#arma3_texture
1 messages · Page 12 of 1
Id use 2k mask.
Ive posted an example blend file for multimaterial somewhere here if I remeber right
and yes netural grey affect color tint
the blender rendering gets only so close with overlaying the mc texture
but it can be close enough especially when you learn to look at it right and now the differences
Makes sense I guess since the environment will change the look a bit as well
exactly
Just so I'm understanding right 50% would do nothing, and then making it lighter or darker would start to lighten/darken the appearance
Oh yeah one more thing, I saw somewhere earlier people using trim sheets on buildings, would that normally be one of the multimaterial textures just with more care given for the unwrapping of those parts, or a separate section and material?
it can be multimaterial texture yes
Thanks
hey ! i made a custom face for arma and everything is working except for the hair, how can i choose a differnt kind of hair or the player model
There is no hair models
so how this mod works for example?
this is the base of the charcter ive made , i changed the face but the hair is diffrent from the character that shows in arma
this one
well if the head has modeled hair then it has hair
there is no separate hair objects or anything like that in the base game
dont look at mods for reference 😅
also this texture dont look anything like the picture you posted first so dont quite understand the issue
i just sent you the base version before ive changed it
I want to know how i use a different kind of head model than the default one, for example the african or the asian head
youll have to study the vanilla configs
theres class cfgheads and class cfgfaces that work together
does anyone know how to find the texture paa for a vest added by a mod
for what kind of purpose?
retexture it so i can play with it
i wont upload it to the workshop
or do something for a server
just me
If it can be retextured you can find the path to the texture in its configs hiddenselection array
so in the config viewer
of the vest
hiddenselection?
Hiddenselections are how retexturing is made
ok
i tried looking into the config viewer before
yes
and the config draws your new texture on it via teh hiddenselection
i will try to find the path in the config viewer
we help only with the proper way
no matter if you upload it or not
best not to learn any bad ways.
what do you mean?
probably something you were thingking of doing
what thing?
man i dont know what im even doing
i was stressing about this retexture thing until 4 am
your retexture mod will need 2 things
idk if it will be a mod
i was seeing
you can change
it with a command
setobjecttexture i think it was
dont work on vest
but maybe it will be a mod if i have to
fr?
mod is only way
script works only on uniforms and backpacks
and driveable vehicles
damn
other gear needs mod
oh alr
hey i have a doubt
sorry if im bothering
this is legal right? like im allowed to retex stuff so only i can play with it right
if not
ill just use the in-game vests
and if thats not allowed either
ill just give up
like personal retextures ig
if mods license allows retexture then sure yes
vanilla game stuff is allowed to be retextured too
how can I check the license of the mod?
most mods have license that allows such things
oh alr
its usually written in the mods description
and/or it has a license file inside the pbo
sorry to bother again but are we allowed to retexture dlc stuff like from the contact dlc
Not 100% sure possibility (not legality) about contact. enoch mostly is
not possible
?
😔 🔫
Possibility is dependent on how the models and configs are set up
(You need hiddenSelections in nearly every case)
As far as I know, retextures are permitted for all of the DLCs and CDLCs
Enoch is the content from contact that is part of the base game
Contact DLC also has an optional portion that you can't do as much with because of how it's implemented
i think i cant
looked at the hiddenselection
just said []
what thing is it?
it was a contact vest
whats its classname?
it can be retextured
class V_PlateCarrierSpec_wdl;
class yourTAG_yourFancyPlate : V_PlateCarrierSpec_wdl
{
displayname = "FancyPlate";
hiddenSelectionsTextures[]=
{
"\yourTAG\yourTAG_yourPlateFolder\Data\yourTAG_FancyPlate_co.paa"
};
};
in essence your config would look about like this
config.cpp for enoch vests from unpacking the .pbo
If you want to do modding, having a3 data unpacked so that you can reference configs and textures without unpacking each .pbo
where is config.cpp located?
That's the internal config browser, useful, but doesn't give code you can work with
aah ok
You need to go back to the start of making a mod
.pbo files are packed archives containing all of the files of an addon, either vanilla or mod addon
wut
whats wrong with that
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
This is a decent place to start for making a mod
Mikero's tools or HEMTT is recommended for building mods
was that screenshot to illustrate how your config looks or was it taken exactly where you've found an empty hiddenSelectionsTextures[] array to make conclusions?
i spawned the vest with a mod and then i clicked it and clicked find in config viewer
i saw online that the mod would help with finding textures
In any case, you need Arma 3 tools before you can make mods and handle the files for Arma 3
i got A3 tools
👍
wait, Raven
do you know how I can see things like in here?
in-game config viewer isnt that useful you said
i wouldnt have found the paa otherwise
like actually never cuz i was looking in the wrong place
in-game config viewer is helpful O_o
it didnt show hiddenselection 😔
It is helpful, but so is having a3 unpacked for searchable reference
because you've never opened that vest's config 
what had I opened then?
🤔
The config for some module most likely, since the icon had modules_f in the path
something different 
😱
https://forums.bohemia.net/forums/topic/151777-tutorial-simple-re-texturing-guide-from-start-to-finish/
This is a decent guide for first retexturing addon
PAA plugins for gimp and for photoshop, whichever you use
TexView2 can convert files, but being able to export natively is easier and faster
https://github.com/gruppe-adler/paa-gimp-plugin
https://github.com/gruppe-adler/PaaPhotoshopPlugin
how did you
even find it
it doesnt show up on the search
in the config viewer
alright
you are probably looking at the ground holder for it
vanilla search only works inside the currently opened class
So i've opened CfgWeapons, typed V_P and scrolled a bit from there
I got a all in one config dump file I can search through in notepad++
the vest is in weapons
I got the config dump and textures from unpacking for P drive setup using mikeros tools
It's in class CfgWeapons, but in the .pbo Characters_F_Enoch (I think, been a while since I actually looked at how the vanilla .pbo files are layered)
As far as I know, you have to make a config and pack it
Runtime retexturing is for uniforms and backpacks only (for character gear)
needs indeed a mod.
basics of config I recently wrote down here:
#arma3_texture message
just the basics. parent class of the original thing, new class for your new thing, new name for it and hiddenselection to path your new texture
Youll have to check vanilla configs or the samples on steam. I dont remember off the top of my head
goat do you know if its possible do multimaterial with substance painter?
like is there a written workflow somewhere
dont know. I dont think its super optimal for that
what way do you go about it?
faint recollection that it cant handle uv uvsets
I see
blender
I have posted a sample multimaterial setup somewhere here I think 🤔
do you do blending with geo nodes and such then?
not with geonodes, but those likely could be used now too
I did my setup before geonodes were a thing
its just shader based
#arma3_model message have talked about it at least here
I know that other engines also use similar techniques
so if theres a general term for it that would go a long way for searching tutorials/examples
neat
yup, that sample does not have blending though I think
which blending?
I'll read into geo nodes for it
not quite sure what you mean by that
as in how in some models the mask channels is blended to make a transition/weathering effects
ok so the mask just handles that on its own
ie this
it can have soft edges
oh yeah sure
but do people just handpaint this or is there a workflow for it
it can be useful between some material types
but dont fit with all
handpaint is what I recommend
I see
there isnt really data in models to use
I mean sure you could block out material space with mesh and proejct that to be baked on mask
but Im not sure how that would be any more useful than painting the mask
if you are looking to automate stuff like weathering, sure there migth be something doable for that
I've baked some stuff like that for the base MC layer that I then manually tweaked
tou dont want to repeat weathering too much though
its kinda meant to break the patterning
instead of adding more pattern
like if you look at the pictures of the station I had in the model channel
the tiling surfaces are not very interesting on their own
but the unique weathering of the mc stage makes it pop
also the mask resolution will limit how much you can do intricate blending between surfaces
this is big "hero" building and uses mask of 4k resolution
if I recall right
though it might actually be smaller mask but higher res MC 🤔
its been a minute so I am bit fuzzy with the details
most of the surfaces never needed blending between the different material types
so the mask is very solid colors
but like if you wanted to make exposed brick for example
it dont necessearily need blending at the edges
as damage on surface is often quite sharp
I used to go about it the easy way
make a mask grid and toss the UV islands to respective grids
and then break repetition with the MC as you said
Now I kinda want to blend base materials aswell hence the question
yeah thats basically what Ive done with the station too
do you have example of what you want to blend?
might spark up ideas
I mean the image I posted earlier looked like a nice starting point
thats a bunker where all colours of the mask is the same brick texture but with a different colour overlay
so it makes a nice camouflage pattern
so which materials you want to blend there?
brick with something else?
or 2 different colored bricks?
different colours of bricks
end goal is to have it look like someone painted a camoflage pattern on a cinderblock wall
right
well if you wanted to use some specifc camo pattern for example you could bake that as greyscale masks and us that to overlay the pattern on the actual mask texture
more a combination of modeling and image editing
could work
that was the initial thought, wanted to check if theres a better way
I remember moonie had a workflow to do multimat in substance but I believe its specific to them
you probably can do the mask as it is, but previewing it may be more difficult
if you dont have the second uvset to handle the fitting to the tiling textures
Hey i would like to ask how difficult would it be for a person with no modding experience to make a retexture mod for something like RHS? And where can i find something resources on doing it? (modding documents, youtube tutorials anything works) also if you have some stuff to share with me respond to this message so i get a ping for it in discord
From 2013, but not much has changed, and same guide on steam
Fairly good starting place
https://forums.bohemia.net/forums/topic/151777-tutorial-simple-re-texturing-guide-from-start-to-finish/
https://steamcommunity.com/sharedfiles/filedetails/?id=238437456
Be aware that RHS has a no derivatives license, retextures are tolerated in most cases however https://www.rhsmods.org/page/EULA#re-textures
And they don't allow retextures of certain uniforms and headgear (I don't know how strictly this is enforced)
If there is something else you want to do with it, easiest solution to avoid license issues is to just contact them
the non allowed uniform is pretty strict
Anyone able to help me with Objectbuilder?
I made this using substance painter. Top screens are from marmoset, bottom from painter
looks nice, what resolution is this? 1K?
@silver adder did you give up on the Towing Tractor or is there anything we can use?
i scrapped updating the BI one just by making new textures, just not possible to make a nice highpoly bake, with so much of it mirrored, and hell things that overlap are not even overlapped properly
Pretty much starter n00b here - I'm trying to build up a generic library of rvmats and their associated files for reuse in lots of different but similar models, I'm primarily modelling things like street furniture (pwh_core in the workshop). I can't seem to figure out how to make a retroreflective surface like you'd get on a rear reflector or sign texture. I can make then emissive or glossy but that's not what I'm going for. Something that catches the light, I'm thinking it's something to do with fresnel but I just can't seem to figure it out. Is there a sample reference pack of rvmats with some common texture types like burnished metal, reflectors that I'm missing? I tried going through the a3 folders but I just can't seem to crack this.
have you ever seen such thing in Arma?
There is https://jdtools.dev/rvmat/index.html
But you are still going to have to learn enough to edit the rvmat to get the right appearance
well there’s no reflections for objects in arma
only cubemapping
if u want a reflection, pip cameras might be the answer
retroreflective isn't "reflective" per se. It's just way more visible when looked at from (near) the light source. Should be pretty easy to implement in custom shader, but the problem is i don't think A3 allows for custom shaders or has any that work that way 
Yeah we dont have that kind of shader natively
Aaand I think we dont have the shaders exposed for alterations
Dedmen has done some testing stuff with those but thats employee benefit
Emissive then ig
Would be ur best bet
Thanks for all the suggestions everybody. I took up your challenge Mr Goat because I have seen such a thing, I just couldn't remember where. So I did another deep dive and found the soft_f_orange/Van_02/Data/van_reflex_tape.rvmat which actually was pretty much what I was after. I nailed it on my non-reflective reflector areas and it's "good enough" now, definitely catches the light from any light source at night. Raven your URL really helped too - those presets were gold - literally in one case 😄 - and armed with all that new intel I am now definitely on the right lines 🙂
Yes, I tried emmissive but it's just a bit odd when there are no light sources nearby, but it's a good copout for illuminated street signs at night. Turns out that reflex rvmat does add a tiny amount of emmissive, guess that was the secret sauce with the fresnel settings.
👍
I have a question for people smarter than me:
I have zeroed in a weapon´s mildots on an 8x optic. Is there any simple way I can modify the .png so that it is also accurate for an 4x optic?
This is probably dumb, but would it work if I simply reduced the amount of pixels the mildots are from the center of the optic by half, if I am also reducing the magnification by half? Would that remain accurate?
My feeling is you'd just want to rescale the image to 4k and cleanup the offset pixels
That way you keep the relative angles of the markings
You'd have to test or wait for another opinion, since I'm not certain if that's how Arma 3 optics actually works
Yea I also have no clue how exactly it is handled 
I just want to avoid having to re-zero everything on the new magnification, since I have about 10 guns to go through
Best solution might be to make one on new magnification to test, and if it works, you then have a fast way of making all of the reticles
If the FOV is halving with the magnification, yes it should just be a matter of scaling the reticle by half.
I was also told I could scale the actual mesh in the P3D of the scope
Buut I am thinking that might make the numbers hard to read
Yeah, it can make the reticle harder to see or look over-sharpened
There isn't a full swatch for the AAF Digital Green camo unfortunately. The Samples pack only has swatches for NATO's MTP Woodland and the LDF's Geometric.
However, da12thMonkey made one a while ago (link below) that's pretty much as close as it gets to a "full" version of the camo:
https://forums.bohemia.net/forums/topic/215465-aaf-camo-sample/?tab=comments#comment-3278668
Hi, sorry if this has been asked but Ive searched low and high and cant seem to find what I am looking for. Is there a sample of the camo used by the AAF available?
Hey thanks
is there a ready-made retexture for transport in the PAA format, rather than mods?
no?
question does anyone have or know how to setup buldozer to have altis's lighting?
i know HG had a thing for it like a while go but that was a few years back and my google searches have found nothing, as usual chat gpt is dubiously useless.
Running out of avenues here would be nice to get an accurate look at what my stuff looks like without having to tab in and out all the time and open and close the game.
Mainly im asking as ive got this weird issue with my shadows? on one helmet they are fine on the other which is the exact same helmet minus the visor the shadows have moved slightly?
Also got a similar sort of issue with this uniform too.
Im thinking it might be an rvmat issue? maybe?
vertex normals broke and you got hiddenselections in shadowlod
and shadowlod problaby bleeds through the skinny jacket
ooooh
good to know
@silver adder Rog, would you be interested in doing your tutorial on another cup asset such as F35B? Or other, we have lots to choose from:)
Regarding multi materials in arma
when and where are they used besides buildings?
everything should be on as few materials as possible right? thats the correct way?
yeah. few as you can make it work is best for performance
Multimaterials are not really used on other things though
usually the driveable vehicles are smaller than house
and supershader has some nicer features for rendering too
so its used on vehicles
and weapons etc

hey is there anyone that does arma 3 vehicle and clothing retexture for free?

You can try in #creators_recruiting
Or you can learn how to make your own texture mods (this is a decent guide: https://steamcommunity.com/sharedfiles/filedetails/?id=238437456)
It's on the forums as well, but steam is more reliable right now
(Missed the ping, see above)
Thank you, yes I've tried the guide and did some stuff
but it doesnt really tell me how to get qualitative content, its just he basics 😓
one of my main issues is the bodyparts stuff
this setObjectTexture [0,"russian.paa"];
the 0, 1, ....
The 0 there is index of the hiddenSelection with it's texture being changed
It just means change the first texture of the item
1 would mean the second texture, and so on
Most of the time, the main colour selection is named camo
https://web.archive.org/web/20241127231744/https://community.bistudio.com/wiki/setObjectTexture
Reference, archive since BIKI is unreliable right now
The scripting command is unneeded, but it can be faster to test with scripting than with making a mod
Command only works on uniforms, backpacks, and vehicles from what I know (might work on other stuff, but not vests)
Neat thank you!
Cuz I was doing the ammo and used 0 and it just colored like half of the ammo, and using the same picture for 1 fucks it up
While for the hatchback it worked perfectly fine
Is there a way to put all parts into 1 picture?
Which ammo?
Sorry, bit new to this
I know the retexturing part from dayz and everything
But the bodyparts are new for me
HemTT
Gimme a moment, I'll check what it's selections are
Appreciate you.
I‘ve looked through youtube and stuff but none of them were properly explaining that part
I think it has multiple hiddenSelections, and sometimes some sections of a model can't be retextured
Gotchu, thank you.
These are the lines from the ammo variant,
hiddenSelections[] = {"Camo1","Camo2","Camo3"};
hiddenSelectionsTextures[] = {"\a3\soft_f_beta\truck_01\data\truck_01_ext_01_co.paa","\a3\soft_f_beta\truck_01\data\truck_01_ext_02_co.paa","\A3\Soft_F_Gamma\Truck_01\Data\truck_01_ammo_CO.paa"};
The core of the classname of the hemtt is Truck_01 and it's files are in soft_f_beta and soft_gamma primarily
The covered transport variant also has Camo4
If you don't have them already, mikero's tools are very useful for packing and unpacking .pbo files
Understood, thank you.
I got it ^^
Hope that helps
I found the hidden selections by searching in the files I unpacked using Arma3p
How stuff is organized and named takes a bit of getting used to, and it's a lot easier to find stuff when you can look it up on the BIKI before searching
can anyone reccomend some vehicle texture makers?
in most cases it is the man in the mirror. 😅
I can tell you 2 things that are really important that will make your retextures look decent
Yes please
DM
Hello, I am getting "Can not load texture" error when I try to view my model through object builder > model viewer... Object builder reads the UV map and the _CA texture and even shows their preview, but model viewer gives me an error and the model is simply grey. I think my .rvmat is correct too, but this is the first time I am doing this so I am not entirely sure.
it means the path to the texture inside the pbo does not match that path
so your probably dont pack the pbo correctly or dont have the project folders set up right
for starters, do you use P drive?
Thanks for the quick reply!
Yes, I am using P drive and my folders look like this:
then it seems like typo in the path
I exported the model out of blender with the arma3 toolbox and assigned the CA and rvmat in the paths there too. The model loads fine in the viewer but without textures.
I noticed that but I was unsure if that was a bug because I checked my paths several times and they seem correct.
It maybe just parsed into \n which is line break in that UI if you're sure it is 100% correct
Open up OB's settings, you sure the P is set correctly as work drive
Path for textures, to be exact
I did not manage to pack it yet, I simply opened the .p3d to check if the textures work.
I tried to pack it (just to see if it works even blank) but it gave me an error I did not yet figure out either.
P.S. I just fixed that unrelated error, was missing \ at the #include line
one moment
Unrelated issue
I also tried to put the texture path directly to P:\Night_Elf\Data
But the issue stays the same
Yes, I have it on that right now, not sure what's wrong. I even tripple checked and repeatedly exported the .p3d with correct paths in arma toolbox menu
I find it odd because OM seems to read the path
Trying to wrap my head around how the textures work for the Combat Fatigues (MPT) (Tee) (U_B_CombatUniform_mcam_tshirt). I'm looking at the config for it and I see it's got a hiddenSelectionsTextures reference to suitpack_soldier_blufor_co.paa which seems to be a texture containing MTP pants and shirt, and nothing else. So where does the actual Tee texture come from?
I think you are looking at the wrong config entry
Every uniform has both a CfgWeapons entry and a CfgVehicles entry
CfgVehicles is the actual uniform and CfgWeapons is the suitpack and uniform properties as far as I remember,
The CfgVehicles entry is the config for a unit wearing the uniform
That would make sense, lemme go back into the config dungeon and see what I can find
Well damn, I found it in cfgVehicles. It has no hidden selections or textures, and the model is \A3\Weapons_f\dummyweapon.p3d
Unless this is decieving me and not actually what I think it is
it does come from A3_Weapons_F which is a little strange
oh yeah I dont think this is the right config entry either
That's the ground holder, you need to find the unit that wears that uniform
Probably in A3_Characters_F or one of the other character addons, don't remember which one
Ok I'm real lost now. There are 2 entries in the config with the class "U_B_CombatUniform_mcam_tshirt" (which I got from hovering over it in ace arsenal). One of which is the suitpack CfgWeapons entry in A3_Characters_F, and the other is the ground holder in A3_Weapons_F.
Would it be under a different classname maybe?
B_soldier_AR_F is one of the units with a tshirt, you'll might have to follow the inheritance up to find the hiddenselections
Also B_medic_F
Not certain where the tshirt actually comes from, it might actually be from whatever the underwear uniform is
I see B_soldier_AT_F has a tee, and has a hiddenseltex "clothing1_co.paa"
ah yeah, this is just the mtp full uniform
Tshirt itself looks to be hiddenSelection camo4 pointing to \A3\Characters_F\Common\Data\basicbody_co.paa, or the equivalent colour from there
Lucky chance on a forum post
Ah. I havent been able to get into the forums at all the last few days
One post kept showing up on my searches but I'd just get a server error whenever I tried to check it out
Actually, might be camo2 that you need for the tshirt to work,
Could also be dependent on whatever the nakedUniform is, since that is where the Tshirt itself seems to come from
Can't actually find a clear config line that sets it, so I'm not entirely certain
yeah, thats what I'm stuck on. I cant actually find something that points to it
So I wouldn't know how to point it to somewhere else, unless I can just add a hidden selection somehow, but I dont think that can be done via config right? Thats a part of the model?
damn, its not even the underwear inherently. It uses a different texture than the naked body
basicbody_grey seems to be the underwear, but basicbody_green looks like what it uses for the MTP tee uniform shirt
No idea then, someone else might actually know what it is
Camo2 selection is the best I can find, and that's from a forum post from 2015
Hmmm... no dice. I appreceate the help though. I'll have to come back to this another time and see if I can get it figured out
Let me know if you do figure it out, it seems like a weird one
a) CfgWeapons >> U_B_CombatUniform_mcam_tshirt has model/hiddenSelections[]/hiddenSelectionsTextures[] for when it's dropped on the ground, those aren't used on unit.
b) CfgWeapons >> U_B_CombatUniform_mcam_tshirt >> ItemInfo has uniformClass="B_soldier_AR_F"; that links it to actual unit wearing the uniform
c) CfgVehicles >> B_soldier_AR_F has model/hiddenSelections[]/hiddenSelectionsTextures[] that are actually used (and also links back to a with uniformClass="U_B_CombatUniform_mcam_tshirt";). And those are actually inherited (from CfgVehicles/B_Soldier_02_f/model / CfgVehicles/B_Soldier_base_F/hiddenSelections / CfgVehicles/B_Soldier_base_F/hiddenSelectionsTextures).
A teeeeeny bit convoluted, ja 🤣
Actual values:
model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d";
hiddenSelections[] = {"Camo","insignia"};
hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa"};```
except the actual tee belongs to "camo2" selection that isn't exposed to hiddenSelections 
and the actual texture used for camo2 being "\a3\characters_f\common\data\basicbody_green_co.paa"
(available selections can be found by playing as a character in question and running selectionNames player in debug console, and i don't know good way of finding texture paths that are not mentioned in config, i've just searched for .paa in the model file) 
with config overridden with hpp class CfgVehicles { class B_Soldier_02_f; class B_soldier_AR_F: B_Soldier_02_f { hiddenSelections[] = {"Camo","camo2","insignia"}; hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa", "\a3\characters_f\common\data\basicbody_blue_co.paa"}; }; };vs normal 
Please don't actually use this exact config in production, define your own class if needed
remove head proxy
Will do!
Woah, appreceate this a bunch. I'll take another stab at it tomorrow and see if I cant bang out a retexture. Thanks for digging into it!
@full quarry @lethal condor
Thank you guys for help. Certainly nudged me in the right direction.
The head proxy confused me a bit since it was called "Bysta" for some reason but it's all working now.
Put bysta in Google translate and you understand
😅
Ahh, I see.. it's in bohemian 😆
So I've packed couple of PAA into a mod for temporary testing (using HEMTT) and launched for testing it in the game. While I can see those files being available using the Icon Viewer script (https://gist.github.com/HallyG/fa7a6cda10abcb630b1dc325f0523553) , when I copy the path of my images from there, I get this z\ in front of my prefix "z". Moreover, my texture does not even load in object using setObjectTexture. Any ideas why?
... Is that just a night elf model from WoW?
Yes, I'm trying to match the character in some of my sketches.
Ah. Ripping is not allowed around here. I suspect goat is sleeping, else he'd have already slapped.
oh
Where´s the 4 stam 4 strength leather belt?

Hi goat
Hello..
dis not gut.
Apologies.
Vietcong rolled need even though he was a cloth wearer.
I'm sorry to pop up again, but I spent entirety of today trying to solve black "noise" flickering on modded texture. It looks like black film grain showing through the model when two parts of it overlap. As if the black grains mimicked transparency in some way by ghosting what's behind the object.
Is there a hard limit on number of hidden selections for vests?
Technically would be. But why you need to have like 255 selections?
Well say 6 hidden selections. I've ran into an issue with some and when I switch the positions of the selections in the configs, one works and the other doesn't. I'm trying to think of what might cause it as I've made sure that the paths are correct.
Likely config issue
You have transparency in non transparent texture
And possibly have not used correct suffix naming prior conversion to PAA
This is the case, at some point I converted texture_CAdarker.png into .paa that I later renamed to texture_CA.paa
This is wrong
All the suffix really is, is instruction for the conversion into paa. telling it what kind of paa its supposed to pack.
That's why it needs to be in the name before you convert to paa
Also this isn't the wow dark elf anymore right?
It's a piece of VN uniform now that I wanted to change texture on. I will keep the elf tucked away in darkness to be forgotten.
Thank you lads, I had no idea the conversion required clean naming like that. Much appreciated!
How doies the User Textures work when it comes to qualtiy of image. I've been messing around with images for weeks and cant get my cusotm pictures i make come clear in the game. Its all blurry. I'm tryna put on a User Texture (10M)
- resolution?
- video settings?
- texture name and extension?
Resolution of what? My monitor/video settings? The image name is NEWLOGO1 and the pathway is media\images\billboards\NEWLOGO1.jpg
Your jpg's resolution
how do i check that? and does makeing the image a .paa make it clearer?
Use properties to see the resolution
Use 2^n resolution. So 256x256, 512x512, 256x512, etc
Still blurry
Why wouldn't 422x422 image on 10 meters texture be blurry? It's 1 pixel per what, 25 mm?
It's a foreign language to me i dunno
I am not aware of arma limitaions on texutres in the game
What he said is literally technical limitations of everything not Arma
"It's just too small to be big"
I appreciate the help
Hey, is it possible to color an object in eden but not in zeus?
I got some invisible collision objects. I wanna place them down in eden. But its hard to accurately do so when they are invisible
so im wanting to try and retexture some vehicle. does anybody have a tutorial that they think is really good?
retexturing is done by painting a new texture in your choice of image editor (ms paint/gimp/photoshop/etc) and creating a config that uses your new texture on the vehicle through hiddenselections
Thats a pretty bad tutorial, i think this will set you on the right path @elfin token https://youtu.be/qZoI7f0ApSI?si=BMEc1tBrBSBWhI3i
Welcome to my Arma 3 tutorial series where I show you all the basics required to start creating your very own Arma 3 mods, from retexturing existing game assets to importing and implementing new ones.
Project Files Download:
https://drive.google.com/file/d/0B6voDxYIREkgQ2I4VXdubkN6VG8/view?usp=sharing&resourcekey=0--WkZzElEp_FzlbE1Nqqhog
Elite...
if you mean what I said, its not meant as tutorial but to explain the basic premise
Well id figure i could help the guy out
👍
Hey I’m looking for a script for a retextured parade uniform, if anyone can DM me the script it would be much appreciated and I’ll change what needs to be changed for my retexture within the script
script?
My bad 😂 a config
When i play a video as texture, is there a way to add opacity or a transparency map to it ?
dont think so
theres no opacity/transparency stage in any rvmat
its always part of the texture itself
video formats probably dont support that
hmmm i see, thank you ^^
have you tried to play the video on semi transparent texture already?
in case it picks its properties
yes i already tried, but the video doesn't take its transparency
Hi ! I currently have a weird bug with the retexture of a vehicle.
The method I use to retexture is simply using the base snow texture and edit it in GIMP
But there is this weird gray gradient with the wire frame barely visible at the end of the vehicle.
when I zoom in, it disappear.
I just change the texture with setObjectTextureGlobal
There is a better screen shot of the effect
I found the bug. It seems that when you fuse two layer in gimp it mess the image file. So don't fuse two layer
Well it seems now any kind of layer manipulation, does the same thing. That's so weird lol.
You might have saved it with alpha channel.
Also you must use correct suffix in naming before converting to PAA.
@wild canyon
Thanks for you answer ! Didn't know about the alpha channel i'm gonna try this. And for the convertion, I just use an online paa converter.
Still have the problem. I've made sure to delete the Alpha Channel from my Gimp Layer.
i've exported directly with a PAA exporter addon from gimp to give it a try.
I'd recommend using the img2paa converter from the arms 3 tools.
Also you need the right naming and use png or uncompressed tga as source format.
What do you mean by using the right naming ?
my_new_texture.tga
must be named my_new_texture_co.tga
BEFORE you convert to my_new_texture_co.paa using img2paa or texView2 (Arma tools).
The _co suffix is important because it tells the paa conversion tool that this is not a transparent texture and has no alpha channel.
Oh yeah, my texture already has the _co suffix.
Hmm, which what fresnel values should I actually be using in case of metallic materials that are painted over? Does it make sense to use fresnel values of the underlying metal, or should they be modified to account for the properties of the coat of paint?
Assuming the paint is not translucent, then the light doesn't reach the underlying substrate and so it has no effect on how it reflects.
Surface roughness might differ possibly between paint on glass or paint on rusty iron, but paint often smoothes itself over anyway.
So go with a fresnel value appropriate for the paint.
Hey, everybody. Any idea how to fix this?
To make it look like the second screen (combined in PS)
main texture #(argb,8,8,8,3)color(0,0,0,0,1.0,CO) and on top _mc.
How do I tweak the alpha map for _MC to remove this artifact?
Hey guys I kinda forgot how to make custom flags I'm trying to add but it won't work
Any help?
Should not need more than right resolution texture and a config for the flag.
I have but it won't show in list
I check again
That might indicate some issue in the config. 🤔
No it won't work
There isn't really much to go on if there isn't any error message.
Problem could be at any stage of the process.
Probably in the config but maybe also in how the pbo is packed.
Or is the pbo even added to be launched
No error message
What did you even do is also a question
What size do you use for smaller items e.g for weapons i use 2048x2048 but for like a magazine 1024x1024 should be enough right ?
Comparing surface amount even 512 can be enough with similar texel density.
Okay thanks, yeah I agree :).
Insane how some people use 2k for such things... (in DayZ)
I´d wager you ought to use the texture size that will net you a similar texel density on the mag to the texel density of the weapon?
oh im not too crazy into all of that, I am in the beginning of modding in general 🙂
but I see what you guys mean
also using one texture for a single magazine only feels like a waste, no? You could probably have the weapon and the mag on the same texture set
I'd maybe separate them since weapons often can have different magazines anyway.
Or different colored ones
Unless the weapon only accepts one kind of mag, they're a proxy. So it's a separate draw call anyway. May as well assign them their own texture - particularly if that mag is going to also be accessible on other weapons
not too insane
we live in a modern age of people not having to use 0.5k and 1k textures 😭
It accepts a lot of magazines, also the model comes with a seperated magazine texture, and I am anyways not capable of merging the textures ^^
Ah, fair enough, I have only created vehicle magazines up until now
Any ideas why I'm losing so much detail when exporting from Substance to in-game? I'm using Moonie's super export for it but the wood for example just looks diabolical.
what resolution you export to?
how do you convert the texture to paa?
do you use the correct naming convention?
Tried exporting to 2k and 4k and I'm using "TT_color_01_AS.paa" ect. I'm using ImageToPAA.
So I have a AS, CO, NOHQ and SMDI files.
what kind of uvmapping you got for that part?
does the exported image look as mushy as it looks in game?
how do you pack the pbo?
I just smart unwrapped it in Blender so it's something like this. The _CO doesn't look amazing.
Besides that, I'm using PboProject
you probably need a better unwrap
Smart Unwrap never is smart
So I need to do it manually with seams?
Alright. Thanks as always.
also look into better uv packers
Ive used uvpackmaster addon for a while now (it costs a bit though)
I recall there are other pretty good ones around too that might be free too
But he has the same unwrap currently in substance as well, no? 🤔
Technically if it were an unwrap issue then he ought to have quality problems in substance as well?
From my experience everything in arma ends up looking way worse if you are comparing to what you see in substance
(What was said about unwrapping above is still true though)
At least in my opinion:
-
Arma 3 is an old game with awfully outdated shaders, it won't give you the same result compared to some ultra quality substance shader.
-
Arma's object viewer has awful default lighting, never use it to check finer texture detail.
-
You haven't shown us what rvmat you are using.
uv-packer is a great free alternative
It does lack some of the QoL features of packmaster tho
Using it together with textools
Alright so it was actually tied to the in-game texture setting being a bit low.
😅
Hello! Does anyone have any free time to help with a uniform retexture?
Hey guys having problems understanding Quixels Mask painting, made a color fill layer clicked "Edit Dynamask" and I need extra persission so I clicked "Paint Mask in photoshop" and when I finished painting it I click "Accept Mask" then the UVMap gose black and I have to click "Accept Mask" again and it doesn't save my work I clicked refresh 3DO but still blank, Please help.
Can't find anything online about it.
So I'm a little confused
The launcher is saying my postbuild has no PBO
But there is one inside it
whats the folder structure of your local addon?
should be something like @yourmod\addons\yourpbo.pbo
and you haev @yourmod added as local mod
yes
Uploading is taking a really long time for 5mb
Well the mod showed up on the workshop
But the publisher still says it's being worked on
It's also frozen
Okay so I think I did something wrong with either the upload or the mod folder in my root
In the root it's:
modname/addons/pbo
No other files
Not sure if that's correct
When loading the workshop version of the mod, the uniform does not appear in the editor
Judging by the file size, all the files were uploaded properly
Trying to reupload and the uploader is once again locking up
WinteR5: Do you have the latest version of Substance Painter? I wrote a super shader implementation for it so you can have perfect previews while you're painting.
(They keep changing the shader inputs though so my current version requires an up to date copy)
G'day all, can anyone explain why my textures appear to have a level of transparency in them? texture points to _co and there is no alpha transparency layered in the texture, RVMATS also point to nothing transparent, have tried some valueflags but they produce weird results,
In attached pic you can see the shadow of a person behind it, as well as the sunset horizon.
Thanks
Another for example, and i just noticed the grass in the background as well
- Did you set the suffix before convert from your source?
- Which pixel and surface shader in RVMAT?
- Yes, from substance as my own $texturesuffex_co.png before converting to .paa using the a3 tools converter
- Both are set to "Super"
Do you set your tex and mat in OB too, not just hiddenSelections?
I do it through Blenders Arma 3 tool kit, i dont touch OB at all really, works in pretty much the same way for assigning materials and textures.
So I guess you set tex and mat in Blender too, that means you set it right, but please make it sure these tex/mat you set there is not transparent
Sweet, yeah I can confirm that they are set to use _co textures, no flags on the LODs either, I will double check incase its something odd by resaving it through texview.
Hmm, changed it from RGBA to RGB in Texviewer that didnt help, Photoshop cant create a mask from transparency so there is definitely none in the _co texture, im stumped.
what format do you save it as?
tga? png?
even _CO saves 1bit alpha if there is alpha channel in the source texture
that too can trigger the model being drawn in transparency pass creating those artifacts
I have always used PNG, but my export settings dont link opacity to _co in Substance, ill double check all that as well,
Can export .TGA to confirm and isolate it incase that is the issue, trying now
Yeah that didnt work either
How would I fix this issue, shoulder sleeve insignia has a weird glow around it, which becomes really obvious when far away....
Your RGB channel is not set right. It's because of interpolation and it considers the edge actually have white color
So this is in the export settings for photoshop/gimp?
Yes
Thanks
does this need to be designated in the rvmat for the insignia? I currently don't have a path designated for one.
No
Could this be the culprit. I have no idea why white is showing up as a square behind the object in all channels of rgb but tha alpha channel.
Because all RGB channels have white colors, which means (R, G, B, A) = (1, 1, 1, 0)
All of these color channels should have darker tones, ideally the edge color
https://shadermap.com/tutorials/expanding-island-borders-on-source-map/
This is what you want to do
Expanding Island Borders on Source Map
@ancient smelt yup 1.7 as far as I remember
btw, I put in on sketchfab 😛
super shader, basically spec/glos right? I would love to try it 😏
Yeah I have had some problems while exporting from metallic/roughness into spec/gloss smdi into RV
I had to tweak it in PS anyway ;/
@ancient smelt please use @vague iron so I can see notifications 😛
hey i have a quick question for any1 that can answer me so i made a unit and the insignia shows on most uniforms but me and my friends use custom uniforms and the insignias dont show at all is this a coding issue ? or is it the uniform just being too big to display the patch ? or soemthing different ?
the uniform might not have that built in
do other insignias work?
no it doesnt none of them work
then I would guess the uniform does not support insignias at all
is there anyway to change this ?
is it custom uniform you have made?
/your own mod
i dont think so my friend is the one who first got us to use these uniforms
its not my own mod idk if its my friends mod or not
then there may not be anything to do there
ah all good then
Posted about this earlier in #arma3_config but I still havent had success with getting it to work and I'm wondering if maybe its a bad texture instead of a bad path
wait nah it opens fine in texview
man I'm so lost.
I've got a shirt texture located in C:\Users\Aj\Documents\Arma Modding\TShirts\Data, the path to it in the config is "TShirts/Data/tanShirt_co.paa". I pack the TShirts folder using addonbuilder, I can see the texture inside the pbo fine. Why the heck is it giving me "Cannot load texture tshirts/data/tanshirt_co.paa."
yeah it's packed in a PBO
TShirts folder gets packed
I swear if the slashes are the issue, Ill check it out after my op is done
Have you defined prefix and sure that is correct?
and where do you use your texture and how?
It was literally the slashes being in the wrong direction
thats wild, I'll remember this one
Hey guys where do i find the p3d file for the U_I_CombatUniform so i can create a skin for that uniform.
Kind regards^^
you can find the path to the texture in the config class of the unifrom (unit)
Do you know which file its in?
no. but you can use the ingame config viewer
or make a all in one config dump file you can search through in text editor
How do i do this ?
googgelo should lead you to wikipage about diag_ command you can use with the devbranch arma3 exe
Thats a lot of info... Unfortunately i have zero clue... 😄 I just wanted the file... i thought maybe i can find it online but i couldnt
you can search chat history here too. might come up
Okay thanks^^ 🙂
Is it possible to re-texture the Original 2035 Bunker on Malden? I cannot find where are their textures
no
Hmm okay so I've gotten that far but there is no option to export/save as a png or Targa image for import to a paa converter. what do I do now?
Urm, are you sure you press Ctrl+E not Ctrl+S
Nothing happens, do I need the paid version for that feature?
I was following the tutorial for shadermap hmm
I never said use PS, "that should happen in your image editor" is what I say
ah gotcha
Well big break through, it turns out it had nothing to do with my insignia texture at all, For whatever reason when using the ERDL uniforms on S&S the insignia had the glow, but when I switched to the modern BDU uniform the problem completely resolved itself. Bizzare. Countless hours wasted 😮
It does something to do with your texture
Darn
If you still don't get what's happening, I'll make an example later
I would appreciate it 🙂
Two textures here, one with your issue one with fixed
Or, maybe this is better example
3 has the issue, 2 haven't
awesome, thanks!
And you can clearly see what's the difference in these PAAs
Hello! I would like to ask for help. I want to rexture an rhs weapon and put it into a mod(I will indicate the weapon is not mine, I only used it and retextured it). My only problem is I don't know how can I do that the my mod only hold the retextured weapon, and it works if RHS mod is loaded. Or I must include some type of code file? Thank you for your answears!
you mod would only include the new texture file and a config that uses model from the original RHS mod
so RHS will be needed as dependency
Okay, and that config I have to write or I will find it in the RHS mod?
you have ot write it yes
you will only refer to RHS class of the weapon so you can iherit its properties
and apply your changes
Okay, thank you!
you can look up chat history here about retexturing too
and there should be some guides around in the webs too
Thank you!
Anyone have Pete's texture templates in one big rar file. The forums are down and I can't download it
Guys, hAlp me pls. I need to make glasses. Do i must also create two UVsets in OB, and how is this thing with active and not active UV sets and different materials on one object actually work?
You use one UV set, not multiple of it, if that's what you ask
same uv set and different material uvwraps overlap each other
Ok i done that, and assigned different RVMATS and _CO _CA textures to translucent and diffuse. But now my model translucent in it's entirety
Also for the sake of experiment i added UVsets in OB and unwrapped parts that needed to be transparent to it
Model still looks transparent, like the whole thing
So in theory i just need to assign different RVMAT and _CA texture to selected part of mesh and be done?
Keep in mind the rest of the mesh is _CO
yes
but also your textures need to be named correctly with suffix before conversion to paa
and _CO texture must not contain alpha channel
@full quarryWorked like a charm, cudos man, really helpfull
Few more questions.
- Can i make flat geometry double sided (like a leaf)?
- Why my _CO.paa diffuse looks bad on model when applied in game, but in Blender it looks fine?
- No, needs duplicated and flipped face.
2.show picture.
don't mind normal map there
texture is 4k so there is plenty of resolution to go with
need ultra texture quality in settings
if you are texturing something large like building
you sould use multimaterials for the large surfaces
and separate details like that into transparent decals
Okay I've spent 18 hours trying to figure this out. I have no clue what I'm missing, or what I'm doing something wrong (hooray for me starting this the day the forums get brought down). I'm not sure if its because I don't have it linked to the mod right, or if I'm calling on the wrong thing, or something else entirely. This is my first ever time really dealing with code, so a little guidance would be well appreciated. I'm trying to retexture one of the uniforms from Northern Fronts. The game launches, the uniform shows in the list, and the man is in his underwear
You are missing couple things.
from units and weapons ->
class CfgPatches {
class cdf_fin_retex {
units[] = {"CDF_Camo_LSM"};
weapons[] = {"CDF_Camo_LSU"};
requiredVersion = 1;
requiredAddons[] = {"nf_fin_uniforms"};
};
};
and you have typos ->
Both
uniformClass = "CDF_Camo_LS";
and you need define Iteminfo with to existing class ->
class CfgPatches {
class cdf_fin_retex {
units[] = {"CDF_Camo_LSM"};
weapons[] = {"CDF_Camo_LSU"};
requiredVersion = 1;
requiredAddons[] = {"nf_fin_uniforms"};
};
};
class CfgVehicles {
class I_NORTH_FIN_M36_Summertunic_Private_6;
class CDF_Camo_LSM : I_NORTH_FIN_M36_Summertunic_Private_6 {
scope = 2;
displayName = "CDF_Camo";
nakedUniform = "U_BasicBody";
uniformClass = "CDF_Camo_LSU";
hiddenSelectionsTextures[] = {"\cdf_fin_retex\textures\cdf_camo_ls_co.paa","\NORTH\NF_FIN_Uniforms\data\M36_Uniform\trousers\m36_trousers_1_CO"};
};
};
class cfgWeapons {
class U_NORTH_FIN_M36_Summertunic_Private;
class U_NORTH_FIN_M36_Summertunic_Private_6: U_NORTH_FIN_M36_Summertunic_Private {
class ItemInfo;
};
class CDF_Camo_LSU : U_NORTH_FIN_M36_Summertunic_Private_6 {
scope = 2;
displayName = "[CDF] M36 - Camo";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
class ItemInfo : ItemInfo {
uniformModel = "\NORTH\NF_Uniforms\M36_Uniform\M36_Summertunic.p3d";
uniformClass = "CDF_Camo_LSM";
containerClass = "Supply50";
mass = 40;
Armor = 1;
};
};
};
Brother I could kiss you. Guide I was following made no mention of the units and weapons in CfgPatches 🤣. Also just wasn't aware how to define iteminfo I guess.
If I were to add more retextures using differnt models to this, would I do something like this -
class cdf_fin_retex { units[] = {"CDF_Camo_LSM", "Example1"}; weapons[] = {"CDF_Camo_LSU", "Example1a};
and then add the parent classes under cfgvehicles and cfgweapons respectively?
Thanks again, in the case of this current retexture now all I have to do is figure out why it isn't able to grab the .paa and use it
does anyone know why this happens with my custom snow flakes? https://media.discordapp.net/attachments/605797044065533972/1220065240184520836/image.png?ex=67d46acc&is=67d3194c&hm=6940db601b2419eda03311333df31337b7f72c3e82f2d00be0853aa6b1cef2bb&=&format=webp&quality=lossless&width=1220&height=686
That still the same old bug
Yeah wondering if someone has a solution for that or did experience with that 😅
Not sure if this thread or the config thread is the place to put this - I am working on adding a custom patch to a uniform that the unit I am in uses. For one shoulder, it uses a hiddenselectiontexture to put the flag on the top part of the shoulder pocket, but it doesnt seem to have that for the other one. Would this be a texture or config/scripting question? I am wanting to keep 1 shoulder with the flag and the other with the identifier. The texture in the paa is positioned in a way that would make it hard to just place the patch in the texture file - unless someone knows a way to do that.
If the model is not set up for it you can't do anything
The texture itself likely does not have enough pixels for such
Is there a way to check the model and see if it can do that or add to the model to do that?
Anyone
bros actually lost it 😭
I've got some of them
Better method would be to use wayback machine to get to the google drive link that they are actually stored on
@grave heron
Found the google drive link
https://drive.google.com/drive/folders/0B_oVNRg3HRrRUmN5ZHNEOXFndzg?resourcekey=0-r3Cta-gYs-n-yrM9PG-ugQ Pete's Texture Templates
Public drive
@knotty marsh want to put those up somewhere in the wiki?
Why my texture on the wheels is just black?
Obvious answer is that your wheel textures or materials are not done correctly. Without further information that's about as far as we can guess.
Does this help
No, it doesn't matter. What matters is your OB's setting or texture or RVMAT
Oh sorry, somehow I didn't see your RVMAT but now I do
if you want the paas I can give them
You have uvSource = "tex2"; in the rvmat.
Unless you are specifically using that UV space in your p3d, it's probably an error and should be uvSource = "tex";.
You don't use multiple UVs
Never needed unless you're doing multimaterials
well my original problem was pixel density if I put everything in one uv it looks fine but if I want to add decal it just won't work
You can have multiple textures
Just not multi UVs
How do you have mutliple textures with out multiple UVs?
Each texture has a UV map, but always on UV set 0
What's the difference between UV set and map? I am slightly confused
Example of a vehicle with 3 main textures.
Wheels are on 1st texture.
All UV's for each texture are on UV Set 0.
Each texture has it's own UV space.
And nobody cares how many are overwrapped as long as they are not sharing the texture
now its working but Iam still baffled how the game engine can separate the different sections in this messy UV but ok
? That is how almost every 3D engine works
well I am new to doing any texturing so this is the first time I am encountering this
You separated them by assigning them different materials in the model.
The engine just follows that
Hello guys, do i need to create 2 separate folders with different textures in order to make two versions of the same uniform?
Or can i just do that in config file?
it can be in same config
So just put the hidden selection to camo camo1 and place texture paths there?
if its existing thing and you use correct class inheritance you dont have to redefine the camo, camo1 at all
just the texture paths
the camo selections would be inherited from the original class
ty
So it's just should appear as two different uniforms in virtual arsenal right?
yes
Ok after much chicanery i'v manged to make two separate models show up in virtual arsenal just by finageling with config. However textures are staying the same, what to do? Please send help
Post your config
Ayo man, so how does it look? I'm really interested
dont touch the hiddenselections[] array
remove that
it gets inherited from the parent class
you dont touch it
you just touch hiddenSelectionsTextures
hiddenSelections[]=
{
"camo"
};
i deleted this intire string
Nah it's still the same texture
oh its custom model
then you might need teh hiddenselection definition
but it will have to mach to what you have in the model
and modelc.cfg
requirements are listed in pinned messages
of #arma3_model
@sleek current
class CfgModels
{
class Flag;
class TCP_Flag: Flag
{
sections[] =
{
"gleas","leftshoulder","plastic","rightshoulder","spine2"
};
vertexSelections[] =
{
"gleas","leftshoulder","plastic","rightshoulder","spine2"
};
};
So i'v done that in the model.cfg and of course it's not recognizing class "Flag", i'm sorry but i have to ask again on guidance
This selections are from my 3d model
upd: i'm failed. pboProject can't recognize class Default for some reason. I just decided to manually copy folders and name them (weathered)
if you mean in model.cfg you dont need a class default in there
its just and example of inheritance
Yeah sure, thanks for the help
Does anyone know where I can find it?
judging by the icon its from contact dlc
you can find it by placing it in editor and opening it in config viewer
I just can't find the file
How can I shorten file paths for my retexture? Because right now to access and load the .paa I need link everything back to the C: drive.
your whole mod project structure is made wrong
Id recommend setting up P drive and packing your mod from it in proper folder structure
Alright cool I'll look into setting that up.
Aight, is there a full 3 hours tutorial on porting your own model with multimats, scripts, custom camo, custom everything to arma?
No
Well that sucks, better be learning to work with UE5 i guess
For some reason substance keeps giving me this result, this just started yesterday. Ive also used this object in another project so its not the models. Any help diagnosing would be greatly appreciated
You sure it's not GPU being broken?
Could be, I didn’t even consider that. Very unfortunate lol
To make it sure just play some game, if textures gets broken... yes, sorry for your loss
Just ran around Sahatra and didn’t notice anything, maybe/hopefully a driver update will help. I baked a couple textures in blender last night and didn’t get any artifacts
Update your drivers. The ones from january break baking
NVIDIA GPU, right ?
Yeah, I updated them around that time so I guess that makes sense. Thats unfortunate, anyway to revert that ?
You can try to find the older drivers on their website
Yep downloaded the December update and everything’s back to normal
Most recent update fixed this 😭
The March update ?
Yeah
anyone have any idea what im messing up here? this is my model in substance painter http://i.imgur.com/gTpSOQh.png and this is what i get when i test it in arma http://i.imgur.com/66mr7pA.jpg
Is it posible to retexture the interior of the offroad?
I don't think so for the Offroad pickup truck (Offroad_01), I could only find exterior hiddenSelections
Offroad_02 does have hiddenSelections for interior, but it's the jeep thing from Apex
Ohhh that is sad, I wanted to make an insurgent offroad but the interior had to loose that huge screen in the middle of the dashboard
A work around could be damaging the offroad to force the damaged textures perhaps...
You might be able to do something with the Hide_Dashboard animation source
I don't know enough about animation sources to be certain though
Main config is in a3\soft_f\Offroad_01
first of all, change settings in arma to/for better quality, turn on AA, texture quality and stuff
try maybe to invert Y on your normal
green channel
Hello, since the BI Forum currently under maintenance, did someone has a link to some kind of texture template repo or archive?
@lapis fulcrum Try these
They cover most stuff and are pretty good (large files though)
If you need more, use wayback machine for the pinned community texture template pages
my computer is meh, so im not worried about the quality for me. i just want to fix the peeling paint look
ill try to invert though and see if that works
check for compression artifacts and also check gloss/spec & normal if those make the flakes
will do, i tried inverting each channel of my normal and the entirety and it didnt fix it, just changed how they looked
ill try going through each map individually tomorrow and see if i can figure it out
why cant this be as easy as unity?! lol
haha
once you get the groove it's easy
yea thats what i figured
i have a handful of models begging to be in game, just cant seem to get my textures to cooperate
it may be similar to this guys problems https://forums.bistudio.com/topic/185326-smdi-as-paa-compression-artifacts/
yea looks like it. ill read through this in the morning and see if it helps
i used substance designer to convert my maps so i need to go through it and recheck all my steps
thanks for the tips. im off for the evening, will report back if i have any luck
my bad
Hi, is it possible to re-texture the USS Freedom? or it's not and the textures are baked into the hull models themselves?
negative
Thanks for the reply and sorry for the late reply, and Yeah looks like it's baked into the models
I did some Mods to do it
Forum - do we know some ETA?!
negative
Textures don’t work
sir this is arma modding discord
not roblox
No
Ik
The textures are fucked
That’s the problem
It worked on every other patch
still this is Arma modding, not roblox
youll have to ask roblox stuff in roblox discords
no i tried it in arma too and it didn't work
i asked in both
alr
and when you mod for some game dont go asking in wrong games discords
yea im sorry
you probably dont have any texture assigned to it simple as that
revise your workflow
ok
Gonna sound really cheeky here boys but anyone got any combat uniform texturing psd’s available that I can download? Just a default texturing psd will do just so I can work on my own textures. If not it’s okay but if someone’s willing to help I’m new🤣
@frozen kelp
This is the main collection
However,, you'll need to use wayback machine or something to browse it right now, since the forums are down for updates
Legend thank you!
These are decent, but are xcf instead of psd
Already found the drive link for these
Thank you ! Will have a look
Hi ! Is there a way to change the color of a texture with the procedural textures ? I have a white texture, and I want to specify it's color in game.
If its white then maybe through MC stage of supershader rvmat if you add darker color on it
I'm sorry, I don't understand a word of what you are saying 😅 , I think I'm just gonna do multiple Colored texture ^^
that is easier
Hi guys, can you tell me a preset for exporting textures for the sabstance for the game DAYZ
I found it on github, but when exporting the preset, it writes the error[Resource Import] "D:/New folder/Substance 3D/SubstanceToArma-main/SubstanceToArma-main/OTHERS/export-presets/Arma 3 SuperNo2Diff.spexp"cannot be imported as 'export'.
Why am I getting this http://prntscr.com/9nzflg in object builder when I import my rvmat ?
This i my Rvmat http://pastebin.com/Huff8qEq
Well aambient should be ambient
You also have two smdi stages which I'm not sure what that would do
So stage 4 should be your _AS (ambient shadow)
@lethal condor Unsure where to put this but can you key sign your Star Sphere mod for MP? I want to use this with your Big moon mod which is signed. TY.
No
made a little modification to blastcore murr, i didnt like the fact that missiles were invisible and the single missile smoke trails mod in the workshop didnt work
Would you give permission for a user to sign a copy for MP use?
I'm not going to approve or deny. As long as it's APL-SA. I don't care but I also not going to provide support
What is the formula to extract the AS file from a texture in Photoshop?
textures dont separately contain AS information
some programs might be able to generate one from normalmap
typically it is baked from the highpoly model like all other textures
But in Photoshop, what is the formula?
there is no formula for that
When I refer to formula it is like for example to get the SMDI you have to do a series of steps
how do you get into 3rd person
its not created from other textueres, it is created from the 3d model
I referred to this
you can look up "ambient occlusion" and "ambient shadow" on the internet
I had to do the AS and I got an error when converting it to PAA
yes, if you dont have texture for it you can not create if from anything else
if you get error converting to paa say that
if you have a texture you already try to convert to paa then you can fix the texture
whatever is wrong with it
I already have it
The thing is that when I convert it to PAA it gives me an error
I exported it as png and jpg and nothing
never export as jpg
jpg destroys image details
png or tga with textures
always
then make sure its correct bit depth (8bit)
and not greyscale colorspace
needs to be rgb
whats the error message?
what resolution is it?
Does the filename end with _AS.png?
can you open it in texview2?
?
if you dont have AS, apply white procedural color
Ok Thank you.
Any idea what the bit-depth is?
texture="#(argb,8,8,3)color(1,1,1,1,AS)"; btw
try start the image to paa from its own exe
and try to start arma tools 1 time and then close it and then try to start imageToPaa
Cheers
Finished my tee shirt retextures and all looked well but when my unit started using them on our server I started seeing weird texture artifacts only on some people's shirts, if they swap off and on of the shirt in the arsenal it fixes the problem. Anyone know what might be doing this and how I can fix it?
Okay sorry guys for late reply had to do some things but I'm getting the black texture again without the rvmat active it displays fine but obviously with the normals ect. here is the code http://pastebin.com/edg5Z0qM
A better picture of it
"How" do you apply the texture is one question
It's a hidden selection texture. I copied the config from the regular NATO combat uniform tee and replaced the hidden selection texture
class G3_Multicam_Tee_Gray : B_Soldier_02_f
{
scope = 1;
camouflage = 0.7;
hiddenSelections[] = {"Camo", "camo2", "insignia"};
hiddenSelectionsTextures[] = {"17BN\17th_Uniforms\crye\17BN_MC_co.paa", "TShirts\Data\grayShirt_co.paa"};
hiddenSelectionsMaterials[] = {"17BN\17th_Uniforms\data\crye_g3.rvmat"};
};
This is one of the ones I saw broken
class G3_Multicam_Tee_BLK : B_Soldier_02_f
{
scope = 1;
camouflage = 0.7;
hiddenSelections[] = {"Camo", "camo2", "insignia"};
hiddenSelectionsTextures[] = {"17BN\17th_Uniforms\crye\17BN_MC_co.paa", "\a3\characters_f\common\data\basicbody_black_co.paa"};
hiddenSelectionsMaterials[] = {"17BN\17th_Uniforms\data\crye_g3.rvmat"};
};
This is one of the other ones that seems to break, but it uses the base game black tee not a custom texture
I would think you got a script that overwrites it
Hmmm. I dunno what that could possibly be unless there's something in Liberation thats forcing a different texture on it. Could it be like a unit randomization or something making it happen?
Could be sure
If they work alright spawned in editor it indicates issue later down the line
Wear the unfiorm in an empty mission in Editor and see if it does
no problems there
I wonder if it had something to do with jips. I joined late and seemed like most people who were wearing it before I joined were broken and the one guy I got to put it on after never broke afterwards
JIP is not a concern then. But mission
So something in Liberation maybe?
I do think
I'll try to isolate it, we got a different server running a basic mission
I'll test there
well, I figured out where the texture is getting applied from. It's eating the insignia texture for the shirt
it seems to specifically happen when you join the server after someone has put on the uniform.
I'd imagine this is a misconfiguration issue?
I'm having a issue where i simply cannot put a texture on a model in game, i've went from pathing errors from a completely white texture...to a completely black one, i believe pathing isn't the issue as at times messing with rvmats i've managed to get what appeared to a very vibrant blue tint smeared on top of the difuse texture, so now i'm wondering if my textures are messed as i don't know how arma 3 maps look like yet
You may have blank UV
mine had it because i forgot to rename source path for textures in object builder
alright update, i'm dumb and went to sleep immediately after posting asking for help, the model apparently has reverse shadows extremely overtuned shadows?
did i add transparency where i shouldn't maybe?
{
texture="\FOF_Melee\Data\Textures\Affliction_CO.paa";
};
ambient[]={0.5,0.5,0.5,1};
diffuse[]={0.69999999,0.69999999,0.69999999,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.69999999,0.69999999,0.69999999,0.1};
specularPower=100;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="\FOF_Melee\Data\Textures\Affliction_NOHQ.paa";
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(0.5,0.5,0.5,1,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(1,1,1,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage5
{
texture="\FOF_Melee\Data\Textures\Affliction_SMDI.paa";
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(1,1)";
uvSource="none";
};
class Stage7
{
texture="a3\data_f\env_co.paa";
uvSource="none";
};
this my my rvmat
Are you 100% sure that your shadow volume lod is ok?
and also i might be sleepy but i aint saw _AS inside rvmat
i removed it for a test but was behaving the same
i also tried with and without shadow volume and besides the shadow on the ground dissapearing it was also behaving the same so i'd say prob?
how many tris should i aim for a shadow volume?
face orientation in blender seems just fine too
As low as possible
mine is 207, should i aim for lower?
but if its behaved similar problem may lay in face orientation
naah 207 is fine
let me think for a moment
besides the rings being prob higher poly then needed this is how they face in obj builder
i can't for the life of me make it render the texture in object builder
the pathing is correct
bulldozer refuses to open period on my computer
and i can even filter the different materias when using the uv editor so the rvmat pathing should also be fine i think
is there any minutia to blender versions or textures formats i might be missing?
I will look on my model that had same issues right now
cheers thanks for the patience
Well, tbh i'm not so sure, i'm like 2 weeks into this stuff lol XD
But i had A LOT of problems
So you said you deleted shadow volume AND _AS texture?
Or just shadow volume?
i did both for the sake of simplicity but they are easily bought back if needed
Also have you used arma toolbox/object builder addon to validate shadow lod and close geometry?