewhat better. Not a great, but it's a WIP so I can work out the kinks as I go along

lethal condor
#

Opacity is not what we all suggested

full quarry
#

I mentioned it

#

other options may be better though

#

like playing with the saturation like da12thMonkey said

lethal condor
#

Ah yes my bad, you did

#

But primary option is always the blend mode

full quarry
#

1 saturation layer and 1 screen layer and playing with the opacity could be alright

heavy ivy
#

Gave the Saturation overlay a try, and that might have done it. Only problem is it's maybe too dull a white, but that's both an easy fix & might even be better that way

full quarry
#

Alternatively you can duplicate the layer and use another blend mode on that to brighten it.

nocturne lake
#

Yeah use an additional brightness/contrast or levels layer to move the tone to where you want it

#

IMO it's always better to use off-white and off-black shades in games though, rather than pure black and white. Stuff gets dirty, bleached by the sun etc. and avoids game HDR going crazy when it encounters colours at the extreme ends of the histogram

heavy ivy
#

Got it in game, and it's obvious that I made the text obnoxiously large. So got to change that.
And then it might be too bright, so I should probably bring the brightness down

nocturne lake
#

Also have a look how it is on Altis or another island rather than VR. VR has very weird lighting

heavy ivy
#

Will do

heavy ivy
#

Here's' what it looks like under Altis and, for good measure, Tonoa lighting

full quarry
#

Id darken it some yeah. Arma lighting boosts colors quite a bit so the texture needs to be a bit desaturated and darker than whay you might naturally expect

heavy ivy
#

Noted. So, plan is to:
Make the UN lettering smaller, make it more desaturated, and, if possible, I'd like to get rid of the cat-eyes band.
Can ask on the CUP/CWR discord about that last one

heavy ivy
#

how's this?

full quarry
#

youll have to put it in game and see

heavy ivy
#

It's...better? Think I need to go slightly more desaturated, and the lettering is still too big

#

actually, no, comparing it to the earlier images, it looks nearly identical. Back to the drawing board I guess 😐

full quarry
#

It is smaller

heavy ivy
#

but still too big, imo

#

making sure that "UN" symbol is symmetrical on both sides is also going to be a pain

stray relic
velvet monolith
#

how do i add a custom icon/logo for my mod? specifically the one used on ace arsenal?

heavy ivy
stray relic
stray relic
heavy ivy
#

I think I've now got it to where it looks good, or, at the very least, acceptable

austere valley
#

it looks good

austere valley
#

how can i open paa file in gimp

#

for retexturing

stray relic
# austere valley for retexturing

Convert it to .tga first using texView2 (Arma Tools, Steam).
Do all your work on .tga (an uncompressed format) and keep this source.
Any .tga textures in the \data\ folder will be automatically converted to .paa by the Build tool.

austere valley
#

my goal is to add a camo patern

#

is it easy to do ?

full quarry
#

But it's a good learning experience

trail sequoia
#

If only there was a way to allow people to paint using substance etc while keeping your model locked

austere valley
#

someone have experiance in changing camouflage of an uniform ?

brittle rivet
brittle rivet
# austere valley someone have experiance in changing camouflage of an uniform ?

Yeah
It's much easier if you can find a template for the uniform that someone has already made
Then it might be as easy as insert the camo texture you want
There are a bunch of templates that were posted for use on the BI forums
I've used these, and they have a template for ig_guerrila2_1_co
https://forums.bohemia.net/forums/topic/185433-petes-texture-templates/
The only issue I had was one of the vests, but I was being picky about having the webbing be cutout exactly

If you don't have a template, you might be able to use layers to get the right effect, but you will need to spend a fair amount of time cutting around the various cutouts
And you probably need to get the bump textures from the _NOHQ, _AS, and other non-colour textures (they can also be helpful in seeing where precisely to cut)
Time creating good dirt textures, or using randomly generated dirt textures will make it look better

#

If you have your .xcf in the folder of your addon, remember to exclude .xcf unless you want to include it in your .pbo

warm falcon
#

hello how can i add a desert camo to the AAVP7 from the USMC (the desert camo from the US Army)

From the Cup mod

#

Or put it directly in the Vehicle appearance menu permanent

vapid bronze
#

I want to start retexturing vanilla uniforms for my personal use. I already have the camouflage swatches, but how do I actually do the retexturing and the mod packing?

#

Explain like I'm 5

lethal condor
#
  1. Unpack the responsible PBO to get the PAA
  2. Use some software to convert PAA to PNG
  3. Use some image software to edit whatever you want
  4. Make a config, proper file/folder structure
  5. Use some software to pack into PBO
  6. Use it in-game

Unfortunately, especially 4 requires a lot to explain

vapid bronze
#

I'm in the Arma 3 folder, where's the vanilla uniforms PBO?

lethal condor
#

Depends. Usually they are located in characters_f_***.pbo

trail sequoia
#

Can you use multimaterials for vehicles or is it limited to buildings only?

trail sequoia
#

yippee

wide shadow
#

is there a technique or tool or something that can get substance painter to author specular maps the way arma wants it, with the 3 different maps baked into the R G B channels? I looked at the pins and got the export settings but I'm not sure it worked 100%

full quarry
wide shadow
#

hm. I mainly ask because the spec map it put out looked to be just black. I guess I'll see when I get it in-game.

full quarry
#

Unless it's not meant to be shiny

wide shadow
#

actually come to think of it, I might have set it that way. it's hard to tell, I'm learning like a dozen new things at once trying to make this stuff

#

I set up substance painter with a non-PBR workflow but I'm not accustomed to doing non-PBR work so it's been kind of weird trying to get stuff to behave the way I want it to

#

I may well have just cranked down all the specular maps to all black. again, I guess it'll be something to troubleshoot later down the line

full quarry
wide shadow
#

I tried that previously with a project I had mistakenly done in PBR and it did not work

#

didn't do any automatic conversion of maps, it just was like "the maps you want don't exist in the project, tough luck"

full quarry
#

Then it probably is for the non pbr workflow

worldly spire
#

is adding a uniform significantly harder than retexturing an existing one or is it survivable?

full quarry
worldly spire
full quarry
wooden lantern
wooden lantern
#

?

#

ah

#

u could not pay me 3 trillion dollars to deal with unit drama SakuPray

stable swallow
#

So what exactly is the problem with the helmet ?

#

Both, why the drama started

#

The problem of the unit was afaik that they want to keep your work even tho you said no

#

I see i guess

#

But im curious you said you based it off of another mod, do you have permission from the mod to retexture that helmet ?

#

Hm then i think you cant dmca the unit

#

Since they got permission, not you. But the texture is still your IP so thats kinda a weird case

wooden lantern
#

He made stuff

#

He never signed it over legally

#

Therefore it’s his stuff

#

it’s not a DMCA more than it is a content takedown notice type of thing, ie, remove this and it’s fine

lucid halo
#

How would I make it so only some of my windows of a sky scraper glow at night to simulate people being there? Use an Alpha or would I have to use a separate texture for just those windows?

trail sequoia
#

Seperate texture

trail sequoia
#

yup just clone rvmat and add emissive value

umbral pike
#

If you have performance to spare, make a small empty room that has a glass wall thing with a super bright light inside. It’ll add some depth to it

trail sequoia
#

here's an example

full quarry
#

There is super Ext shader that should turn on and off at night

#

It was used in take on helicopters for lit windows

severe rune
#

I don't think it turns off at day. More like, it's just so bright everywhere else during day, that you can't see it?

trail sequoia
severe rune
floral fiber
keen terrace
#

Is there a reason to use .paa textures over .tga?

full quarry
#

paa is the engines texture format

keen terrace
#

Assuming that happens when the addon is packed?

full quarry
#

if you do things right yes

keen terrace
#

Thanks

lucid halo
#

Can you use a NOPX on a decal or is that set for only terrain textures?

full quarry
ornate veldt
#
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=100;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="BR_Weapons_Attachments\BR_Buttstocks\BR_Buttstocks_AR_Platform\BR_Buttstock_AR_Carbine\BR_Buttstock_AR_Carbine_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="#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="#(argb,8,8,3)color(1,1,1,1,SMDI)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.82,0.71)";
    uvSource="none";
};
class Stage7
{
    texture="dz\data\data\env_land_co.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

DayZ (but its the same as Arma nearly)
why is my RVMAT so messed up ?

lethal condor
#

What do you mean by mess

ornate veldt
#

@lethal condor ehmm - cant you see that it looks like my bath mirror ? xD

#

without rvmat

lethal condor
#

It does not tell what is your goal. Because you maybe wanted a mirror

#

Also why don't you just ask in DayZ server

ornate veldt
# lethal condor It does not tell what is your goal. Because you maybe wanted a mirror

because its the same engine, we have all the same tools Object Builder etc, same textures etc.
And in DayZ Modding a lot of people just ignore quality and try to pump as much stuff into the game.
My goal is that it looks properly like a regular buttstock.
My issue is:
I dont know how to create a prover RVMAT
AND I have metallic and roughness files - so I first need to find out how to get smdi and as for rvmat

lethal condor
#

Rendering engine is different anyways

hallow jay
#

How can it be the same if arma uses spec gloss?

ornate veldt
hallow jay
#

Why do you have met rough files then?

#

And how come you dont have smdi and as? They come from the same place as _co and _nohq

ornate veldt
ornate veldt
hallow jay
#

You need to create textures that arma can use, for example in substance painter using an arma export preset

stray relic
# ornate veldt ``` ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisiv...

As the others have said, it's messed up because you have procedural AS and SMDI maps in the rvmat at full value (1), rather than customised textures to match your diffuse.
The artist typically would texture in something like Substance Painter and would export
_co, _nohq, _as, _smdi
which would be adjusted for the Arma engine (as it's not PBR) and to work with the specular powers of the rvmat.
They would also adjust the Fresnel values to give surface optical qualities appropriate to the material modelled.

lethal condor
#

Still there really is no reason to ask this in this server

ornate veldt
ornate veldt
full quarry
ornate veldt
lethal condor
#

My point still stands

ornate veldt
#

Yes, its not the same - but still a lot of resources are 1:1

full quarry
#

and we have had cases with people trying to debug stuff ending up being impossbile to debug because they are dayZ stuff

#

so we dont do dayz stuff

#

we do these things so that its easy to help people here

#

you are in dayz discord and the enfusion modders discord. those are the places where dayz modders can help you out

ornate veldt
# full quarry and we have had cases with people trying to debug stuff ending up being impossbi...

I can understand that - I agree with you, but a simple "in arma 3 we do it like that - not sure if it will work in dayz"
Is more than enough - I am not asking someone to make anything or whatever, I was just asking how it works in Arma or how you handle it in Arma.

Believe it or not but everything the dayz community knows about modding is from arma3 resources.
Like there is 0 guidance or documentation for dayz its only for Arma, that also has a reason - since its literally the same engine just with a newer version.
"DayZ Tools" is literally a copy of Arma Tools, the fileformats are the same and the textures are also the same.
I just wanted a quick info how you handle stuff, since the Arma community is way advanced in terms of knowledge, I did not ask for any debugging or whatsoever.

I hope you dont get that message, wrong, I appreciate the help already and I see no reason why it is a issue to ask something "Arma Engine" related.

ornate veldt
full quarry
#

to ensure we dont waste time debugging something we cant help with we dont do dayz stuff

#

if you want to ask arma questions, ask arma questions

ornate veldt
full quarry
#

sure. but then dont bring up dayz and make it off topic

ornate veldt
#

you see where this is going - i dont want to argue, since I understand your point.

full quarry
#

and right now Im starting to dislike your attitude

#

so if you bring up dayz again youll get boot out

ornate veldt
full quarry
#

and if your debug thing ends up being waste of time because its dayz youll get boot out too

#

you can ask. but you may not waste time

ornate veldt
# full quarry you can ask. but you may not waste time

Yeah thanks! - I mean thats actually the only thing what I wanted to do - because e.g there is no documentation on what is an "Pilot View"
I sometimes just want to ask a question// i know what pilot view is obviously but thats what I meant with that there are similiarities.
If I will ask anything dayz related I will add "DayZ related - But how do LODs work in A3" - would that be fine for you / the discord ?

stray relic
# ornate veldt I guess it is probably possible then to import the PBR textures into Substance a...

Yes, if you have the model in a format such as fbx and the uv maps, you should be able to import the co and nohq into Substance. If you don't have a high-poly model then you won't be able to bake fine details into the maps, but at least you should be able to generate an _smdi and _as texture set which will greatly improve the result in game. You'll need to research how to export from Substance to Arma format though, as it's not 1:1 and needs a little bit of work to get the correct channels in the right places, but some searching here will turn up that info.

rose whale
#

Makes it look all white and static-y when it should just be green and brown

full quarry
#

perhaps no correct suffix for source image

#

and you have white as transparent parts bacground

#

so it might bleed through on mipmapping

#

ah CA is mentioned, but is ca in the name of the source file?

#

and is it tga or png?

rose whale
#

Yes yes yes,PNG, the files all look fine to me

#

I'll make sure the rvmat didn't get messed up, I don't see why it would, it's a dead simple retexture

wooden lantern
#

mm dithering

#

having alpha values that aren’t 1 or 0 can do that too iirc

full quarry
#

could also save the png with background color enabled and have the transparent area be one of the main texture shades

rose whale
#

Hmm, how do I do any of that in photoshop?

full quarry
#

no idea

#

dont use it myself

rose whale
#

Well then how would you do that? xD

solar grail
#

Help, i accidentally created a thermal texture 😐 png res is 1024x512 transparent background, converted to paa. how would Marko remedy this?

full quarry
stray relic
cedar lichen
#

I think their problem is that the texture is only visible in thermals and isn't visible normally (which is what is desired, to be seen with mk1 eyeball)

mental sable
#

Hello im trying to make a custom beret retexture using an existing 3cb baf model and ive already set everything up but i have this error when i try loading the addon

#

does anyone know what im doing wrong?

#

sorry im really new to texture creation

solar grail
solar grail
full quarry
mint hare
mint hare
#

also, #arma3_config would probably be a more appropriate place if you need further help with config

mental sable
solar grail
mental sable
distant dawn
#

is there a way to generate a gear icon for a vanilla retexture? i retextured the vanilla beret H_beret_blk and wanted an icon with the retexture

livid knot
lethal condor
#

Why you could hear me sneeze

distant dawn
#

lmao

lone kernel
#

Hey! So, I'm having a particularly troublesome issue with a texture in our mod and I'm stumped trying to fix it

#

Whenever we try to pack the mod with PBOProject, it throws us this error:

#

Went to Mikero's Tools Discord to see if this was an issue on PBOProjects's end, as we'd never encountered this issue before and the mod used to pack just fine

#

Mikero's Tools confirmed (via PBOProject, Eliteness and Mikero himself) that the file is likely corrupted somehow, and throws this error:

#

File itself can be found here, in case anyone would like to take a look:

#

It opens fine in TexView2, and I can convert it to/from PNG with no issues

#

But no matter what I do, I simply cannot get the mod to pack with this texture

#

Any help for a self-taught modder on this one? 😅

lucid halo
#

When getting free textures online that come with, metalness, displacement, roughness, which do you tend to use for the SMDI and AS?

lethal condor
#

AS is just an AO map. SMDI, check pin

stray relic
still musk
#

could SOMEONE please take the cup or rhs CH-53's and make a camoflage pack for em? because marine grey and german woodland being the only 2 choices on the ENTIRE workshop more or less is kinda disappointing for us stallion users while almost every other heli varrient has TONS of options

#

a humble request for the niche ch 53' users

#

if ANYONE would be willing to do this as a fun/side project or if they have free time we would GREATLY appreciate the effort.

trail sequoia
lone kernel
#

Thanks for the help!

sleek temple
#

Hi everyone! Why can't Buldozer see the textures? P disk is mounted, paths are correct. The problem appeared after reinstalling Windows.
External Viewer ```
D:\SteamLibrary\steamapps\common\Arma 3\arma3.exe -buldozer -windowed -noLand -exThreads=0 -noAsserts -cfg=P:\Buldozer.cfg -name=Buldozer

DLL Folder ```
D:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder

Path to textures ```
P:\

error example, solid grey textures
full quarry
#

that does not really work that well usually

#

if you create simple mapdisk.bat file for mounting with simple subst command it should work

sleek temple
full quarry
#

youll have to make sure the launcher automounting is disabled too

#

so that it wont interfere

sleek temple
full quarry
#

next thing is to start Object builder from its exe or shortcut to the exe

#

you dont start the launcher at all after basic setup

sleek temple
#

That's the only way I run it. Yeah

#

Arma 3 Tools launcher I didn't run. Only ob exe via shortcut

full quarry
#

does the texture exist in this place?

#

on P:\

#

and in case you had laucher P drive mounting done you likely need to restart computer to completely clear it up

#

and then switch to mount with the custom mapdisk.bat

sleek temple
full quarry
#

are the paths red or black

sleek temple
#

black

full quarry
#

👍 that means Object Builder sees them correctly

#

what resolution is the .paa?

#

ideas I have left are that the file could be broken somehow and buldozer cant load it

#

or buldozer cant see your P drive right for some reason

#

you could try the 64bit arma3 exe too

sleek temple
full quarry
#

try the 64 bit exe then

sleek temple
full quarry
#

do you have the normal stable branch installed?

#

or profiling or dev build?

#

of Arma3

sleek temple
full quarry
#

stable should work alright

#

is your P drive set up with Mikeros Arma3p?

#

to unpack A3 data?

sleek temple
#

I mean, I didn't run Arma3P on the new system. As far as I understand, I already have the unpacked Arma3 files.

#

a3 folder was created in 2023

stray relic
stray relic
#

If you convert it from paa to tga and change Object Builder file name to the tga, do you see the texture in the OB viewport or in Buldozer?

stray relic
#

ah I have an idea then

sleek temple
stray relic
#

Can you select and hide the glass faces in OB, so they don't appear in buldozer?

sleek temple
#

😭

#

same thing with inverting the selection

stray relic
#

Make a copy of the res LOD to an Edit LOD, delete all glass faces so you only have the _co

#

When you go to buldozer, make sure you don't have any of the faces selected

sleek temple
#

i deleted all glass faces, but still no textures in Buldozer. + strange error about _co.paa considering that I made a replacement with _co.tga...

stray relic
#

show current LOD resource textures
it will convert from tga to paa when running buldozer

full quarry
#

could be worth try to run arma3p again to refresh the P:\bin\ stuff

sleek temple
stray relic
#

just a3

full quarry
#

(hit N for dubbing though)

#

you dont need it and it takes forever to unpack

sleek temple
full quarry
ornate veldt
#

I already saw the Pin about
Metallic
Roughness
etc.
Is there any like workflow you guys recommend or Photoshop Template or Tutorial to get as close of an SMDI as possible ? thinkRotate
Would be really thankful for the help 🙂
from PBR Textures. (roughness) (metallic)

static salmon
#

if anyone knows any existing arma textures that look very similar to this pleeeeassse let me know

static salmon
full quarry
#

ye but like

#

what kind

static salmon
#

why

full quarry
#

as in tanks and weapons and uniforms dont use that kind of textures

static salmon
#

i know

full quarry
#

so im trying to understand if you are in the right track

static salmon
#

dw i am

full quarry
#

ok then

ashen violet
#

One of the funniest and least productive interactions I’ve seen lol

rocky whale
#

any ideas?

#

ive already verified game files

#

ive already tried re converting the paa manually

#

ive already changed the name

#

the texture opens fine in TexView 2

#

and the whole model opens with texture in OB no problem

livid knot
#

Can you send the paa?

rocky whale
#

why?

livid knot
#

So I can look at it and see if there is anything about the file that would contribute to it corrupting

#

What are you using to pack the texture into your pbo?

rocky whale
#

im packing with mikeros pbo project

stray relic
rocky whale
#

the screenshot is a little old

#

its currently _CO and not working

stray relic
#

Yes, but did you change the name of the source texture (eg tga) to include the _co BEFORE converting to paa?

#

and try not to post out of date info, it just wastes our time suggesting fixes, be accurate and update

rocky whale
stray relic
#

just adding _co to the paa does nothing, it MUST be done before conversion

#

It might actually be an error message relating to the p3d, rather than a texture

rocky whale
stray relic
#

preNLOD errors are most often solved by verifying/repairing files.
Start by running A3 with ZERO mods.
If that works, add back in mods until it errors again.

livid knot
#

I believe its their mod that is causing it though no?

stray relic
#

He hasn't given anywhere near enough info for us to diagnose much further

#

If he confirms that it's his mod breaking the game, then we can make some more suggestions