#arma3_texture
1 messages · Page 11 of 1
im working on importing something that this is the error im getting
after i set up the p3d and the config files i then opened arma and pressed on it (its a facewear) and the game crashes and shows that error
Try using a jpg instead of paa and see if the texture appears
If you can narrow it down to definitely only occuring with one particular texture, that would be good
when converted to jpg it fails to convert
what pixel size is it?
you've checked it's exactly 1024x1024?
as jeff suggested, post the texture jpg here for us to have a look at
What does this mean? What file format is your texture originally in?
png
im going to re export the textures and re do the config and see if that works
got it working
Explaining the solution would be the polite thing to do, not just for those that tried to help, but also anyone else in future that searches for the same issue.
i dont know what fixed it otherwise i would
i just did it again and something fixed it
Did what? converted the texture to paa?
did this
Shiny Gold Example
@upper thicket maybe this can help you
class StageTI
{
texture="a3\data_f\default_vehicle_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={0.98,0.57,0.11,1};
specularPower=65;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="vn\objects_f_vietnam\civ\statue\data\vn_dragon_02_nohq.tga";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
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[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage4
{
texture="vn\objects_f_vietnam\civ\statue\data\vn_dragon_02_as.tga";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage5
{
texture="vn\objects_f_vietnam\civ\statue\data\vn_dragon_02_smdi.tga";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnel(1.33,10)";
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_co.tga";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
Most notably. They ONLY happen with p3d files.
And that file listed there, is a paa.
and part of that text either being missing or censored, and the reluctance to sending the broken file to be looked at, doesn't instill confidence.
Seems like something fishy which one probably doesn't want to get involved with.
Good call, thanks. With the low effort responses from the OP I was done with attempting to help there anyway.
🫡 ty very much, I will now make gold uniforms for the funny
huh why is the CO map in Stage0?
it dont need to be
wat does it do if it is?
Im not sure if its even valid method anymore, but at some point it was possibly to assign the main color texture on a models through the rvmat. Its not really used anywhere now though (dunno really why its been put in there, probably a overlooked mistake)
that's
actually good to know
one less line of config for hiddenselectiontextures ig
can just use hiddenselectionsmaterials
I dont recommend that
I think it may have worked like in OFP or something
but it is best to do the normal way
hmmm
I'll just remove it from the example
that was my bad for showing you that
do the normal stuff that is proven to work
why Is texview crunching the texture ? is there anything I am missing ? 😄
What resolution is your image?
it was 2048x2048
the strange thing is, when I saved it in photoshop and exported it again, same res. everything was okay
just with the raw texture I got it was an issue
Wrong bit depth or something like that maybe
Yeah I strangely have it on every AO which I got from that Modeler 😄
same wrong export setting used
yeah probably I mean I need to make them to AS anyways but its a little annoying to open everything in PS an export as PNG. then convert to as with TexView
batch convert in something like infranview or maybe PS has that too
and convert to paa with imgToPaa
blud is tryna min max config line count even tho its like 1% of 1% of 1% of total line count 🙂
Hey, I've been doing a small reskin of RHSUSAF vehicles and so far it's been going fine. Stopped for the day yesterday and continued on today.. Now for some vehicles, the one I didn't finish yesterday none of the reskins are working. When I look at the Config ingame, I see that it's been succesful and they are linking to the proper textures, yet the old ones are still in place. If I remove the textures from the config, they don't show up. Textures are 100% correct.
Any idea what this could be?
how can i create the ao and nohq textures for model ?
Using a texturing software is ideal, image editor works too but not nearly as good. They are the normal and ambient occlusion maps
Any software recommendations?
I think Blender might be able to create them..? I use Substance Painter. Don't know of any free ones
I am trying to get some transparent Textures on a Gun to work but nothing I tried is working.
What are some common Mistakes that may cause the Transparency to just be Black on the in-Game Model?
I did forget the _ca thanks for the help
If you have the 3d model then you can use blender to bake AO and normal maps.
I can recommend Blender, very easy
Hello guys if any lf you already re-texture "combat worn" (with dirt and others details like.) vest/uniform to make them fresh and clean. Do you have any good tips to apply that texture without erasing all the details of the vest that make it real. (Like folds of clothes etc...)
It's easy to add dirty détails on a clean texture.
But what if we do reverse ? If you have advices, I take it ! Thank you.
So the textures are just being moved forward a bit.. wth
Even with the G and B channels changed, no fix... UV unwrap is perfect but for some reason i cannot load the AS, SMDI and NOHQ textures in Object Builders UV Editor. I just get an error that its "Unable to load bitmap"
Anyone here has an idea what my issue is? The models location, scale and rotation is reset so its 0, 0° and 1.0
Incompatible resolution/ Format/bitdepth?
Comes to mind
yeah could be that my NOHQ is 16Bit? All my textures were ARGB8888 but now they are DXT1 and NOHQ is DXT5
But in Object Builders UV Editor i still cannot open the AS, SMDI and NOHQ textures. I still get the error "Unable to load bitmap" even though they are not DXT1 and DXT5 for NOHQ
Decided to do some tests with enviroment textures.
The silver jet from S.O.G has become a red jet,
env textures are very powerful
got the same issue, i just copy the whole and do new in Gimp and save it and its fixed
if I've got a gun with an integrated scope, how should I be setting that up when I'm authoring the texture for it? right now it's just opaque like the rest of the model, do I need it to be transparent? or does the overlay(?) get handled by a separate process in the engine when you scope in
this is what it looks like in SP right now for reference
You're doing it right.
Scope in uses a config defined optics mode, which can include a separate p3d with scope edges and reticles
cool, thank you
is that an G11 I see btw?
indeed it is, I’ve got a couple other unusual guns in the works as well like the delisle carbine, some of the mateba revolvers and some early 20th century semiauto pistols
(And some regular old revolvers like the schofield and the buntline SAA)
Hello, so im super super confused here. so i have made a tank model in blender. and im trying to texture it for arma. however im so confused as if i need to get the ENTIRE vehicle into 1 box of texture 4096x4096 there will be no detail in any of the textures. how dose arma texture vehicles? with all the track links ect
tracks are their own texture
and you can have multiple material/texture combos too
like as many as i want?
like hull as one, tracks as another, turret as another
so say 3 is fine
yes
ok
you also will want to check you vanilla track textures to see how they are set up
(and the track needs to be a tube)
how do i find them?
as the track moving is done by scrolling the UV
can you find the tanks in the addons folder and just unpack them with the pbo manager?
So i need to bake the tracks into a UV image
when setting up P drive development environment the vanilla data gets extracted on it
yes
or you can even use one of the vanilla textures if they look alright with your tank
yes
the image will be repeating
and you will also want to have sides on it
theres some possibilities for layering too
when you got the a3 data unpacked on p drive you can just file search the a3 folder for "track"
thoes?
the .paa files are the textures yes
they can be saved as .png or .tga via the texview2 program
what is this track texture called?
What are the defauts one called? i found 2 but only like a normal map
dont remember off the top of my head sorry
its something track or tracks im pretty sure
its fine, just found a track. how would i export it was a PNG in texture
how did you set up your P drive?
youll want to even out the unwrap
Is this whole thing one track texture, or 2 as its a seam in the muddle
outside, side ,inside and the side of teeth
ah ok
can i see your track UV?
haha, i still have no clue how to uv map this track
almost got it
just how do i fix it warping
what unwrap method you use?
Someone that could give me a tip on a quite ancient problem? I have a texture that has transparency to it and i get this faint white outline. I have been searching the web and found a old post about this but im having trouble making it work based on whats written in it.
this is the post: https://forums.bohemia.net/forums/topic/24467-white-outline-problem-with-paa-textures/
Anyone that could give me a tip?
Ive noticed that sometimes my weapon optics, especially the crosshairs, get faint white outlines. Suchey also had some problems with the ghillie texture for his USMC sniper. I think I found the reason for it, so I wanted to share my solution and see if anybody else has more info about this. The b...
Try putting down a black background layer under the texture with alpha of 1/256 so it is not entirely transparent
.< i love how im searching for all these complicated answers and then this guy shows up 😂
thanks, that really helped
Guys what was the best resolution for insignias and flags?
is vanilla quality ok?
the flags are pretty small textures
so are the vanilla insignias
What's the other qualities?
anything higher resolution Id suppose
It won't change color?
Like the uniforms problem I had
if its acceptable power of 2 resolution it should work
you had some weird resolutions in there
I'll try
Is it possible to change a terrain texture in real time with a mod?
No
You can spawn user texture objects and set the texture on them, but oof... 
It also might not match the slope in a single cell (if the slopes of upper and lower triangles are not the same)
Hello texture makers! I have little idea whether you guys could help me with this, but you're all my best shot.
What does preNLOD mean?
For context, a depreciated mod I downloaded (That according to the dev should still be working) apparently has an item UI texture that is 'preNLOD' and therefore crashes my game when I try to open my arsenal.
Thanks in advance!
Extra info, I tracked down the texture in a .pbo folder and it has the same file type as the rest, and opens successfully.
That error is related to P3D. Why do you think it is a texture related error? What exactly is the exact error?
'Warning: preNLOD format in object edaly_items_assets_1\ui\edaly_item_water_bottle_empty_01_f.paa. (Game files most likely corrupted, verify integrity of game files in steam.'
Haha, so... I deleted the file and now instead of crashing my game it just throws up an error I can just close. easy.
That's not good, sorry for the wrong channel then.
Well it's because that .paa is an image for an item in the Arsenal, so when I open the arsenal it tries to load it and crashes from doing so.
The file doesn't have a proper texture naming convention anyways
I wouldn't know either which way, to be fair
Is poorly made mod.
it's a very old error we had, I think nikita failed one of the config at some point
probably the ui pic is under the wrong thing in the config or something
jsut inherit things from another vanilla class or delete it basically
"Items assets" were only used for the multiplayer framework. Something that was never released (like the campaign) because we had to scrap it.
Pls fix 
I'm pretty sure one of the Level Artists used a barrel or something from items assets in the map too, which made a pain to work with. Long story short: avoid working on a 5 years production total conversion for a game without a game design document and a technical design document 😄
Oof
We've learned a lot
@fading field Just DM me the error, I'm gonna check the sources directly. Also, explain me, what you're trying to do 🙂
Right click the UV icon in the taskbar, select maximise (from my memory).
id strongly recommend doing stuff like uvmapping in source model and in program like Blender or other more modern 3d modeling tool
also _mlod in your file name indicates you are using ripped models
@sterile hound this is forbidden with 0 tolerance. so this will be your only warning on the matter.
Only retexturing but I have the owner’s consent
You'll have to get source model from the owner then. Ripping is forbidden.
Can I make a flag with a different aspect ratio from the usual 2:1?
Well, but I could make it transparent to give the illusion, right?
IIRC flag texture supports alpha, yes
Ok, then I'll check the wiki and if that's the case that's what I'll do
just wanted to know if there were alternatives
It should work, I'll report back as soon as I find out whether or not it does
Works like a charm
If I want to make my vehicle retexture-frirendly (as in, easy to create camouflage variants for), should I put all the retexturable parts onto a single texture set?
Not really, most vehicles have multiple "camo" selections for hiddenSelections.
With a vehicle of any size, getting the entire reskinnable part on 1 texture, even a 4k one, is likely to lead to low pixel density.
Yeah I was hoping to use a single 4k for the retexturable exterior, but for now it does not seem super optimal
What would be a good average TD to aim for nowadays for an APC?
there isnt really any record of recommended texel density
"what looks good"
main things you can do about retexture friendliness is clean and clear uvmapping
and when you release a easily used blank grey/white base texture
retexture friendly uvmap might not always be the most pixel use efficient
A carefully made template with layers ready for adding camo or colour is really useful, either gimp or photoshop files work and probably some other types as well
The few things I've retextured without a template or with a poor template took many times longer than the objects with good template files
You can include the template file in the .pbo, but it will make the .pbo significantly larger
Anyone Know how the RHS Flags work? how they're seperate from the actual texture? Attempting to do something similar, but like, i cant even find the RHS ones in the their configs
The ones on the uniforms and vests, like the SPC for example, the Marine corp flag is seperate from the actual texture itself
just layered on
maybe insignias/unit patches. or just separate mesh decal with different hiddenselection (if it has hiddenselection)
They aren't Insignias they're seperate Textures that are being slapped onto the actual texture
Me and my friend have been looking for it for like a week
then its piece of mesh above the first surface with a transparent edged texture on it
like insignias
config has texture paths only if there are hiddenselections
textures need to be assigned on the model
Do a search in config for forceFlagTexture.
Which one...
ahh
i see
said the blind man to the deaf mute
Im not quite sure if that solved it or not.
Yea still absolutely lost, Arma modding is like a Skyscraper tall tsunami that hits you at 300 miles an hour
then you need to step back and start from something simpler
so you get the basic mechanics down
im not trying to become a Part-Time Arma Modder, just trying to make some uniforms for my unit
ye thats complex stuff you need to be a part time arma modeler for...
Anyone able to give us an idea why the tools ImagetoPAA tool is causing these black marks? Exporting from photoshop to PNG- 8bit sRGB, then converting to .PAA with it
What is the name of PAA
Seems to be having transparency issues
Do you have the CA suffix on the filename
Fuck totally forgot abot the CA not CO
Big dumb dumb over here
been messing with my photoshop outputs for the last hour lol
I am slightly lost at how to properly bake out AO for vehicle interiors.
If I bake it out as per usual, the entire interior is way too dark and all procedural masks break due to a basically "black" AO texture.
If I remove the AO completely the interior looks very flat and uninteresting.
For various interior components I can at least bake out the AO while disabling the occlusion of the vehicle´s "shell", but for the interior faces of the actual vehicle I have no clue how to get a good result.
I also tried manipulating the output in GIMP but no shot :/
What is the standard industry procedure?
The vehicle also has basically no windows to let in any natural light through
I´d want to have the colour scheme be light-beige, (red arrow), but the excess AO on the interior faces makes all the interior faces look way too dark in comparison (green arrow)
Well, realisticically, if there is no light in there then its gonna be dark...
If you're using substance painter then theres a couple things you could do:
Bake your AO like normal and then use it as a layer and see if decreasing its amount works.
You could also try using a generator with no bake, like dirt(assuming it works with no ao bake), and use it to mimick the effects of AO
Hmmmm, I haven´t thought of that, I will give it a try
seperate the walls as different objects and only allow occlusion if the mesh is the same name in substance painter
easiest way to do it
or u can slice it in half, hamburger style, flip the top half 90 degrees and move it off to the side for baking
Can't you just adjust ray distances (cage) and attenuation?
ray distances also mean the depth of every piece of ao will be dropped
iirc
so it's not really the best way of doing it, because it kinda squashes the ao range instead of baking depth fully
Cheers for the tips, I'll see what I can do
Hey folks, I am really not sure if this is the right channel because calling me "texture maker" would be a little bit pretentious.
Still I have a problem with a custom texture I made for a rugged tablet.
It doesn't get shown right until you are super close (like one meter or so). Before that, it's weirdly distorted.
As I lack the ability to describe it correctly, I added some screenshots
I made this with Affinity Designer with RGB Webcode colors, saved it as png in a 512x512 and converted it to paa.
If that is of any importance.
So, if anyone has an Idea why this texture gets displayed so weirdly it would be great. I have not much experience with that and I never had this problem with showing a picture as a texture
Oh, and yeah, I have that problem on otherscreens as well, not only on the rugged tablet.
Is it converted to PAA? Did you use naming suffix _CO for it?
Yes, converted it to paa with a web converter from Gruppe Adler. Used that one many times, always worked flawlessly.
What is naming suffix _CO and what is it for? Never heard of that.
Check pins for wiki page about naming rules.
Oh dear, I had no Idea that existed. Strangely never needed it until now. But yes, it solved it.
Thanks for the help. Would have never guessed that.
you had been lucky 😅
Shit, I got lucky a lot ^^. I mean, like for a freakin long time 😄
The cooler I just now learned something completely new. 😄
You either do it in Substance like the others said because it's much faster or you use Marmoset Toolbag and do almost the same but with a much better tool to avoid a lot of pain. If you really want to follow the industry standard, most of the artists use Marmoset because it's better at baking stuff. Problem is that it takes more time and it's not free so it's really up to you. Take the extra time to make what we call an Exploded model. It will help you a lot. Especially in Substance.
Yeah either substance or blender for me
you could set up lights inside in blender
Ugh, how do you get the side of the track to unwrap in a straight line? I tried using UVSquares to straighten it, but no dice. For me it just creates spaghettis like this.
I use textools rectify for that
I think this migth be the latest one
I guess one can never have too many blender addons 
never
I discovered Mio3 UV recently, you can check it out, it has some interesting options and it's free 🙂
lot of similar tools to textools. got to try it out
Hm, I assume I need to add more seams to this? No clue, I have never done textures this way :/
Well, one cut
Hey, can anyone here help me?
I got this message
z/ace/addons/maptools/data/mapgps-display.p3d
what am I supposed to do?
Try #arma3_troubleshooting and more context would help there, like where you saw this error, what addons you have loaded, etc.
Thanks
I've been noodling around with substance painter and the SubstanceToArma presets and I noticed that some of the available presets are noted as being "metallic/roughness". I was under the impression that arma doesn't support PBR, so I'm a little confused about what those presets export
I think they are supposed to be used if you are using the MetRough workflow in Substance
I tried it once and the results were bad, so I just use SpecGloss in Substance 
hmm
I've been using metallic rough but adding diff/spec/gloss channels and making sure they sync up more or less with what's happening in the PBR channels so the exporter has something to work with. it is probably more work than I need to be doing which is why I was interested in possibly exporting directly from the metallic/rough workflow
It kinda of has a PBR-like system, it's just that 90% of the game don't use it partially
For metal, if i remember right (quite some time since a tweaked with it), one of the texture channels on specular textures (SMDI, DTSMDI), is roughness/smoothness (i don't remember anymore if Arma uses roughness or smoothness).
The other channel will be the metallic Map. (and the other channel, as well as Alpha, are just ignored).
Using the MetRough preset can create good results, you more than likely just have to manually edit the Green channel of your SMDI to your liking. Typically the B channel is alright since it’s just an inverted roughness map
@wooden lantern Ur up here
Arma/RV engine uses olde specular/Gloss shading. there is very little connection with PBR
metalness and roughness as they are in PBR dont exist
and dont directly translate into spec/gloss
the specifications are different
export presets try to mitigate that by mixing the PBR output into something that fits the specs of specular/gloss shading
Ah sorry, but should a wire mesh object with transparency only be a plane (no backface), or should it also containt a backface?
there is never backface so youll need duplicate and flip the mesh
in RV engine only the front side is ever drawn
ill be so real im eepy
https://github.com/Scouter407/Arma-3-PBR-Workflow github is all i can offer
i need a keybind to just auto paste that link fr fr
If you're using Scout's presets, read his readme.
If you're using mine, read my readme.
Either way, read the readme 👀
truth
reading is the bare minimum 😭
Are there any image comparisons of different values in the fresnel function in an rvmat?
fresnel is miserable
the equation u see on the wiki is ur best chance or just sticking to the wiki values
You can enter the fresnel values inside Substance iirc.
Hello. Why does Substance give out artifacts?
1024/1024
4096/4096
2048/2048
Artifacts?
ur UV unwrap edges look a little jagged
and there’s a lot of unused space
Any overlapping UV islands maybe?
A million possible reasons
You also didnt specify which texture the artifacts were happening on
All. Base color, AO and etc.
New UV
Maybe there is not enough memory?
WHERE is the artifacting??? Are you talking about the pink?
What is it supposed to look like?
Ive never seen an issue like that before, especially when viewing the base color alone. Could you try other meshes and see if they wor correctly?
is there a way to get an equipment object to use one of a randomized selection of textures? like say one uniform with different patterns of mud stains on it
I know vehicles can spawn with different randomized textures but I don't know if the system that uses can apply to equipment
Uniforms and backpacks, yes. Others no
ah, not vests/helmets then?
weird. thanks though
Because unfiroms and backpacks are vehicle, which is retexturable on the fly
Others are not, hence only engine driven way to retex
You can create variant gear pieces with different textures and randomize which ones a unit has when spawned though.
yeah, I've seen mods do that, I just kinda wanted to avoid doing that for mod bloat reasons
Not correctly
With small objects it's the textures that bloat the size anyway.
oh, I meant in terms of how much stuff shows up in the equipment list
like those mods that are so fond of adding two dozen AK variants
Ah yeah that
Well if suppose you could make the flavor variants hidden
So it can be swapped via scripts (live game or config made randomizer script)
Personally I would leave any kind of randomization For mission level, as otherwise the unit can't be used to have some specific gear
alright i'm trying to set up my alternate texture selections but I'm not sure if I'm doing the config right. this is what I have right now
class CfgWeapons {
class HeadgearItem;
class H_HelmetB;
class JSM_stetson_brwn : H_HelmetB {
author = "E-Squid";
displayName = "Stetson (Brown)";
model = "\JSM\squidhats\stetson\data\stetson_brwn.p3d";
hiddenSelections[]={"camo1"};
hiddenSelectionsTextures[]={"\JSM\squidhats\stetson\data\stetson_brwn_co.paa"};
scope=2;
class ItemInfo: HeadgearItem
{
mass = 1;
uniformModel = "\JSM\squidhats\stetson\data\stetson_brwn.p3d";
hiddenSelections[]={"camo1","camo2","camo3","camo4"};
hiddenSelectionsTextures[]={"\JSM\squidhats\stetson\data\stetson_brwn_co.paa","\JSM\squidhats\stetson\data\stetson_tan_co.paa","\JSM\squidhats\stetson\data\stetson_blck_co.paa","\JSM\squidhats\stetson\data\stetson_white_co.paa"};
class HitpointsProtectionInfo {
class Head {
hitPointName = "HitPointHead";
armor = 1;
passThrough = 0;
};
};
};
};
class JSM_stetson_tan : JSM_stetson_brwn {
displayName = "Stetson (Tan)";
hiddenSelectionsTextures[]={"\JSM\squidhats\stetson\data\stetson_tan_co.paa"};
};
};
the brown hat is supposed to be the base version, I have 3 other color variants. one of them (tan) is at the bottom. I think I've done that one right bc it's just inheriting from the base version, but idk if I've done the hidden selection stuff right or if I even need that many camo selections to begin with
the model needs a hiddenselection namedSelection/vertex group per texture/material you want to change
that is commonly named "camo"
or with numbers after if you got many
Id wager your hat has only 1 texture?
the model has those matching the names in there
does it also have multiple colored meshes in it?
not sure what you mean
ok so you need just camo1
from your setup there it looks like you have multiple overlapping models for each camo selection and texture combo
but you need only 1
the texture is swapped on that one selection
oh I had it set as multiple vertex groups on the res lods
like res 1, 2, 3 each have camo1, camo2 etc on them
ok
then camo1 needs to be defined in model.cfg sections array
and then it can be used via config hiddenselections
can you give me an example
hiddenSelections[]={"camo1"};
hiddenSelectionsTextures[]={"\JSM\squidhats\stetson\data\stetson_brwn_co.paa"};
this applies brwn texture on camo1 selection
accross whole model
hiddenSelections[]={"camo1"};
hiddenSelectionsTextures[]={"\JSM\squidhats\stetson\data\stetson_tan_co.paa"};
this applies tan texture on camo1 selection
so your tan variant class is pretty much right
the first class just needs the hiddenselections cleaned
alright I'm trying to follow but I'm not clear on what goes where in the model.cfg
sorry
I see class CfgModels > class Default > sections[] = {};, would I put camo1 in there?
oh wait not that's sections, not selections
sections is the place yes
sections[] = {"camo1"}; like so?
yes
also the sample headgear does get this part right 😅
I think that did the trick, cheers
👍
Could some texture expert please tell me what am I doing wrong when especially darker surfaces with normal map details get this odd and ugly bright-ish glow? Especially the stretchers and table for example.
Everything is enclosed within the shadow lod of the vehicle.
high specularity perhaps?
add transparency to specular
I mean, I can try with 1 I guess 
in Substance? I was not planning on having transparency
is that the last number?
you likely want higher specular power.
but lower specular color in the array
also the ambient and diffuse changes are not best thing if you dont exactly know what you do
Id recommend starting those with 1.1.1.1
and adjusting texture brightness first instead
This is me when I open any rvmat basically
yeh that is often the case Im afraid 😅
I think when I used all 1s in ambient and diffuse everything was very oversaturated
yeh it means your textures are like that
personally I prefer to adjust the textures first
changing ambient and diffuse can have negative effects in different lightings if you are not very careful
Well, unfortunately I´d export a washed-out dark green out of substance with the SpecGloss export preset, and all 1s in the rvmat would turn it into a saturated deep green colour :/
So I can´t rely on what I see in substance, right?
well. only to some extent
Fair, I´ll try and see what gives
type shit
hm
u might wanna try using a base color map
bc iirc diffuse maps change the color
not sure if this is the right place, but does anyone know if it's possible to change the thermal effect of particles?
currently they show up as hot on thermals
for example dust / smoke
IIRC having emission is involved
universal particle effect doesnt seem to have an rvmat, maybe that's the issue
if i make a new particle, i should be able to work with it
yup, works.
ok actually doesnt
seems to be working a little bit
nope, no change at all
Modding 
pretty much
running into a problem with textures for some reason; I have my rvmats set up with the right texture paths, the textures converted to .paa, and both rvmat and texture source set in the object builder addon panel in blender, but when I open the p3ds in object builder and view them in the render viewer, the textures don't show up and they just render white. I'm probably forgetting some step but I have no idea what.
I got everything working correctly previously for my hat project, idk what it is this time.
have you tried running the game and checking the rpt?
Could anyone have any idea why are such artefacts happening at slightly greater distances in the ViewCargo LOD?
Z fighting between very close surfaces most likely
Strange, I have never had this happen before. Is there some recommended minimal distance?
it kinda looks like overlapping geometry
@stray relic youve fought with the dials quite a lot 😅 do you have any recommended distances between surfaces?
to combat Z fighting
Maybe a matter of trial and error of picking the farthest seat that can see that specific area, then just double the existing gap first. See if that resolves. Then just keep incrementing until the Z fighting cant be seen by the farthest seated
yeah it does depend on viewing distance too
cargo could have their own lod too where the dials are on a simpler baked texture
they probably dont really need to see them
It definitely isn´t overlapping, but yeah, there might not be enough leeway between the surfaces
It will always be a problem from the furthest seats, no matter the separation distance.
Do what Bohemia did, and put a blocking wall in all their vehicles so the rear cargo can't see into the cockpit area!!
You can have quite good success with setting face property z-bias to none (behind) or high (in-front); sadly "low" and "medium" settings don't work (aren't remembered).
Hmmmmm, I see
Ugh, the front seat is "cargo" as well, I´ll probably have to change that into the commander then
No it's not virtue of it being a cargo position, but the seat's distance from the objects which have the z-fighting.
Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is ambi...
I mean technically there should be someone in the front seat, blocking the LOS of the people in the back 
I´ll check it out, cheers
Anyway, use the z-bias in the face properties and that will get you decent results.
Will do, thanks
I have not, I usually try to get stuff in a state where I think it’s working before packing the PBO.
I don’t mean that sarcastically or anything, I’ve never checked the rpt to troubleshoot bc so far everything has either been solved before packing or the nature of the error became evident once loaded into the game
disconnect between tools and P drive typically is caused by mounting P drive from the arma3 lauchner and/or starting Object Builder from the launcher or steam shortcut
Iirc I use like 0.005m on a screen for one of my weapons to do the reflectivity separately and that works fine
Oh wait that conversation was at 9am
what is time
Serves me right for not reading everything properly 
The fourth dimension of our existence
what kind of export settings do you guys use for substance painter?
Hi, does anybody know of some solid color S&S new wave PASGT helmets or at least templates of the PASGT helmets?
Does anyone know if there are any Tempest, and Neophron templates anywhere
also oppinions
what I don't understand is why all of it was working perfectly fine before in the same session. but to be sure, I tried again opening ImageToPAA and obj. builder from the folder their .exe's are located in. I ran all the textures through ITP again and reopened the file in object builder, but it still doesn't read the texture the file is supposed to have. it does correctly read other files I've previously made successfully though.
check image resolution maybe?
for it to be a power of 2?
yes
2048x2048
is the source png or tga?
does the .paa open up in texview2?
check object builder texture renaming tool if the paths are red or black
source is png, though I haven't had issue with that previously
I'll check the other two
png typically should work
it too can be saved in incompatible bit depth but that usually needs user input
typo?
maybe? I could've sworn I copied/pasted the path, but I'll look around further
thanks 👍
Bit of a necro, but is this possible to do in any way in Blender, so that I don´t have to do it every time I reimport the P3D?
yes
its just very basic modeling
dont over think it
Ah I meant the moving the things to the top of the stack
What is the order visible in OB decided by? The order of Blender materials?
Actually it does not matter, I´ll just fix it for once on the very final version of the model
there is a tool for that too in the toolbox. but sometimes it might not work right. 
id recommend disregarding it while you work on stuff and just do it one time last when everything else is ready
Yeah, on the final version. And by that I obviously mean the model_final_V5_finalX_3_ultimate.p3d version 
recently discovered that you can force mipBias to -1 in the config, whilte ultra setting only provides mipBias 0, so what's loaded when you set mipBias to -1 cause the textures look even better, i'm not quite sure how mip mapping works
Hello, If I have an object made with textures in Blender, how would I apply those textures to the object in Oxygen 2?
What plug-in are you using for export from blender
.obj
…doesn’t it need to be in .p3d
I tried Arma tools but it won't open the p3d in Oxygen
oh
Oxygen can import a .obj but I don't know if it imports the textures from Blender
When you say "Oxygen", do you actually mean "Object Builder"?
Well yes sorry, all the guides are from 2012 so they call it Oxygen
As Oxygen has been replaced
https://community.bistudio.com/wiki/Oxygen_2
My mistake, other people from old forums said that Object builder is just a rename
To be fair, they look and behave the exact same to my untrained eye
Use the blender toolbox to export a p3d directly from blender.
Model_makers has a pin for installing it.
I have already tried that, unfortunately. Object Bulder refuses to open the file. I have already asked about that error but no-one seems to be replying

14 mins of me remaking the p3d to reproduce the error
Ok well not the arma 3 tools category isn't appearing here
that's a second problem now
Or you could just link to your previous post where you asked for help and no one replied
'twas in another place that I can't find it now
Anyway, any reason why I'm getting this other problem now?
Arma tools is enabled, correct O2 path
maybe the original help request from Valky is here #arma3_model message 
Okay - found a workaround for that
I appreciate it, but ironically that's another error that I have since fixed
Ok I will go ask in modelling
You either have no Arma properties/lod types set so nothing gets written out, or you have errors that prevent working file to be exported.
I think I was talking about a different problem
http://wiki.polycount.com/wiki/Mip_Mapping disabling it seems like a daft idea (provided -1 is indeed disabling it)
I’d love to help but it’s getting a little confusing as to which error you’re referring to
if the toolbox is not appearing on the sidebar then it looks like blender isn’t loading the addon at all. Did you make sure to go into the preferences and enable it, not just install it?
hi, everyone. a member of the group i run arma missions with passed away in an accident very recently, and some of the mission makers are putting a memorial up for them in our training map. does anybody have/know where i can get the texture for the Art of War picture frame (Land_Photoframe_02_F) for me to retexture? thanks, and sorry if this is the wrong channel.
ah, no worries, i just finally found it (typical that i find it immediately after asking for help), if anyone else has the same sort of issue just navigate over to a3\props_f_aow\items\decorative\data\photoframe_02_us_co
my condolences
oh okay, yes i saw that -1 jump in video memory usage by alot so i had an idea that it's just disabling mipmapping and it's not a healthy thing to do
So.. is anyone able to tell me the basics of how to export from blender to a .p3d with textures
or do the textures have to be a seperate file I link to? Can I possibly export those from blender so the UV map is already set up?
At a basic level:
- get an addon for exporting from blender, https://github.com/AlwarrenSidh/ArmAToolbox/tree/master or https://github.com/MrClock8163/Arma3ObjectBuilder are the two I'm aware of
- setup the model (LODs, unwrapping, validating geometry, etc)
- make the textures
- make an rvmat (if you want normal maps, ambient occlusion etc)
- assign the textures and rvmat to the faces (normally using a filepath), exactly how depends on the blender addon
- export
so regards to rvmats and textures i heard somewhere that normal maps need to have a channel inverted is that right?
something about the coords being off otherwise
Yeah your normals should be inverted. Here's an example comparison between them, the first being the arma inverted normals one
just inverted overall or is it a specific channel?
I believe overall, up is down, down is up
Not like a literal color inversion but green/purple, I dont know the right words for this. What are you using to generate the original normal map?
Oh, sorry, yes. Invert the green channel.
coolio
What's the best way to texture projectile (i.e. ammo) objects?
I'm looking through some of the TF47 launcher files and see custom models for the projectiles, but no texture or material files. Do projectiles work differently?
Ok now I see textures that are clearly meant for the projectile in the file for the launcher texture itself and am more confused
Some of them have textures baked into the .rvmat and can't be changed without redoing the .p3d (or just .rvamt if you are lucky and there is hiddenMaterialSelection)
Sometimes textures for multiple objects are combined into one .paa file
Ok so I guess the only question I actually have now is how do I bake the rvmat/texture into the model? I don't see anywhere in the config.cpp where they declare a path to the rvmat
Is that an export setting?
(using Blender)
The .rvmat path is often baked into the model,
You can check with mikero's Eliteness tool, that allows you to examine the attributes of the .p3d
Blender, depends on which arma addon you are using
With object builder addon, iirc it was just set the rvmat in the right field when exporting
I'll check what I did for the one I had that worked
In the material settings, there's a tab called "Object Builder: Material Properties"
You can set the material in there
Don't know what the equivalent for arma toolbox is, probably something similar
Aight, thanks, I'll see what I can figure out
The texture and material are assigned on the model itself. Not in config
In some cases you can define alternative textures via config.
Trying to figure out how to assign it to the model with Blender though
I made a custom insignia. It's in the game, but when I use it on a uniform, it's massive. I scaled it down to 64x64, and it was still massive, the same size just shittier resolution
I want to make the insignia smaller, WW2 division patches were about an inch and a half wide, how do I do that?
Leave empty space around the insignia
Do somebody knows INTRACT?
It was a software that allows you to scan someone's face and then Create a face that you can import to arma.
If so, is it still alive or is there any other softwares that allow you to do so
if you put that on google stuff might come up
such a thing can be done with just photoshopping too
Is there already a "default" uniform TI map, like for a cloth uniform?
And if so, does anyone know the path?
why would there be a default one when every uniform has different UVs?
the TI map isn't just flat single colour, so wont be universal across different models
Does anyone know where to find the western sahara texture files? I bought the DLC and im really impressed with the sand texture and wanted to see how they did it. Any help would be great thanks!
(im new to making textures and am very interested in map making)
CDLC data is stored in encrypted PBOs called EBOs, there is not way to get those textures
they encrypt the textures? hmm
thats a shame. Do you know where they are located anyway?
Found a thing called PBO viewer. Would that let you look at the texture?
I mean, you can basically flat color the cloth and it'll be Good Enough For Government Work. Was wondering if there was an existing one for that like there is for vehicles
The ones I did for basically all the RHS uniforms, vests etc. were IIRC a case of taking the normal map and using it to generate a diffuse overlay/curvature/cavity type texture in xNormal, Quixel or Substance, and scaling it down to create a base. Then applying the normal map again on top of it in grayscale, blurring it and manipulating it with various levels, opacity and blends to get stronger edge highlights. Your TI map generally doesn't want to be full resolution with your other textures - low texture size for it is more efficient and I think enhances the visual effect of thermal imaging fuzziness
This might help,
https://www.reddit.com/r/arma/comments/10oasot/comment/j6eecl3/
The basics of it is you have to use the config browser to check all the files and find the texture path
And then use stuff within the game to display the texture
There is also the Aegis sharealike repository, they might have retextures that you can reference
youll have to ask in their discord if they want to share
ill take a look at it thanks man
If I wanted to make a retexture mod for one of the vanilla helmets but its pretty low resolution, how difficult of a task is it to increase the resolution of the object's texture?
well scaling it up does not really increase details that dont exist
well yes I'd be remaking the texture from scratch
I have a real HGU-56 for reference
you cant paint it in 3d though
but the years have not been kind to this texture imo
I'm aware, I have experience making custom textures for helmets/vehicles
I've just never tried to increase the resolution
don't know if its as simple as just doubling the canvas size or not
thats basically it yes
alright, coolio
you can run sharp filters and stuff like that to try to make the vanilla ones bit crispier too
as a base
thank you for the help 😄
can try an ai upscaler
X normal is ancient tech lol never thought of trying that
You can ask the CDLC authors for the textures.
You don't have to just take everything without asking. There are other options to
Especially, we're (I mean Lexx is) really good to throw some PAAs
hey texture people i need help with either seeing if this is code or my textures fucked somehow.
unless this is Disney approved star wars content we dont allow that here.
Been fiddling with ground decals and rvmats to try and make an areas that look like lava fields
Is it possible to make a decal with an animated texture?
yes UVanimations should work
if the decal itself is set on house simulation at least
I do not know what that means but since I know its possible I will do more research
what kind of animation are you looking for ?
Easier to show you than explain, something similar to the ground here
Some flickering, some slowly growing and contracting
that may not be possible
flickering and stuff like that might need to be done via texture swap
as uvanimation scrolls smoothly forward
it cant be made to skip forward to produce frame effect
unfortunately
Ah I see
Well at least if it scrolls it'd be theoretically possible to make a flowing animation, right?
yes
thank you
incremental uv animations 🙏 Santa at BI how about it? 🎅 
I know this is going to be something super simple and dumb thing i haven't thought about when doing this. But can anyone explain to me why on earth i cannot reference a already existing image file in my drone model for the rotor blur? Path is assigned, texture is applied to the parts. I can see the game applies it based on the image, it just doesn't have any transparency.
it works unbinarized, so i assume something is going wrong during that process
what do you pack the pbo with?
addon builder
looks like none of your textures show up
could be OB is not set up right
the path to textures in the settings needs to be P:\
so it treats P:\ as the virtual root of the game engines file system
P:\path\to\texture then becomes path\to\textures in buldozer
and matches what you put into the model
Yea... i tried to fix that but now i can't even launch buldozer i just get this error
i set this up ages ago but never really needed it
this has me stomped now xD
this may go deeper into how P drive is set up im afraid
no worries i got that fixed now xD
👍
okay, so just i understand this right, you mean in OB you want this set to P, right?
yes
that way when you put in correct kind of path without P:\ in it on a model or rvmat buldozer reads it right
if it is on P drive
I could not make it load buldozer from the P drive. I had to point it at the regular A3 exe, is that a problem?
no arma exe works better
buldozer exe is basically a copy of arma exe at the time of populating P drive with the arma files
does my project need to be in the P drive too for this to work?
yes
in this setup and how the tools are designed, P drive represents the games file system
aye i get that part, but not quite why my project also needs to be under the P to work. But thats fine. Can i just put it in the root or do i need to create a sub dir?
Buldozer reads P drive as it were the games files
and interprets the paths
it does not know files outside of P drive basically
when P:\ is set as the path to textures
technically sure you can set it up to read from anyhwere but its not really worth going into
yea, so it always thinks it needs to read P:\ first and then whatever path to the texture. So if i have a path in the model that says (see img) then it needs to be under "P:\GX_DRONES\Data\Textures\GX_Drone40\Base_co.paa" in the drive
ignore the spelling mistake
so it loads the model and it messes up the texture for whatever reason but at least its reacting to the path
so i guess thats good
it does however still make squares
I can open the texture in OB now through the path, so thats a step in the right direction
I think I will call it a night here. Thanks for your help @full quarry . If you could answer me one last thing when you get a chance. What effect does having the P drive setup have on the Addon Builder? Like I said before it seems to work when I don’t binarize, so it must be something in that process that messes it up, even though it’s just a file path
when you build from P drive you basically should have same file structure going into the pbo as you have in configs etc
if you build from random folders inside more folders the paths might get messed up
yea i get that, but if the path is defined in the model like this then there isn't really a whole lot of wiggle room? It is the correct path, its applying the texture, it just isn't transparent like it should be.
If your project is not on P drive binarizing might not find the texture and can't write the P3d surface as transparent.
Idk much about building mods outside of P Drive
Transparent textures from base game don't work outside of p drive yes
I see, so there is data that is written into the p3d about a textures transparency during the binarization process? My logic was that its simply a path and if that image at the end of the path happens to be transparent then that is what is displayed in game. But if information about the surface is somehow stored with the p3d during binarization then that would make sense.
Yes stuff like that happens during binarization
Thanks again for the advice
👍
anybody got any good spexp settings for substance painter for arma 3?
ive got my own preset im using which is now not working the same thing can be said about the preset i downloaded off of github A3 Scouts
Is there a plugin for Photoshop to change from BW to RGB for SMDI? I don't have substance painter and using free textures and would like to make my metallics look right.
BW to RGB? I assume you mean for isolating the spec map you have in to a green channel that's not present in the grayscale image? Image->Mode->RGB Color in Photoshop will format a grayscale image to RGB. All channels will have the same colour information by default when going from grayscale though, so you then edit in R, G and B separately, or apply blend modes to it as a layer, so it's only in one channel.
what’s not working about it?
i think i broke your preset
so now whenever i export my shadows are fudged
this is a backpack im working on as it is in bulldozer looks fine right?
well yeah but thats because my bulldozer doesnt have the proper ALTIS lighting setup
standby im booting up arma now to get a screen
theres a pinned message about the lighting
the shadows are borked
that the torrent link?
i was going to ping you about that im getting an "this no longer exists error" big sad
so yeah when my character is with their back to the sun super bright but away from it super dark
wilco standby
my rvmat:
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,0};
specular[] = {0.0625,0.0625,0.0625,1}; // Modify these to increase/decrease the overall shine
specularPower = 100; // Modify this to increase/decrease the precision of the shine
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "PodWIP\Backpack\BackpackTextures\BR\BRColour1_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[] = {0,9,0};
up[] = {4.5,0,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "";
uvSource = "tex1";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "PodWIP\Backpack\BackpackTextures\BR\BRColour1_as.paa";
uvSource = "tex1";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "PodWIP\Backpack\BackpackTextures\BR\BRColour1_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,16,2,2)fresnel(0.2,3.87)";
uvSource = "tex1";
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_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
I know i could condense the textures down into like 4 files by putting it all on 1 map but eh
probably could of done it with UDIM titles too but again eh
at this point i just want to get it working
bro u don’t need to screenshot all that 😭
anyways yeah so it just appears you made a really shiny texture, im kinda missing on what’s broken
yeah cant get it to DL
not for lack of trying either also noob at torrenting never done it before
eh?
i dumped the torrent link into the little + area and then tried to get it to download but couldnt get it to wokr
*work
i think your right on that one because its stuck in an inifinite loop of searching
now where did I posted the original
what about the shader settings or whatever?
goat trying to remember a post from 2 years back like
ayyyy i got it
although that may need to be combined with latest config.cpp in P:\bin since new stuff been added in later A3 updates
yeah thats fine cheers for that tho
the lighting injections are still the same though
annoys me because bulldozer everything looks great like its working giving me false hope then i load into the game and im just met with disappointment
this way at least i dont have to keep hopping back on and off A3 to check my textures
@wooden lantern you mentioned i made mega shiny model? if i made it matte would that fix it at all you think?
not model, texture
and no i still don’t understand what ur full issue is
bc ur saying something about a shadow, and unless the SMDI is really fucked which it doesn’t appear to be, the shadow shouldn’t be affected
well yes you can see that in the image as theirs obvious squares on the ico sphere 
but wait one ill do one better
that is shading
not shadows
and it means you have either messed up the normalmap or you have set the edges all sharp
no sharps on the model (this is after i removed all the seams)
with seams
seam is not same as sharp
seam is for uvmap
is it autosmoothed?
yeah i know but im showing you that there is 0 sharps on the model as theyd come up like a cyan blue
uhhhhh wait one
I just noticed now there was a Custom split normals applied to it so that might be it maybe
Alwarrens exports smooths and sharps 1:1 at least
I dont personally have had to use split normals ever
could be part of different workflow

no i dont either but ive noticed it gets applied after using some modifiers
so i often have to go back and turn it off
could be some addon you run doing that too I suppose
most likely ive got a few
wasnt aware there was a different A3 toolbox out there 
Alwarrens is the original
Clock Remade his similar to it and added stuff on top
but Im fairly sure you should be able to export the p3d right with it
so like the difference between a petrol car and diesel car they both basically do the same thing but with some diffferences
ive had no issues up until now knowing me its probably something minor ive missed thats fucking me over
@full quarry here you go this is what my issue is
check clocko’s github wiki
it has a set of troubleshooting for normals
that’s most definitely not a texture issue tbh
So by default theres already like a "darkness" overcasting on the textures to get it to look like it does in substance i need to turn around and put it in direct sunlight when i do the cable which is furthest away still gets darkness
in a way kinda relieved as textures are the bane of my existence 
but also concerned as this is a new one
you got a link for that by any chance as google doesnt know what im looking for
Here
https://mrcmodding.gitbook.io/arma-3-object-builder
I was using it a bit ago
@full quarry @wooden lantern managed to get it working now turns out condensing the 36 textures into 4 was the trick
yeah thats on me i was being messy but i took my time carved it up into a nice colour assigned ID map.
Then made it into one.
👍
...
i see
I need some help with the arma 3 substance painter export preset by mooniefr
I'm very confused as to why the nohq texture is showing when I try to set the texture
Should look like this :(
And funnily enough this is just a color shifted texture of another of mine which works perfectly fine
Has someone encountered this before? Cause google is very much not helping
Dont think that's the nohq, I think that's just the blue variant. Are you setting the texture in 3den, then when you load it's not the correct skin anymore? If so, it is could be that when the mission is started, the vehicle's init makes it randomize the livery.
Not nohq. Just blue default texture is my guess
Ah what bromine there said.
Hmm, restarted my game just to see if it would do something and indeed it fixed it, so I'd guess a caching issue
very very strange question
I have a p3d in my mission file and I want to set the texture on the surfaces to a paa thats also in my mission file
I've tried "MissionName.Altis\images\texture.paa", "mpmissions\MissionName.Altis\images\texture.paa" and "images\textures.paa" and a few others i can't remember but nothing works
Anyone know if this is even possible? I haven't been able to find any documentation on it
do you assign the texture on the p3d itself?
or how do you try to add it?
p3d in your mission file as in you are putting a .p3d into the mission directory? Or you mean you have an object in the editor you're trying to texture?
p3d file in my multiplayer mission pbo
then spawned into the game using
createSimpleObject [getMissionPath "models\custommodel.p3d", getPosATL player, false];
texture is setup in object builder like this, but doesn't seem to work
just throws a missing texture popup
@full quarry ^^
What is your mission folder's name? Is it literally missionname.altis?
Thats what I thought but missionname.altis has the images folder which contains the paa
and "\images\texture.paa" doesn't work
but that same path works fine for setObjectTexture on vehicles
is there any good place where ic an find 2d versions of futuristic magazines for guns?
google is the simplest starting point
linedrawing is what you might want to see
what app can i use the best for retexturing
ms paint, gimp, photoshop etc image editor works
whichever you can use or want to learn
bc i wanna learn how to overlay with another camo but it is verry difficult to watch a video and do it
but another problem is that i can not find any good tutorial
no program is really better at that than other
it depends widely on the model and how its unwrapped to form the texture
quiet in here. i'm porting A2 assets to A3 for CUP. I'm working through all the LHD based assets and vehicles. I've just ported the Towing Tractor (we will have fully functioning towing on the LHD). Anyone fancy redoing the textures for this?
Lots of reference shots here http://www.tankograd.com/html/img/pool/MO-Aircraft-Carrier Tractor.pdf
anyone have any idea what would cause shaders to appear all black and can help? have tried multiple different rvmats and still no luck. maybe i am doing something wrong with them?
most favourite a2 vehicle ever, totally under-utilised
What if you have default RVMAT?
model vertex normals might be messed up
But will it make it pitchblack? I doubt
you going to rig it with ropes for towing @feral grove ?
even with default it seems to be all black
Your texture path (name), resolution?
I've been packing it as a mod with the correct file pathing + all textures are in 2^2
Well atm its compatible with Leshrack's Towing mod, so if he implements ropes or tow bars then yes 😃
I asked about specifications not your summary. What exactly is the name, what res
nice that would be an awesome addition
2048x2048 and theres a few in 1024x1024. and you want the exact path to the texture, correct?
I would volunteer but im shit at uvmaps 😃
Would the UVs need redoing? This is same model, with same UVs, just needs a better res texture
I guess it actually looks ok, but would be a quick win for anyone messing around with some of the quixel stuff
Yes. And name
you need a proper normalmap to get the best out of quixel. And i doubt this one has one
Is there any reason we can't change de texture of the buttons of the US parade uniform ? We can change the texture of the button of CSAT, AAF, LDF parade uniform but no the US one. Is it intended or do i need to update original texture ?
Model issue
hmmm i see
Hello folks, is there any way to change building textures in configs?
i mean, if VR blocks inherit from "House_F" and can be retextured from 3DEN or even running game...
so the answer is "If the building model is configured for that", i'd say 
There needs to be hidden selections defined for retexturing objects which is rare for buildings
yeash
and I only have quixel for ~2 months, much better people around to do this than me
@gritty pasture wanna try out your skills on a non-2017 object?
quiet in here
Working on stuff for future modded assets in Squad, and ACE3 at the same time...........
Would the UVs need redoing
You shouldnt have too redo the UV map, but ^^^^ yep, a highpoly would be needed so that you can create a normal and curvature for the texture tools we all use now
I have created a texture to use on a tank but where the hell am I supposed to place it? In the arma 3 installation folder? Haha, going nuts over this
what tank?
and how do you intend to use it?
It's the Tiger tank from Spearhead DLC.
Haha, that's a really good question.. the goal is to have it as an option when choosing "camo"..
I really have no idea what I'm doing truth to be told...
so what you are doing is a retexture mod.
and preferably you would set up the arma tools And P drive development environment where you then build your mod project folder
there you make your mods config.cpp file where you configure the necessary stuff
and also thats where the new texture goes
and then you pack that folder up into a pbo
Also, i thought it was a nice 1 day project. so i have taken the task to make a new texture for the towing tractor
part way through, i though this would be a good project for a tutorial about upgrading a A2 asset to an A3 asset, wish i thought of that at the start
almost finished the highpoly, i deleted a few bits that did not make sense and replaced them with highpoly detail refernced from images and diecast models
like the old A2 model had some sort of clipboard holder in the driver area, i got rid of that because it was ugly
so that will have to be removed form the P3D as it wont properly exist on the new textures
no, same UV, the bits of the model i have removed will just be unused space
yep
So I've had an issue in the past where decals on a CA .paa appear to glow in the dark during night time ingame. I was able to fix this by setting the texture to 99% opacity.
I'm having a related issue, where the decals are not being affected by object shadows. Anyone know a fix for this? I've tried tweaking values in the rvmat by referencing vanilla ones but haven't been able to find any that work
what part of the rvmat (i assume it's rvmat) causes these to become way too dark? how can i fix this?
when under shadow they become too dark to read anyhing
be better to create a new model from scratch after all that lol
So, like a fly-by-night Life server asset? 😉
Lol
@silver adder iirc the normalmaps and stuff where mostly handpainted back then... No baking. And photoshopped stuff from real photographs. It may also be an asset from ArmA (1) ? who knows... and that was directly after OFP.
are BI AAA studio now? They certainly wheren't back then i feel 😉
can anyone help me with rvmat stuff? want to make an rvmat for an illuminated sight reticle
What is your goal and what exactly is the question
I'm no modeller unfortunately 😦 just porting existing assets.
any chance anyone has a template cut out for the hatchback? i can't seem to find em anywhere, all the links are dead
figured i'd ask here before i start clipping it out myself
Try these, should have what you need
https://forums.bohemia.net/forums/topic/173313-nevboxs-texture-resources/
i checked there but all the download links are dead sadly
Don't where to find templates then
If you do decide to clip it out yourself, using the other textures to find the edges can help
is anyone good with arma graphics
Is it related to your distance view issues you mentioned elsewhere ?
hey there,
Does it possible to remove a multicam texture so i can retexture it to a one color?
Probably, but depends on the item you want to retexture
There are pretty good templates for most or all of the vanilla gear
https://forums.bohemia.net/forums/topic/185433-petes-texture-templates/ and links on that page
Hi can someone tell me the "ctrg balaclava" hidden selection?
The one with goggles
Use camo1 for the balaclava texture (defaults to using a3\characters_f_exp\blufor\data\g_balaclava_ti_tna_f_co.paa).
Use camo2 for the goggles' texture only (defaults to using a3\characters_f\heads\glasses\data\g_combat_ca.paa).
Thanks just wanted the goggles hidden selection
Also I can't find the Csat red beret texture
if you read the config classes for the items you can find the paths if they use hiddenselections
Hey, I'm working on adding in some custom faces and I'm running into an issue where the texture appears off on the face itself. I only have the Placeholder_CO.paa, so no SMDI/NOHQ etc. What else could be the issue?
What exactly do you mean? Screenshot?
I'll dm
https://cdn.discordapp.com/attachments/1325305864847884338/1325305891519594517/millerreplika.png?ex=677b4ecb&is=6779fd4b&hm=a8c04c088cfed631a0bf32fdde7cbe3d5bdce8f5c2ca340d09b809952fa4ca3e&
https://cdn.discordapp.com/attachments/1325305864847884338/1325305890974470219/ArmA_3_Screenshot_2025.01.05_-_01.44.24.90.png?ex=677b4ecb&is=6779fd4b&hm=50b578a6443b9a754598264b3b927595d3bc77bcbc6b33bffa98ef5aa80e36e3&
What config you have
I don't have the config used in the screenshot, he said it was based off of what is in the character_f section of arma
Then you're terribly done something wrong
It is simply, that't not how a modding in Arma 3 works
It references the class of the existing head in game?
What is it you say
The custom head class references the corresponding head class in the characters_f config trying to apply the retexture
Okay that is a summary not a details. Please share details, what exactly you've done
So, you say you don't have a config but apparently you do?
Because I don't have it, I'm helping someone get this into a mod and I just typed this out
Whoever wrote it doesn't matter. So you have a config that is packed into a PBO?
I was working with Scarecrow on it, apparently he was working on it earlier in Arma3_config
I don't have the config he made, I was really just looking for any ideas on what the problem could be
Then let him ask it
Okay, my apologies
Uhm, I have a bit of a situation:
At this point I have 8 different variations of a vehicle, each with 6 resolution LODs.
I have now ~~realised ~~ decided that it might be a good idea to create more camouflage variants for them, for variety´s sake.
The problem is, I have absolutely no hiddenselections done for this on any of the models, meaning I would like have to assign the vertex groups manually for every single LOD of every single vehicle.
How much have I screwed myself over? Is there anything I can do to make it less painful?
you can select by material
Im guessin you have done stuff in OB that is not in your source files
yes that would be prefrable
the export toolbox might also have tool to create hiddenselection groups,
by material
I´ll take a look hopefully there is something there

I am guessing next time I need to set up the hidden selections way earlier in the entire process
preferably
hiddenSelections are always by texture and/or material so it's simple to go into Object Builder, select one and assign a camo name. Or do it in Blender and reexport. For 8 vehicles and 6 LOD's, with 3 camo selections, might take 30 minutes perhaps.
Ah sorry I have never done this before, let me double check that I am about to do it correctly:
- Assign the vertex groups in Blender based on material (texture sets), say camo1, camo2, camo3.
- In the model.cfg add the camo selections into the "sections".
- In the vehicle config define the camo selections in hiddenSelections[] = {"camo1","camo2","camo3"}; and in hiddenSelectionsTextures[] = {} link the "default" texture.
- In vehicle config add TextureSources with all the additional camouflages.
Is there anything else? 
That sounds good.
Be careful not to assign camo selections to any PiP (or other "special" faces like clan or spz) or proxies.
You might also want to add an eventhandler to initialise the randomisation/VhC textures
Yep it works, thanks a lot for helping
Models are not usually available for editing
so lets start from are you supposed to edit it
so no comment on if you have legit mod in the works there? 
You can tell the models were imported into blender from a p3d due to the blender materials all being white and having "Use nodes" unticked.
My guess is he wants to add a headset from one P3D onto the helmet which came from a different P3D, since if he modelled it himself the headset wouldn't be clipping into the helmet all over the place.
Messing around with multi materials and I have a few questions assuming a house sized building (~8m x 8m x 8m)
- Mask resolution 2k/1k?
- Is it better to make the detail textures myself or just use the ones in the game files
- How does the blending of the macro/_mc texture work, by the sound of it 50% grey should do nothing with other colours tinting the detail texture diffuse colours?
- Is there a good way to replicate the blending using blender? I've got the mask showing the detail in the right places using mix shader nodes, but not sure how best to mix in the macro texture colour
