#arma3_texture

1 messages · Page 11 of 1

livid knot
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I agree, I just meant that in theory if they remove their mod the error wont appear, no need to try each mod

rocky whale
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im working on importing something that this is the error im getting

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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

livid knot
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Try using a jpg instead of paa and see if the texture appears

stray relic
#

If you can narrow it down to definitely only occuring with one particular texture, that would be good

rocky whale
stray relic
#

what pixel size is it?

rocky whale
#

1k

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1024x1024

stray relic
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you've checked it's exactly 1024x1024?

rocky whale
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yes

stray relic
#

as jeff suggested, post the texture jpg here for us to have a look at

livid knot
rocky whale
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png

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im going to re export the textures and re do the config and see if that works

#

got it working

stray relic
# rocky whale 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.

rocky whale
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i dont know what fixed it otherwise i would

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i just did it again and something fixed it

stray relic
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Did what? converted the texture to paa?

full quarry
#

Shiny Gold Example

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@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};
    };
};
severe rune
#

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.

stray relic
upper thicket
#

huh why is the CO map in Stage0?

full quarry
upper thicket
full quarry
# upper thicket 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)

wooden lantern
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one less line of config for hiddenselectiontextures ig

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can just use hiddenselectionsmaterials

full quarry
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I think it may have worked like in OFP or something

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but it is best to do the normal way

wooden lantern
full quarry
#

I'll just remove it from the example

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that was my bad for showing you that

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do the normal stuff that is proven to work

wooden lantern
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no no no

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it's too late

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im already curious

ornate veldt
#

why Is texview crunching the texture ? is there anything I am missing ? 😄

livid knot
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What resolution is your image?

ornate veldt
#

just with the raw texture I got it was an issue

full quarry
#

Wrong bit depth or something like that maybe

ornate veldt
full quarry
ornate veldt
full quarry
#

and convert to paa with imgToPaa

ornate veldt
#

true, will just batch convert them and then via imgtopaa

#

Thx guys 🙂

upper thicket
cyan mason
#

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?

wary robin
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how can i create the ao and nohq textures for model ?

livid knot
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Using a texturing software is ideal, image editor works too but not nearly as good. They are the normal and ambient occlusion maps

wary robin
livid knot
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I think Blender might be able to create them..? I use Substance Painter. Don't know of any free ones

halcyon grotto
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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?

vernal sage
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_co instead of _ca.

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Or you didn't sort faces correctly.

halcyon grotto
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I did forget the _ca thanks for the help

keen terrace
unique palm
severe ibex
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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...)

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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.

unique palm
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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

full quarry
#

Comes to mind

unique palm
#

yeah could be that my NOHQ is 16Bit? All my textures were ARGB8888 but now they are DXT1 and NOHQ is DXT5

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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

manic mulch
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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

neat cape
wide shadow
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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

stray relic
wide shadow
#

cool, thank you

full quarry
wide shadow
# full quarry 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

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(And some regular old revolvers like the schofield and the buntline SAA)

full quarry
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Cool

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G11 is one of my all time favourites

tidal elm
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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

full quarry
#

and you can have multiple material/texture combos too

tidal elm
#

like as many as i want?

full quarry
#

well yes

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but no

tidal elm
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like hull as one, tracks as another, turret as another

full quarry
#

because youll want too many probably xD

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bute yeah that amount is fine

tidal elm
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so say 3 is fine

full quarry
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yes

tidal elm
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ok

full quarry
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you also will want to check you vanilla track textures to see how they are set up

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(and the track needs to be a tube)

tidal elm
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how do i find them?

full quarry
#

as the track moving is done by scrolling the UV

tidal elm
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so not this

full quarry
#

no

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3d tracks dont work

fierce fable
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can you find the tanks in the addons folder and just unpack them with the pbo manager?

tidal elm
#

So i need to bake the tracks into a UV image

full quarry
#

when setting up P drive development environment the vanilla data gets extracted on it

full quarry
#

or you can even use one of the vanilla textures if they look alright with your tank

tidal elm
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ok

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ima try that

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Like this? then put the image on that

full quarry
#

yes

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the image will be repeating

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and you will also want to have sides on it

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theres some possibilities for layering too

tidal elm
#

yeah just added that

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how do i find the track texture

full quarry
#

when you got the a3 data unpacked on p drive you can just file search the a3 folder for "track"

tidal elm
#

thoes?

full quarry
#

the .paa files are the textures yes

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they can be saved as .png or .tga via the texview2 program

tidal elm
#

how do i acctualy download it?

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nevermind

tidal elm
full quarry
#

this is one from the SOGPF dlc

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so you dont have that im afraid

tidal elm
#

What are the defauts one called? i found 2 but only like a normal map

full quarry
#

dont remember off the top of my head sorry

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its something track or tracks im pretty sure

tidal elm
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its fine, just found a track. how would i export it was a PNG in texture

full quarry
#

how did you set up your P drive?

tidal elm
full quarry
#

youll want to even out the unwrap

tidal elm
#

Is this whole thing one track texture, or 2 as its a seam in the muddle

full quarry
#

outside, side ,inside and the side of teeth

tidal elm
#

ah ok

full quarry
#

it repeats up and down

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and thats where it scrolls to animate it

tidal elm
#

can i see your track UV?

full quarry
#

you were lucky I forgot to close the model 😄

tidal elm
#

haha, i still have no clue how to uv map this track

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almost got it

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just how do i fix it warping

full quarry
#

what unwrap method you use?

tidal elm
#

caps

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GOT IT

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just had to scale it on the bend

short salmon
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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?

stray relic
short salmon
#

thanks, that really helped

rancid obsidian
#

Guys what was the best resolution for insignias and flags?

full quarry
#

the flags are pretty small textures

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so are the vanilla insignias

rancid obsidian
full quarry
rancid obsidian
#

Like the uniforms problem I had

full quarry
#

you had some weird resolutions in there

rancid obsidian
manic mulch
#

Is it possible to change a terrain texture in real time with a mod?

lethal condor
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No

iron thunder
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You can spawn user texture objects and set the texture on them, but oof... meowsweats
It also might not match the slope in a single cell (if the slopes of upper and lower triangles are not the same)

fading field
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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.

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Thanks in advance!

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Extra info, I tracked down the texture in a .pbo folder and it has the same file type as the rest, and opens successfully.

lethal condor
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That error is related to P3D. Why do you think it is a texture related error? What exactly is the exact error?

fading field
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'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.'

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Haha, so... I deleted the file and now instead of crashing my game it just throws up an error I can just close. easy.

lethal condor
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This is NOT supposed to be an error related to a texture

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But P3D

fading field
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That's not good, sorry for the wrong channel then.

lethal condor
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And the file name itself does look like an P3D file

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I'm not saying so

fading field
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🤐

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I'm assuming the mod makers put that file directory in the wrong script?

lethal condor
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You are trying to load a P3D file as a texture, or vice versa

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Maybe

fading field
lethal condor
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The file doesn't have a proper texture naming convention anyways

fading field
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I wouldn't know either which way, to be fair

full quarry
celest obsidian
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it's a very old error we had, I think nikita failed one of the config at some point

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probably the ui pic is under the wrong thing in the config or something

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jsut inherit things from another vanilla class or delete it basically

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"Items assets" were only used for the multiplayer framework. Something that was never released (like the campaign) because we had to scrap it.

full quarry
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Pls fix meowsweats

celest obsidian
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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 😄

full quarry
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Oof

celest obsidian
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We've learned a lot

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@fading field Just DM me the error, I'm gonna check the sources directly. Also, explain me, what you're trying to do 🙂

stray relic
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Right click the UV icon in the taskbar, select maximise (from my memory).

sterile hound
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Omg

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Life saver

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🙏

full quarry
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id strongly recommend doing stuff like uvmapping in source model and in program like Blender or other more modern 3d modeling tool

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also _mlod in your file name indicates you are using ripped models

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@sterile hound this is forbidden with 0 tolerance. so this will be your only warning on the matter.

sterile hound
full quarry
wispy vigil
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Can I make a flag with a different aspect ratio from the usual 2:1?

lethal condor
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No

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Technically yes. But texture aspect ratio won't make the flag mesh resized

wispy vigil
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Well, but I could make it transparent to give the illusion, right?

lethal condor
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IIRC flag texture supports alpha, yes

wispy vigil
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Ok, then I'll check the wiki and if that's the case that's what I'll do

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just wanted to know if there were alternatives

wispy vigil
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It should work, I'll report back as soon as I find out whether or not it does

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Works like a charm

hallow jay
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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?

stray relic
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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.

hallow jay
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Yeah I was hoping to use a single 4k for the retexturable exterior, but for now it does not seem super optimal

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What would be a good average TD to aim for nowadays for an APC?

full quarry
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"what looks good"

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main things you can do about retexture friendliness is clean and clear uvmapping

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and when you release a easily used blank grey/white base texture

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retexture friendly uvmap might not always be the most pixel use efficient

brittle rivet
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You can include the template file in the .pbo, but it will make the .pbo significantly larger

shell rock
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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

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The ones on the uniforms and vests, like the SPC for example, the Marine corp flag is seperate from the actual texture itself

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just layered on

full quarry
shell rock
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Me and my friend have been looking for it for like a week

full quarry
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then its piece of mesh above the first surface with a transparent edged texture on it

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like insignias

shell rock
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Yes

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But Where in the files is that, especially the config

full quarry
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config has texture paths only if there are hiddenselections

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textures need to be assigned on the model

stray relic
shell rock
shell rock
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i see

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said the blind man to the deaf mute

full quarry
shell rock
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Yea still absolutely lost, Arma modding is like a Skyscraper tall tsunami that hits you at 300 miles an hour

full quarry
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then you need to step back and start from something simpler

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so you get the basic mechanics down

shell rock
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im not trying to become a Part-Time Arma Modder, just trying to make some uniforms for my unit

full quarry
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ye thats complex stuff you need to be a part time arma modeler for...

shell rock
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@wooden lantern

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Help please

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thank you

crisp comet
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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

lethal condor
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What is the name of PAA

trail sequoia
#

Seems to be having transparency issues
Do you have the CA suffix on the filename

crisp comet
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Fuck totally forgot abot the CA not CO

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Big dumb dumb over here

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been messing with my photoshop outputs for the last hour lol

crisp comet
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Yep that fixed it, cheers

hallow jay
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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?

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The vehicle also has basically no windows to let in any natural light through

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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)

livid knot
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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

hallow jay
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Hmmmm, I haven´t thought of that, I will give it a try

wooden lantern
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easiest way to do it

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or u can slice it in half, hamburger style, flip the top half 90 degrees and move it off to the side for baking

nocturne lake
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Can't you just adjust ray distances (cage) and attenuation?

wooden lantern
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ray distances also mean the depth of every piece of ao will be dropped

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iirc

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so it's not really the best way of doing it, because it kinda squashes the ao range instead of baking depth fully

hallow jay
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Cheers for the tips, I'll see what I can do

mint yoke
#

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

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I made this with Affinity Designer with RGB Webcode colors, saved it as png in a 512x512 and converted it to paa.

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If that is of any importance.

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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

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Oh, and yeah, I have that problem on otherscreens as well, not only on the rugged tablet.

full quarry
mint yoke
full quarry
mint yoke
mint yoke
celest obsidian
# hallow jay I am slightly lost at how to properly bake out AO for vehicle interiors. If I b...

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.

hallow jay
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Yeah either substance or blender for me

full quarry
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you could set up lights inside in blender

hallow jay
# full quarry

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.

full quarry
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I use textools rectify for that

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I think this migth be the latest one

hallow jay
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I guess one can never have too many blender addons trollge

full quarry
#

never

celest obsidian
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I discovered Mio3 UV recently, you can check it out, it has some interesting options and it's free 🙂

full quarry
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lot of similar tools to textools. got to try it out

hallow jay
full quarry
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it should be one long ine

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without cuts

nocturne lake
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Well, one cut

elder wind
#

Hey, can anyone here help me?
I got this message

z/ace/addons/maptools/data/mapgps-display.p3d

what am I supposed to do?

inner ingot
#

Try #arma3_troubleshooting and more context would help there, like where you saw this error, what addons you have loaded, etc.

elder wind
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Thanks

wide shadow
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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

hallow jay
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I think they are supposed to be used if you are using the MetRough workflow in Substance

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I tried it once and the results were bad, so I just use SpecGloss in Substance blobdoggoshruggoogly

wide shadow
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hmm

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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

manic mulch
# wide shadow I've been noodling around with substance painter and the SubstanceToArma presets...

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).

ashen violet
#

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

floral fiber
#

@wooden lantern Ur up here

full quarry
#

metalness and roughness as they are in PBR dont exist

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and dont directly translate into spec/gloss

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the specifications are different

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export presets try to mitigate that by mixing the PBR output into something that fits the specs of specular/gloss shading

hallow jay
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Ah sorry, but should a wire mesh object with transparency only be a plane (no backface), or should it also containt a backface?

full quarry
#

in RV engine only the front side is ever drawn

wooden lantern
#

i need a keybind to just auto paste that link fr fr

celest obsidian
#

If you're using Scout's presets, read his readme.
If you're using mine, read my readme.
Either way, read the readme 👀

wooden lantern
#

reading is the bare minimum 😭

inner ingot
#

Are there any image comparisons of different values in the fresnel function in an rvmat?

wooden lantern
#

the equation u see on the wiki is ur best chance or just sticking to the wiki values

stray relic
#

You can enter the fresnel values inside Substance iirc.

urban magnet
#

Hello. Why does Substance give out artifacts?

urban magnet
#

1024/1024

#

4096/4096

#

2048/2048

wooden lantern
#

ur UV unwrap edges look a little jagged

#

and there’s a lot of unused space

inner ingot
hallow jay
#

You also didnt specify which texture the artifacts were happening on

urban magnet
urban magnet
#

Maybe there is not enough memory?

livid knot
#

WHERE is the artifacting??? Are you talking about the pink?

full quarry
#

What is it supposed to look like?

celest obsidian
#

Uhm

#

That's weird

livid knot
# urban magnet +

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?

wide shadow
#

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

lethal condor
#

Uniforms and backpacks, yes. Others no

wide shadow
#

ah, not vests/helmets then?

lethal condor
#

Correct

#

NVGs, glasses etc too

wide shadow
#

weird. thanks though

lethal condor
#

Because unfiroms and backpacks are vehicle, which is retexturable on the fly

#

Others are not, hence only engine driven way to retex

full quarry
#

You can create variant gear pieces with different textures and randomize which ones a unit has when spawned though.

wide shadow
#

yeah, I've seen mods do that, I just kinda wanted to avoid doing that for mod bloat reasons

full quarry
wide shadow
#

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

full quarry
#

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

wide shadow
#

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

full quarry
#

that is commonly named "camo"

#

or with numbers after if you got many

#

Id wager your hat has only 1 texture?

wide shadow
#

the model has those matching the names in there

full quarry
#

does it also have multiple colored meshes in it?

wide shadow
wide shadow
full quarry
#

ok so you need just camo1

full quarry
#

but you need only 1

#

the texture is swapped on that one selection

wide shadow
#

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

full quarry
#

ah no no

#

same camo1 on each

wide shadow
#

ok

full quarry
#

then camo1 needs to be defined in model.cfg sections array

#

and then it can be used via config hiddenselections

wide shadow
full quarry
#

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

wide shadow
#

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

wide shadow
#

sections[] = {"camo1"}; like so?

full quarry
full quarry
#

also the sample headgear does get this part right 😅

wide shadow
#

I think that did the trick, cheers

full quarry
#

👍

hallow jay
#

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.

full quarry
#

high specularity perhaps?

hallow jay
#

is 10 high? harold

floral fiber
#

add transparency to specular

hallow jay
#

I mean, I can try with 1 I guess kkomhehe

hallow jay
floral fiber
#

in the specular array

#

usually gets rid of that for me

hallow jay
#

is that the last number?

floral fiber
#

ye

#

alpha

full quarry
#

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

hallow jay
#

This is me when I open any rvmat basically

full quarry
#

yeh that is often the case Im afraid 😅

hallow jay
#

I think when I used all 1s in ambient and diffuse everything was very oversaturated

full quarry
#

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

hallow jay
#

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?

full quarry
#

well. only to some extent

hallow jay
#

Fair, I´ll try and see what gives

wooden lantern
#

hm
u might wanna try using a base color map

#

bc iirc diffuse maps change the color

vocal copper
#

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

lethal condor
#

IIRC having emission is involved

vocal copper
#

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

vocal copper
#

yup, works.

#

ok actually doesnt

#

seems to be working a little bit

#

nope, no change at all

lethal condor
#

Modding pain

vocal copper
#

pretty much

wide shadow
#

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.

hallow jay
#

have you tried running the game and checking the rpt?

hallow jay
#

Could anyone have any idea why are such artefacts happening at slightly greater distances in the ViewCargo LOD?

full quarry
hallow jay
#

Strange, I have never had this happen before. Is there some recommended minimal distance?

wooden lantern
#

it kinda looks like overlapping geometry

full quarry
#

@stray relic youve fought with the dials quite a lot 😅 do you have any recommended distances between surfaces?

#

to combat Z fighting

inner ingot
#

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

full quarry
#

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

hallow jay
stray relic
hallow jay
#

Hmmmmm, I see

#

Ugh, the front seat is "cargo" as well, I´ll probably have to change that into the commander then

stray relic
#

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...

hallow jay
#

I mean technically there should be someone in the front seat, blocking the LOS of the people in the back blobdoggoshruggoogly

#

I´ll check it out, cheers

stray relic
#

Anyway, use the z-bias in the face properties and that will get you decent results.

hallow jay
#

Will do, thanks

wide shadow
#

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

full quarry
floral fiber
#

Iirc I use like 0.005m on a screen for one of my weapons to do the reflectivity separately and that works fine

full quarry
#

its very view distance dependant

#

if you talk about the Z fighting

floral fiber
#

Oh wait that conversation was at 9am

full quarry
#

what is time

floral fiber
#

Serves me right for not reading everything properly hmmyes

floral fiber
low helm
#

what kind of export settings do you guys use for substance painter?

bright mantle
#

Hi, does anybody know of some solid color S&S new wave PASGT helmets or at least templates of the PASGT helmets?

crisp timber
#

Does anyone know if there are any Tempest, and Neophron templates anywhere

wide shadow
# full quarry disconnect between tools and P drive typically is caused by mounting P drive fro...

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.

wide shadow
#

for it to be a power of 2?

full quarry
#

yes

wide shadow
#

2048x2048

full quarry
#

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

wide shadow
#

source is png, though I haven't had issue with that previously

#

I'll check the other two

full quarry
#

png typically should work

wide shadow
#

texview2 opened the one I tried just fine

#

where is the texture renaming tool in OB

full quarry
#

it too can be saved in incompatible bit depth but that usually needs user input

wide shadow
#

ah they are red

#

hrm

full quarry
#

typo?

wide shadow
#

maybe? I could've sworn I copied/pasted the path, but I'll look around further

#

thanks 👍

hallow jay
#

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?

full quarry
#

its just very basic modeling

#

dont over think it

hallow jay
#

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

full quarry
#

there is a tool for that too in the toolbox. but sometimes it might not work right. blobdoggoshruggoogly

#

id recommend disregarding it while you work on stuff and just do it one time last when everything else is ready

hallow jay
#

Yeah, on the final version. And by that I obviously mean the model_final_V5_finalX_3_ultimate.p3d version trollge

torn mesa
#

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

fading field
#

Hello, If I have an object made with textures in Blender, how would I apply those textures to the object in Oxygen 2?

wide shadow
#

What plug-in are you using for export from blender

fading field
#

.obj

wide shadow
#

…doesn’t it need to be in .p3d

fading field
#

I tried Arma tools but it won't open the p3d in Oxygen

wide shadow
#

oh

fading field
#

Oxygen can import a .obj but I don't know if it imports the textures from Blender

stray relic
fading field
#

Well yes sorry, all the guides are from 2012 so they call it Oxygen

stray relic
fading field
#

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

stray relic
#

Use the blender toolbox to export a p3d directly from blender.
Model_makers has a pin for installing it.

fading field
#

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

stray relic
#

link to your error?

#

ironically not replying

fading field
#

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

stray relic
#

Or you could just link to your previous post where you asked for help and no one replied

fading field
#

'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

mint hare
fading field
#

Okay - found a workaround for that

fading field
#

Ok I will go ask in modelling

full quarry
fading field
#

I think I was talking about a different problem

silver gull
wide shadow
#

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?

muted harness
#

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

wide shadow
#

my condolences

torn mesa
#

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

fading field
#

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?

keen terrace
# fading field or do the textures have to be a seperate file I link to? Can I possibly export t...

At a basic level:

GitHub

Arma Toolbox for Blender. Contribute to AlwarrenSidh/ArmAToolbox development by creating an account on GitHub.

GitHub

Arma 3 toolkit for Blender. Contribute to MrClock8163/Arma3ObjectBuilder development by creating an account on GitHub.

fading field
#

I think I did all that

#

I think

fading field
#

Can I not use this to texture it?

#

scratch that

young patio
#

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

inner ingot
#

Yeah your normals should be inverted. Here's an example comparison between them, the first being the arma inverted normals one

young patio
inner ingot
#

I believe overall, up is down, down is up

young patio
#

im in GIMP this is my nohq before inverting

#

this is after

inner ingot
#

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?

young patio
#

GIMP

#

and blender

inner ingot
#

Oh, sorry, yes. Invert the green channel.

young patio
tame warren
#

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

brittle rivet
#

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

tame warren
#

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)

brittle rivet
#

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

brittle rivet
# tame warren (using Blender)

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

tame warren
#

Aight, thanks, I'll see what I can figure out

full quarry
#

In some cases you can define alternative textures via config.

tame warren
modern pond
#

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?

full quarry
proper palm
#

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

full quarry
#

such a thing can be done with just photoshopping too

grim kraken
#

Is there already a "default" uniform TI map, like for a cloth uniform?

#

And if so, does anyone know the path?

nocturne lake
#

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

north pawn
#

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)

inner ingot
#

CDLC data is stored in encrypted PBOs called EBOs, there is not way to get those textures

north pawn
#

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?

grim kraken
nocturne lake
#

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

brittle rivet
full quarry
north pawn
winter sierra
#

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?

full quarry
winter sierra
#

well yes I'd be remaking the texture from scratch

#

I have a real HGU-56 for reference

full quarry
#

you cant paint it in 3d though

winter sierra
#

but the years have not been kind to this texture imo

winter sierra
#

I've just never tried to increase the resolution

#

don't know if its as simple as just doubling the canvas size or not

full quarry
#

thats basically it yes

winter sierra
#

alright, coolio

full quarry
#

you can run sharp filters and stuff like that to try to make the vanilla ones bit crispier too

#

as a base

winter sierra
#

thank you for the help 😄

nocturne lake
#

can try an ai upscaler

wooden lantern
severe rune
#

You don't have to just take everything without asking. There are other options to

lethal condor
#

Especially, we're (I mean Lexx is) really good to throw some PAAs

fathom bloom
#

hey texture people i need help with either seeing if this is code or my textures fucked somehow.

full quarry
winter sierra
#

Been fiddling with ground decals and rvmats to try and make an areas that look like lava fields

full quarry
#

uuh

#

spicy

winter sierra
#

Is it possible to make a decal with an animated texture?

full quarry
#

if the decal itself is set on house simulation at least

winter sierra
#

I do not know what that means but since I know its possible I will do more research

full quarry
winter sierra
#

Easier to show you than explain, something similar to the ground here

#

Some flickering, some slowly growing and contracting

full quarry
#

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

winter sierra
#

Ah I see

#

Well at least if it scrolls it'd be theoretically possible to make a flowing animation, right?

full quarry
#

yes

winter sierra
#

catyes thank you

full quarry
#

incremental uv animations 🙏 Santa at BI how about it? 🎅 bohemia_interactive

short salmon
#

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

short salmon
#

addon builder

full quarry
#

from P drive?

#

does the blur appear on the object in Object Builders Buldozer?

short salmon
#

sec

#

no

#

I will admit, that i normally don't use buldozer very much

full quarry
#

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

short salmon
#

i set this up ages ago but never really needed it

#

this has me stomped now xD

full quarry
#

this may go deeper into how P drive is set up im afraid

short salmon
#

no worries i got that fixed now xD

full quarry
#

👍

short salmon
full quarry
#

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

short salmon
#

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?

full quarry
#

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

short salmon
full quarry
#

yes

#

in this setup and how the tools are designed, P drive represents the games file system

short salmon
full quarry
#

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

short salmon
# full quarry when P:\ is set as the path to textures

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

full quarry
#

hmm

#

this looks like the vertex normals got messed up 🤔

#

or smooth/sharp edges

short salmon
#

I mean, i know it shows up correctly in game

#

:S

short salmon
#

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

full quarry
#

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

short salmon
full quarry
#

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

floral fiber
#

Transparent textures from base game don't work outside of p drive yes

short salmon
full quarry
short salmon
full quarry
#

👍

young patio
#

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

lucid halo
#

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.

full quarry
#

SMDI is not really a colorspace

#

its RGB image with adjusted channels

nocturne lake
#

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.

wooden lantern
young patio
#

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

full quarry
young patio
#

the shadows are borked

young patio
#

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

wooden lantern
#
  • SMDI
young patio
#

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

wooden lantern
#

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

full quarry
young patio
#

not for lack of trying either also noob at torrenting never done it before

full quarry
#

eh?

young patio
#

i dumped the torrent link into the little + area and then tried to get it to download but couldnt get it to wokr

#

*work

full quarry
#

torrent?

#

wut?

#

this is the link

young patio
full quarry
#

aaaa

#

that

#

riight

#

ok yeah damn, that might not be seeded anymore

young patio
#

i think your right on that one because its stuck in an inifinite loop of searching

full quarry
#

now where did I posted the original

young patio
young patio
full quarry
#

2 years quite close

young patio
full quarry
#

although that may need to be combined with latest config.cpp in P:\bin since new stuff been added in later A3 updates

young patio
#

yeah thats fine cheers for that tho

full quarry
#

the lighting injections are still the same though

young patio
#

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?

wooden lantern
#

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

full quarry
#

🤔 @young patio you mean shading is not smooth?

#

or better, draw arrow to the issue 😅

young patio
full quarry
#

that is shading

#

not shadows

#

and it means you have either messed up the normalmap or you have set the edges all sharp

young patio
#

with seams

full quarry
#

seam is for uvmap

#

is it autosmoothed?

young patio
#

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

full quarry
#

I recall you were using Clocks toolbox

#

check how it handles smooth and sharps

young patio
#

I just noticed now there was a Custom split normals applied to it so that might be it maybe

full quarry
#

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

young patio
#

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

full quarry
#

could be some addon you run doing that too I suppose

young patio
#

most likely ive got a few

young patio
full quarry
#

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

young patio
#

so like the difference between a petrol car and diesel car they both basically do the same thing but with some diffferences

young patio
young patio
wooden lantern
#

check clocko’s github wiki

#

it has a set of troubleshooting for normals

#

that’s most definitely not a texture issue tbh

young patio
#

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

young patio
#

but also concerned as this is a new one

young patio
young patio
#

@full quarry @wooden lantern managed to get it working now turns out condensing the 36 textures into 4 was the trick

full quarry
#

36

#

😵‍💫

#

Id say that should all fit into 1

#

😅

young patio
# full quarry 😅

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.

full quarry
#

👍

jade briar
#

I need some help with the arma 3 substance painter export preset by mooniefr

umbral gyro
#

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

inner ingot
full quarry
#

Ah what bromine there said.

umbral gyro
#

Hmm, restarted my game just to see if it would do something and indeed it fixed it, so I'd guess a caching issue

silent gull
#

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

full quarry
#

or how do you try to add it?

inner ingot
silent gull
#

just throws a missing texture popup

silent gull
inner ingot
#

What is your mission folder's name? Is it literally missionname.altis?

full quarry
#

mission folder is treated as root

#

but \ in front of the path though

silent gull
#

but that same path works fine for setObjectTexture on vehicles

full quarry
#

I dont really do mission objects. mods are more reliable

fathom bloom
#

is there any good place where ic an find 2d versions of futuristic magazines for guns?

full quarry
#

linedrawing is what you might want to see

warm quartz
#

what app can i use the best for retexturing

full quarry
#

whichever you can use or want to learn

warm quartz
#

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

full quarry
#

it depends widely on the model and how its unwrapped to form the texture

feral grove
#

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?

warm radish
#

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?

distant rose
#

most favourite a2 vehicle ever, totally under-utilised

lethal condor
#

What if you have default RVMAT?

full quarry
#

model vertex normals might be messed up

lethal condor
#

But will it make it pitchblack? I doubt

distant rose
#

you going to rig it with ropes for towing @feral grove ?

warm radish
#

even with default it seems to be all black

lethal condor
#

Your texture path (name), resolution?

warm radish
#

I've been packing it as a mod with the correct file pathing + all textures are in 2^2

feral grove
#

Well atm its compatible with Leshrack's Towing mod, so if he implements ropes or tow bars then yes 😃

lethal condor
#

I asked about specifications not your summary. What exactly is the name, what res

distant rose
#

nice that would be an awesome addition

warm radish
#

2048x2048 and theres a few in 1024x1024. and you want the exact path to the texture, correct?

distant rose
#

I would volunteer but im shit at uvmaps 😃

feral grove
#

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

lethal condor
#

Yes. And name

silver gull
#

you need a proper normalmap to get the best out of quixel. And i doubt this one has one

calm tangle
#

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 ?

lethal condor
#

Model issue

calm tangle
#

hmmm i see

livid turret
#

Hello folks, is there any way to change building textures in configs?

mint hare
#

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 blobdoggoshruggoogly

trail sequoia
distant rose
#

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?

silver adder
#

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

winged sandal
#

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

full quarry
#

and how do you intend to use it?

winged sandal
# full quarry what tank?

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...

full quarry
#

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

silver adder
#

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

distant rose
#

😃

#

HNY @silver adder

feral grove
#

Cool PINGA!

#

That would really help, let me know if you need anything from me 😃

silver adder
#

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

feral grove
#

Sounds great!

#

does that mean a new UV?

silver adder
#

no, same UV, the bits of the model i have removed will just be unused space

feral grove
#

yep

mint root
#

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

distant dawn
#

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

full quarry
#

might be using wrong shader type

#

and have no proper AS texture

silver adder
#

be better to create a new model from scratch after all that lol

ancient smelt
#

So, like a fly-by-night Life server asset? 😉

feral grove
#

Lol

silver gull
#

@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 😉

pale bough
#

can anyone help me with rvmat stuff? want to make an rvmat for an illuminated sight reticle

lethal condor
#

What is your goal and what exactly is the question

feral grove
#

I'm no modeller unfortunately 😦 just porting existing assets.

sudden ferry
#

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

sudden ferry
brittle rivet
#

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

viscid terrace
#

is anyone good with arma graphics

full quarry
stoic kite
#

hey there,
Does it possible to remove a multicam texture so i can retexture it to a one color?

brittle rivet
rancid obsidian
#

Hi can someone tell me the "ctrg balaclava" hidden selection?

#

The one with goggles

vernal sage
#

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).

rancid obsidian
#

Also I can't find the Csat red beret texture

full quarry
#

if you read the config classes for the items you can find the paths if they use hiddenselections

indigo epoch
#

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?

lethal condor
#

What exactly do you mean? Screenshot?

indigo epoch
indigo epoch
#

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

lethal condor
#

Then you're terribly done something wrong

#

It is simply, that't not how a modding in Arma 3 works

indigo epoch
#

It references the class of the existing head in game?

lethal condor
#

What is it you say

indigo epoch
#

The custom head class references the corresponding head class in the characters_f config trying to apply the retexture

lethal condor
#

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?

indigo epoch
#

Because I don't have it, I'm helping someone get this into a mod and I just typed this out

lethal condor
#

Whoever wrote it doesn't matter. So you have a config that is packed into a PBO?

indigo epoch
#

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

lethal condor
#

Then let him ask it

indigo epoch
#

Okay, my apologies

hallow jay
#

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?

full quarry
#

you can select by material

#

Im guessin you have done stuff in OB that is not in your source files

hallow jay
#

I have no clue how to use OB clueless

#

But I can select by material in Blender as well

full quarry
#

yes that would be prefrable

#

the export toolbox might also have tool to create hiddenselection groups,

#

by material

hallow jay
#

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

stray relic
hallow jay
#

Ah sorry I have never done this before, let me double check that I am about to do it correctly:

  1. Assign the vertex groups in Blender based on material (texture sets), say camo1, camo2, camo3.
  2. In the model.cfg add the camo selections into the "sections".
  3. In the vehicle config define the camo selections in hiddenSelections[] = {"camo1","camo2","camo3"}; and in hiddenSelectionsTextures[] = {} link the "default" texture.
  4. In vehicle config add TextureSources with all the additional camouflages.

Is there anything else? harold

stray relic
#

You might also want to add an eventhandler to initialise the randomisation/VhC textures

hallow jay
#

Yep it works, thanks a lot for helping

upbeat jacinth
#

Is there any tutorial video for Arma3 texture ?

#

I want to create an uniform

full quarry
#

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? blobcatsweats

hallow jay
full quarry
#

yeeh

#

thats why I wonder

keen terrace
#

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