#arma3_texture

1 messages · Page 12 of 1

keen terrace
full quarry
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Id use 2k mask.
Ive posted an example blend file for multimaterial somewhere here if I remeber right

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and yes netural grey affect color tint

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the blender rendering gets only so close with overlaying the mc texture

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but it can be close enough especially when you learn to look at it right and now the differences

keen terrace
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Makes sense I guess since the environment will change the look a bit as well

full quarry
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exactly

keen terrace
full quarry
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yes

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also rgb will tint the color

keen terrace
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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?

full quarry
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it can be multimaterial texture yes

keen terrace
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Thanks

full quarry
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for example

eager root
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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

full quarry
eager root
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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

eager root
full quarry
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well if the head has modeled hair then it has hair

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there is no separate hair objects or anything like that in the base game

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dont look at mods for reference 😅

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also this texture dont look anything like the picture you posted first so dont quite understand the issue

eager root
eager root
full quarry
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youll have to study the vanilla configs

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theres class cfgheads and class cfgfaces that work together

proper pagoda
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does anyone know how to find the texture paa for a vest added by a mod

full quarry
proper pagoda
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i wont upload it to the workshop

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or do something for a server

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just me

full quarry
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If it can be retextured you can find the path to the texture in its configs hiddenselection array

proper pagoda
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of the vest

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hiddenselection?

full quarry
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Hiddenselections are how retexturing is made

proper pagoda
full quarry
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you dont take anyones model

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you use the original mod as dependency

proper pagoda
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i tried looking into the config viewer before

proper pagoda
full quarry
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and the config draws your new texture on it via teh hiddenselection

proper pagoda
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but i wont even upload it anywhere so

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idk how it works

proper pagoda
full quarry
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we help only with the proper way

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no matter if you upload it or not

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best not to learn any bad ways.

proper pagoda
full quarry
proper pagoda
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man i dont know what im even doing

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i was stressing about this retexture thing until 4 am

full quarry
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your retexture mod will need 2 things

proper pagoda
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idk if it will be a mod

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i was seeing

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you can change

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it with a command

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setobjecttexture i think it was

full quarry
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dont work on vest

proper pagoda
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but maybe it will be a mod if i have to

proper pagoda
full quarry
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mod is only way

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script works only on uniforms and backpacks

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and driveable vehicles

proper pagoda
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damn

full quarry
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other gear needs mod

proper pagoda
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oh alr

proper pagoda
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sorry if im bothering

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this is legal right? like im allowed to retex stuff so only i can play with it right

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if not

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ill just use the in-game vests

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and if thats not allowed either

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ill just give up

full quarry
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if mods license allows retexture then sure yes

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vanilla game stuff is allowed to be retextured too

proper pagoda
full quarry
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most mods have license that allows such things

proper pagoda
full quarry
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its usually written in the mods description

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and/or it has a license file inside the pbo

proper pagoda
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oh alr

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thanks

proper pagoda
lethal condor
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Not 100% sure possibility (not legality) about contact. enoch mostly is

proper pagoda
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?

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😔 🔫

brittle rivet
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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

proper pagoda
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looked at the hiddenselection

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just said []

full quarry
proper pagoda
full quarry
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whats its classname?

proper pagoda
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let me hop in and check

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Classname

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V_PlateCarrierSpec_wdl

full quarry
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class V_PlateCarrierSpec_wdl;
class yourTAG_yourFancyPlate : V_PlateCarrierSpec_wdl
  {
    displayname = "FancyPlate";
    hiddenSelectionsTextures[]=
    {
    "\yourTAG\yourTAG_yourPlateFolder\Data\yourTAG_FancyPlate_co.paa"
    };
  };
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in essence your config would look about like this

proper pagoda
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where did you see this

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mine is different

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or im looking in the wrong place

brittle rivet
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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

brittle rivet
proper pagoda
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aah ok

brittle rivet
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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

proper pagoda
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i havent made a mod yet

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im making the texture first

mint hare
proper pagoda
brittle rivet
mint hare
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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?

proper pagoda
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i saw online that the mod would help with finding textures

brittle rivet
proper pagoda
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👍

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wait, Raven

proper pagoda
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in-game config viewer isnt that useful you said

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i wouldnt have found the paa otherwise

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like actually never cuz i was looking in the wrong place

mint hare
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in-game config viewer is helpful O_o

proper pagoda
brittle rivet
mint hare
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because you've never opened that vest's config blobdoggoshruggoogly

proper pagoda
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🤔

brittle rivet
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The config for some module most likely, since the icon had modules_f in the path

mint hare
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something different blobdoggoshruggoogly

proper pagoda
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😱

brittle rivet
proper pagoda
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even find it

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it doesnt show up on the search

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in the config viewer

full quarry
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you are probably looking at the ground holder for it

mint hare
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vanilla search only works inside the currently opened class blobdoggoshruggoogly So i've opened CfgWeapons, typed V_P and scrolled a bit from there

full quarry
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I got a all in one config dump file I can search through in notepad++

proper pagoda
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the vest is in weapons

brittle rivet
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I got the config dump and textures from unpacking for P drive setup using mikeros tools

brittle rivet
proper pagoda
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thank you all

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for the help

brittle rivet
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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)

full quarry
full quarry
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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

full quarry
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Youll have to check vanilla configs or the samples on steam. I dont remember off the top of my head

trail sequoia
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goat do you know if its possible do multimaterial with substance painter?

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like is there a written workflow somewhere

full quarry
trail sequoia
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what way do you go about it?

full quarry
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faint recollection that it cant handle uv uvsets

trail sequoia
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I see

full quarry
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I have posted a sample multimaterial setup somewhere here I think 🤔

trail sequoia
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do you do blending with geo nodes and such then?

full quarry
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I did my setup before geonodes were a thing

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its just shader based

trail sequoia
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huh

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do you know if theres a more general name for this workflow

full quarry
trail sequoia
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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

full quarry
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ah sample is here

trail sequoia
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neat

full quarry
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looks like its even in the pins

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but in model makers channel

trail sequoia
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yup, that sample does not have blending though I think

full quarry
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which blending?

trail sequoia
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I'll read into geo nodes for it

full quarry
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not quite sure what you mean by that

trail sequoia
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as in how in some models the mask channels is blended to make a transition/weathering effects

full quarry
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ok so the mask just handles that on its own

trail sequoia
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ie this

full quarry
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it can have soft edges

trail sequoia
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oh yeah sure
but do people just handpaint this or is there a workflow for it

full quarry
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it can be useful between some material types

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but dont fit with all

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handpaint is what I recommend

trail sequoia
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I see

full quarry
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there isnt really data in models to use

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I mean sure you could block out material space with mesh and proejct that to be baked on mask

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but Im not sure how that would be any more useful than painting the mask

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if you are looking to automate stuff like weathering, sure there migth be something doable for that

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I've baked some stuff like that for the base MC layer that I then manually tweaked

trail sequoia
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Itd especially be nice with repeating stuff

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Ie doing the mortar between bricks

full quarry
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tou dont want to repeat weathering too much though

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its kinda meant to break the patterning

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instead of adding more pattern

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like if you look at the pictures of the station I had in the model channel

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the tiling surfaces are not very interesting on their own

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but the unique weathering of the mc stage makes it pop

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also the mask resolution will limit how much you can do intricate blending between surfaces

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this is big "hero" building and uses mask of 4k resolution

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if I recall right

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though it might actually be smaller mask but higher res MC 🤔

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its been a minute so I am bit fuzzy with the details

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most of the surfaces never needed blending between the different material types

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so the mask is very solid colors

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but like if you wanted to make exposed brick for example

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it dont necessearily need blending at the edges

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as damage on surface is often quite sharp

trail sequoia
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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

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Now I kinda want to blend base materials aswell hence the question

full quarry
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yeah thats basically what Ive done with the station too

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do you have example of what you want to blend?

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might spark up ideas

trail sequoia
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I mean the image I posted earlier looked like a nice starting point

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thats a bunker where all colours of the mask is the same brick texture but with a different colour overlay

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so it makes a nice camouflage pattern

full quarry
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so which materials you want to blend there?

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brick with something else?

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or 2 different colored bricks?

trail sequoia
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different colours of bricks

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end goal is to have it look like someone painted a camoflage pattern on a cinderblock wall

full quarry
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right

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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

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more a combination of modeling and image editing

trail sequoia
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could work

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that was the initial thought, wanted to check if theres a better way

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I remember moonie had a workflow to do multimat in substance but I believe its specific to them

full quarry
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you probably can do the mask as it is, but previewing it may be more difficult

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if you dont have the second uvset to handle the fitting to the tiling textures

icy isle
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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

brittle rivet
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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

full quarry
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the non allowed uniform is pretty strict

amber steppe
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Anyone able to help me with Objectbuilder?

vague iron
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I made this using substance painter. Top screens are from marmoset, bottom from painter

silver gull
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looks nice, what resolution is this? 1K?

vague iron
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here, 2k

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I'm trying to convert it to spec/gloss so it will be good looking RV

feral grove
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@silver adder did you give up on the Towing Tractor or is there anything we can use?

silver adder
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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

kindred tinsel
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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.

full quarry
brittle rivet
wooden lantern
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only cubemapping

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if u want a reflection, pip cameras might be the answer

mint hare
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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 blobdoggoshruggoogly

full quarry
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Yeah we dont have that kind of shader natively

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Aaand I think we dont have the shaders exposed for alterations

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Dedmen has done some testing stuff with those but thats employee benefit

wooden lantern
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Would be ur best bet

kindred tinsel
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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 🙂

kindred tinsel
# wooden lantern Emissive then ig

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.

hallow jay
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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?

brittle rivet
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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

hallow jay
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Yea I also have no clue how exactly it is handled sadcat

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I just want to avoid having to re-zero everything on the new magnification, since I have about 10 guns to go through

brittle rivet
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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

nocturne lake
hallow jay
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I was also told I could scale the actual mesh in the P3D of the scope

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Buut I am thinking that might make the numbers hard to read

nocturne lake
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Yeah, it can make the reticle harder to see or look over-sharpened

rancid obsidian
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Hey guys where can I find the AAF texture image?

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Is it in arma 3 samples?

vernal sage
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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.

dusk wing
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is there a ready-made retexture for transport in the PAA format, rather than mods?

young patio
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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?

wooden lantern
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@young patio

full quarry
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and shadowlod problaby bleeds through the skinny jacket

young patio
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good to know

feral grove
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@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:)

young patio
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Regarding multi materials in arma

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when and where are they used besides buildings?

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everything should be on as few materials as possible right? thats the correct way?

full quarry
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Multimaterials are not really used on other things though

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usually the driveable vehicles are smaller than house

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and supershader has some nicer features for rendering too

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so its used on vehicles

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and weapons etc

young patio
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perfect thanks for the clarification as usual HG

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🐐

full quarry
dusty aurora
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hey is there anyone that does arma 3 vehicle and clothing retexture for free?

brittle rivet
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It's on the forums as well, but steam is more reliable right now

brittle rivet
dusty aurora
brittle rivet
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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

brittle rivet
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Command only works on uniforms, backpacks, and vehicles from what I know (might work on other stuff, but not vests)

dusty aurora
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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?

brittle rivet
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Which ammo?

dusty aurora
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Sorry, bit new to this
I know the retexturing part from dayz and everything
But the bodyparts are new for me

dusty aurora
brittle rivet
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Gimme a moment, I'll check what it's selections are

dusty aurora
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Appreciate you.

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I‘ve looked through youtube and stuff but none of them were properly explaining that part

brittle rivet
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I think it has multiple hiddenSelections, and sometimes some sections of a model can't be retextured

dusty aurora
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Gotchu, thank you.

brittle rivet
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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

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If you don't have them already, mikero's tools are very useful for packing and unpacking .pbo files

brittle rivet
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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

dusty aurora
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Alright, I will give it a shot tomorrow

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Really appreciate you

topaz rampart
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can anyone reccomend some vehicle texture makers?

full quarry
stable swallow
stable swallow
plush pond
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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.

full quarry
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so your probably dont pack the pbo correctly or dont have the project folders set up right

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for starters, do you use P drive?

plush pond
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Thanks for the quick reply!
Yes, I am using P drive and my folders look like this:

full quarry
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then it seems like typo in the path

plush pond
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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.

full quarry
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dataighelf_ca.paa

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data\nigthelf_ca.paa

plush pond
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I noticed that but I was unsure if that was a bug because I checked my paths several times and they seem correct.

lethal condor
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It maybe just parsed into \n which is line break in that UI if you're sure it is 100% correct

full quarry
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possibly

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what do you use to pack the pbo @plush pond

lethal condor
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Open up OB's settings, you sure the P is set correctly as work drive

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Path for textures, to be exact

plush pond
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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

plush pond
lethal condor
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Unrelated issue

plush pond
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I also tried to put the texture path directly to P:\Night_Elf\Data

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But the issue stays the same

lethal condor
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It should be P:\

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So that's correct

plush pond
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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

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I find it odd because OM seems to read the path

maiden hull
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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?

brittle rivet
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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,

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The CfgVehicles entry is the config for a unit wearing the uniform

maiden hull
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That would make sense, lemme go back into the config dungeon and see what I can find

maiden hull
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Well damn, I found it in cfgVehicles. It has no hidden selections or textures, and the model is \A3\Weapons_f\dummyweapon.p3d

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Unless this is decieving me and not actually what I think it is

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it does come from A3_Weapons_F which is a little strange

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oh yeah I dont think this is the right config entry either

brittle rivet
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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

maiden hull
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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?

brittle rivet
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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

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Also B_medic_F

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Not certain where the tshirt actually comes from, it might actually be from whatever the underwear uniform is

maiden hull
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I see B_soldier_AT_F has a tee, and has a hiddenseltex "clothing1_co.paa"

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ah yeah, this is just the mtp full uniform

brittle rivet
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Tshirt itself looks to be hiddenSelection camo4 pointing to \A3\Characters_F\Common\Data\basicbody_co.paa, or the equivalent colour from there

maiden hull
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how the heck did you find that

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I dont see any hidden selections

brittle rivet
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Lucky chance on a forum post

maiden hull
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Ah. I havent been able to get into the forums at all the last few days

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One post kept showing up on my searches but I'd just get a server error whenever I tried to check it out

brittle rivet
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Could also be dependent on whatever the nakedUniform is, since that is where the Tshirt itself seems to come from

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Can't actually find a clear config line that sets it, so I'm not entirely certain

maiden hull
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yeah, thats what I'm stuck on. I cant actually find something that points to it

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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?

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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

brittle rivet
#

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

maiden hull
#

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

brittle rivet
#

Let me know if you do figure it out, it seems like a weird one

mint hare
# maiden hull Ok I'm real lost now. There are 2 entries in the config with the class "U_B_Comb...

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 notlikemeow

#

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) blobdoggoshruggoogly

#

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 blobdoggoshruggoogly
Please don't actually use this exact config in production, define your own class if needed

full quarry
#

remove head proxy

plush pond
#

Will do!

maiden hull
plush pond
#

@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.

full quarry
#

😅

plush pond
#

Ahh, I see.. it's in bohemian 😆

uneven lantern
#

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?

grim kraken
#

... Is that just a night elf model from WoW?

plush pond
grim kraken
#

Ah. Ripping is not allowed around here. I suspect goat is sleeping, else he'd have already slapped.

plush pond
#

Ops...

#

I'll remove myself in that case, I'm sorry.

full quarry
#

oh

hallow jay
#

Where´s the 4 stam 4 strength leather belt?

full quarry
grim kraken
#

Hi goat

plush pond
#

Hello..

full quarry
#

dis not gut.

plush pond
#

Apologies.

plush pond
plush pond
#

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.

plush pond
west lava
#

Is there a hard limit on number of hidden selections for vests?

lethal condor
#

Technically would be. But why you need to have like 255 selections?

west lava
#

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.

lethal condor
#

Likely config issue

full quarry
#

And possibly have not used correct suffix naming prior conversion to PAA

plush pond
#

This is the case, at some point I converted texture_CAdarker.png into .paa that I later renamed to texture_CA.paa

severe rune
#

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

full quarry
plush pond
#

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!

potent stratus
#

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)

lethal condor
#
  • resolution?
  • video settings?
  • texture name and extension?
potent stratus
#

Resolution of what? My monitor/video settings? The image name is NEWLOGO1 and the pathway is media\images\billboards\NEWLOGO1.jpg

lethal condor
#

Your jpg's resolution

potent stratus
#

how do i check that? and does makeing the image a .paa make it clearer?

lethal condor
#

Use properties to see the resolution

potent stratus
lethal condor
#

Use 2^n resolution. So 256x256, 512x512, 256x512, etc

potent stratus
#

Still blurry

mint hare
#

Why wouldn't 422x422 image on 10 meters texture be blurry? It's 1 pixel per what, 25 mm?

potent stratus
#

It's a foreign language to me i dunno

#

I am not aware of arma limitaions on texutres in the game

lethal condor
#

What he said is literally technical limitations of everything not Arma

#

"It's just too small to be big"

potent stratus
#

I appreciate the help

versed axle
#

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

elfin token
#

so im wanting to try and retexture some vehicle. does anybody have a tutorial that they think is really good?

full quarry
topaz hazel
#

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...

▶ Play video
full quarry
topaz hazel
#

Well id figure i could help the guy out

full quarry
#

👍

cedar folio
#

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

cedar folio
calm tangle
#

When i play a video as texture, is there a way to add opacity or a transparency map to it ?

full quarry
#

theres no opacity/transparency stage in any rvmat

#

its always part of the texture itself

#

video formats probably dont support that

calm tangle
#

hmmm i see, thank you ^^

full quarry
#

in case it picks its properties

calm tangle
wild canyon
#

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.

full quarry
#

You might have saved it with alpha channel.

Also you must use correct suffix in naming before converting to PAA.

#

@wild canyon

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.

wild canyon
full quarry
wild canyon
stray relic
# wild canyon 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.

wild canyon
#

Oh yeah, my texture already has the _co suffix.

hallow jay
#

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?

stray relic
sleek temple
#

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?

rancid obsidian
#

Hey guys I kinda forgot how to make custom flags I'm trying to add but it won't work

#

Any help?

full quarry
rancid obsidian
#

I check again

full quarry
#

That might indicate some issue in the config. 🤔

rancid obsidian
full quarry
#

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

lethal condor
#

What did you even do is also a question

ornate veldt
#

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 ?

full quarry
ornate veldt
#

Insane how some people use 2k for such things... (in DayZ)

hallow jay
ornate veldt
hallow jay
#

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

full quarry
#

I'd maybe separate them since weapons often can have different magazines anyway.

#

Or different colored ones

nocturne lake
#

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

wooden lantern
#

we live in a modern age of people not having to use 0.5k and 1k textures 😭

ornate veldt
hallow jay
chrome root
#

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.

full quarry
#

what resolution you export to?

#

how do you convert the texture to paa?

#

do you use the correct naming convention?

chrome root
#

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.

full quarry
#

does the exported image look as mushy as it looks in game?

#

how do you pack the pbo?

chrome root
#

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

full quarry
#

you probably need a better unwrap

lethal condor
#

Smart Unwrap never is smart

chrome root
#

So I need to do it manually with seams?

full quarry
#

yes

#

thats the only way to properly control it

chrome root
#

Alright. Thanks as always.

full quarry
#

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

hallow jay
#

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:

  1. 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.

  2. Arma's object viewer has awful default lighting, never use it to check finer texture detail.

  3. You haven't shown us what rvmat you are using.

trail sequoia
#

Using it together with textools

chrome root
#

Alright so it was actually tied to the in-game texture setting being a bit low.

full quarry
#

😅

fiery hatch
#

Hello! Does anyone have any free time to help with a uniform retexture?

lethal condor
leaden meadow
#

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.

vagrant veldt
#

So I'm a little confused

#

The launcher is saying my postbuild has no PBO

#

But there is one inside it

full quarry
#

should be something like @yourmod\addons\yourpbo.pbo

#

and you haev @yourmod added as local mod

vagrant veldt
#

So the PBO is inside the @mymod folder

#

Does it need to be inside addons?

full quarry
#

yes

vagrant veldt
#

Okay gotcha

#

So now it's in
@mymod/addons/PBO

vagrant veldt
#

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

ancient smelt
#

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)

leaden meadow
#

Nvm guys figured it out

crisp comet
#

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

lethal condor
#
  1. Did you set the suffix before convert from your source?
  2. Which pixel and surface shader in RVMAT?
crisp comet
lethal condor
#

Do you set your tex and mat in OB too, not just hiddenSelections?

crisp comet
#

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.

lethal condor
#

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

crisp comet
#

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.

full quarry
#

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

crisp comet
#

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

crisp comet
#

Yeah that didnt work either

tender knot
#

How would I fix this issue, shoulder sleeve insignia has a weird glow around it, which becomes really obvious when far away....

lethal condor
#

Your RGB channel is not set right. It's because of interpolation and it considers the edge actually have white color

tender knot
#

So this is in the export settings for photoshop/gimp?

lethal condor
#

Yes

tender knot
#

Thanks

tender knot
#

does this need to be designated in the rvmat for the insignia? I currently don't have a path designated for one.

lethal condor
#

No

tender knot
#

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.

lethal condor
#

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

vague iron
#

@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 😛

final gyro
#

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 ?

full quarry
#

do other insignias work?

final gyro
full quarry
#

then I would guess the uniform does not support insignias at all

final gyro
full quarry
#

/your own mod

final gyro
#

its not my own mod idk if its my friends mod or not

full quarry
#

then there may not be anything to do there

final gyro
maiden hull
#

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."

tender knot
#

Put the slashes the other way,

#

Also is it packed in a pbo?

maiden hull
#

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

dawn bough
#

and where do you use your texture and how?

maiden hull
#

It was literally the slashes being in the wrong direction

#

thats wild, I'll remember this one

verbal kayak
#

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^^

full quarry
#

you can find the path to the texture in the config class of the unifrom (unit)

verbal kayak
full quarry
#

or make a all in one config dump file you can search through in text editor

full quarry
#

googgelo should lead you to wikipage about diag_ command you can use with the devbranch arma3 exe

verbal kayak
full quarry
#

you can search chat history here too. might come up

verbal kayak
#

Okay thanks^^ 🙂

severe ibex
#

Is it possible to re-texture the Original 2035 Bunker on Malden? I cannot find where are their textures

tender knot
lethal condor
#

Urm, are you sure you press Ctrl+E not Ctrl+S

tender knot
lethal condor
#

What...?

#

I thought you use GIMP?

tender knot
#

I was following the tutorial for shadermap hmm

lethal condor
#

I never said use PS, "that should happen in your image editor" is what I say

tender knot
#

ah gotcha

tender knot
#

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 😮

lethal condor
#

It does something to do with your texture

tender knot
#

Darn

lethal condor
#

If you still don't get what's happening, I'll make an example later

tender knot
lethal condor
#

Two textures here, one with your issue one with fixed

#

Or, maybe this is better example

tender knot
#

awesome, thanks!

lethal condor
#

And you can clearly see what's the difference in these PAAs

tender knot
#

Hallelujah it worked!

undone spade
#

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!

full quarry
#

so RHS will be needed as dependency

undone spade
full quarry
#

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

undone spade
#

Okay, thank you!

full quarry
#

you can look up chat history here about retexturing too

#

and there should be some guides around in the webs too

undone spade
#

Thank you!

grave heron
#

Anyone have Pete's texture templates in one big rar file. The forums are down and I can't download it

sleek current
#

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?

lethal condor
#

You use one UV set, not multiple of it, if that's what you ask

full quarry
#

same uv set and different material uvwraps overlap each other

sleek current
#

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

full quarry
#

dont add uvsets

#

you only need 1

sleek current
#

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

full quarry
#

yes

#

but also your textures need to be named correctly with suffix before conversion to paa

#

and _CO texture must not contain alpha channel

sleek current
#

@full quarryWorked like a charm, cudos man, really helpfull

sleek current
#

Few more questions.

  1. Can i make flat geometry double sided (like a leaf)?
  2. Why my _CO.paa diffuse looks bad on model when applied in game, but in Blender it looks fine?
full quarry
sleek current
#

don't mind normal map there

#

texture is 4k so there is plenty of resolution to go with

full quarry
#

if you are texturing something large like building

#

you sould use multimaterials for the large surfaces

#

and separate details like that into transparent decals

vestal pier
#

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

dawn bough
#

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;
        };
    };
};
vestal pier
# dawn bough ```hpp class CfgPatches { class cdf_fin_retex { units[] = {"CDF_Camo...

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

full quarry
neat cape
errant willow
#

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.

full quarry
#

The texture itself likely does not have enough pixels for such

errant willow
#

Is there a way to check the model and see if it can do that or add to the model to do that?

slate mirage
#

Anyone

full quarry
#

BWA BWA BWA BWAGAAA

wooden lantern
brittle rivet
full quarry
#

@knotty marsh want to put those up somewhere in the wiki?

oak pollen
#

Why my texture on the wheels is just black?

stray relic
oak pollen
lethal condor
#

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

oak pollen
#

if you want the paas I can give them

stray relic
oak pollen
#

I have 2 UVs

lethal condor
#

You don't use multiple UVs

stray relic
#

Never needed unless you're doing multimaterials

oak pollen
#

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

stray relic
#

You can have multiple textures

lethal condor
#

Just not multi UVs

oak pollen
#

How do you have mutliple textures with out multiple UVs?

stray relic
#

Each texture has a UV map, but always on UV set 0

oak pollen
#

What's the difference between UV set and map? I am slightly confused

stray relic
#

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.

lethal condor
#

And nobody cares how many are overwrapped as long as they are not sharing the texture

oak pollen
#

now its working but Iam still baffled how the game engine can separate the different sections in this messy UV but ok

lethal condor
#

? That is how almost every 3D engine works

oak pollen
#

well I am new to doing any texturing so this is the first time I am encountering this

keen terrace
#

The engine just follows that

sleek current
#

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?

full quarry
sleek current
#

So just put the hidden selection to camo camo1 and place texture paths there?

full quarry
#

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

sleek current
#

So it's just should appear as two different uniforms in virtual arsenal right?

full quarry
#

yes

sleek current
#

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

lethal condor
#

Post your config

sleek current
#

It'll go in parts

#

Well, how it looks?

sleek current
#

Ayo man, so how does it look? I'm really interested

full quarry
#

dont touch the hiddenselections[] array

#

remove that

#

it gets inherited from the parent class

#

you dont touch it

#

you just touch hiddenSelectionsTextures

sleek current
#

hiddenSelections[]=
{
"camo"
};
i deleted this intire string

#

Nah it's still the same texture

full quarry
#

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

#

@sleek current

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

full quarry
#

why you done flag?

#

this is a vest isnt it?

sleek current
#

Yeah

#

I can't think straight tbh

full quarry
#

this is all kinds of wrong

#

look at the samples for reference

sleek current
#

upd: i'm failed. pboProject can't recognize class Default for some reason. I just decided to manually copy folders and name them (weathered)

full quarry
#

its just and example of inheritance

sleek current
#

Yeah sure, thanks for the help

fading rune
#

Does anyone know where I can find it?

full quarry
#

you can find it by placing it in editor and opening it in config viewer

fading rune
#

I just can't find the file

vestal pier
#

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.

full quarry
#

Id recommend setting up P drive and packing your mod from it in proper folder structure

vestal pier
#

Alright cool I'll look into setting that up.

sleek current
#

Aight, is there a full 3 hours tutorial on porting your own model with multimats, scripts, custom camo, custom everything to arma?

lethal condor
#

No

sleek current
#

Well that sucks, better be learning to work with UE5 i guess

ashen violet
#

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

lethal condor
#

You sure it's not GPU being broken?

ashen violet
lethal condor
#

To make it sure just play some game, if textures gets broken... yes, sorry for your loss

ashen violet
#

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

celest obsidian
#

NVIDIA GPU, right ?

ashen violet
celest obsidian
ashen violet
#

Yep downloaded the December update and everything’s back to normal

wooden lantern
ashen violet
wooden lantern
#

Yeah

worn sedge
safe pendant
#

Is it posible to retexture the interior of the offroad?

brittle rivet
safe pendant
#

A work around could be damaging the offroad to force the damaged textures perhaps...

brittle rivet
vague iron
#

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

lapis fulcrum
#

Hello, since the BI Forum currently under maintenance, did someone has a link to some kind of texture template repo or archive?

brittle rivet
worn sedge
#

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

silver gull
#

check for compression artifacts and also check gloss/spec & normal if those make the flakes

worn sedge
#

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

silver gull
#

it wouldnt be fun otherwise 😛

#

...kidding

worn sedge
#

haha

silver gull
#

once you get the groove it's easy

worn sedge
#

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

silver gull
worn sedge
#

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

lethal condor
neon wind
#

my bad

main elk
#

Hi, is it possible to re-texture the USS Freedom? or it's not and the textures are baked into the hull models themselves?

main elk
# full quarry negative

Thanks for the reply and sorry for the late reply, and Yeah looks like it's baked into the models

lethal condor
#

I did some Mods to do it

open folio
#

Forum - do we know some ETA?!

full quarry
orchid pewter
#

Textures don’t work

full quarry
#

not roblox

orchid pewter
#

Ik

#

The textures are fucked

#

That’s the problem

#

It worked on every other patch

full quarry
#

still this is Arma modding, not roblox

#

youll have to ask roblox stuff in roblox discords

orchid pewter
#

i asked in both

full quarry
#

you should be showing arma clip then

#

not roblox

orchid pewter
#

alr

full quarry
#

and when you mod for some game dont go asking in wrong games discords

full quarry
#

you probably dont have any texture assigned to it simple as that

#

revise your workflow

orchid pewter
frozen kelp
#

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🤣

brittle rivet
#

@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

frozen kelp
#

Legend thank you!

brittle rivet
frozen kelp
#

Thank you ! Will have a look

wild canyon
#

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.

full quarry
wild canyon
#

I'm sorry, I don't understand a word of what you are saying 😅 , I think I'm just gonna do multiple Colored texture ^^

ancient smelt
verbal prism
#

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'.

leaden meadow
brittle cosmos
#

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)

gusty obsidian
#

@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.

lethal condor
#

No

foggy fiber
#

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

gusty obsidian
lethal condor
#

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

distant aspen
#

What is the formula to extract the AS file from a texture in Photoshop?

full quarry
#

some programs might be able to generate one from normalmap

#

typically it is baked from the highpoly model like all other textures

distant aspen
#

But in Photoshop, what is the formula?

full quarry
distant aspen
full quarry
#

yes

#

there is not steps for that in photoshop

full quarry
full quarry
#

you can look up "ambient occlusion" and "ambient shadow" on the internet

distant aspen
#

I had to do the AS and I got an error when converting it to PAA

full quarry
#

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

distant aspen
#

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

full quarry
#

jpg destroys image details

#

png or tga with textures

#

always

distant aspen
#

ok

#

png

#

It still gives me an error

full quarry
#

then make sure its correct bit depth (8bit)

#

and not greyscale colorspace

#

needs to be rgb

distant aspen
full quarry
#

whats the error message?

distant aspen
full quarry
#

what resolution is it?

distant aspen
#

2048

#

2k

keen terrace
#

Does the filename end with _AS.png?

distant aspen
#

no

#

it doesn't work either

full quarry
distant aspen
leaden meadow
#

I don't have a AS that's why I left it blank.

#

But thank=)

distant aspen
#

?

silver gull
#

if you dont have AS, apply white procedural color

leaden meadow
#

Ok Thank you.

keen terrace
#

Any idea what the bit-depth is?

silver gull
#

texture="#(argb,8,8,3)color(1,1,1,1,AS)"; btw

full quarry
#

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

leaden meadow
#

Cheers

maiden hull
#

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?

leaden meadow
#

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

maiden hull
#

A better picture of it

lethal condor
#

"How" do you apply the texture is one question

maiden hull
#

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

lethal condor
#

I would think you got a script that overwrites it

maiden hull
#

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?

full quarry
#

If they work alright spawned in editor it indicates issue later down the line

maiden hull
#

iiiiinteresting. I wonder what it could be

#

any way to diagnose it?

lethal condor
#

Wear the unfiorm in an empty mission in Editor and see if it does

maiden hull
#

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

lethal condor
#

JIP is not a concern then. But mission

maiden hull
#

So something in Liberation maybe?

lethal condor
#

I do think

maiden hull
#

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?

errant panther
#

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

keen terrace
#

What does your rmvat file look like

#

and do you have it assigned to the model

lethal condor
#

You may have blank UV

sleek current
errant panther
#

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?

errant panther
#
{
    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

sleek current
#

Are you 100% sure that your shadow volume lod is ok?

#

and also i might be sleepy but i aint saw _AS inside rvmat

errant panther
#

i removed it for a test but was behaving the same

errant panther
#

how many tris should i aim for a shadow volume?

#

face orientation in blender seems just fine too

sleek current
#

As low as possible

errant panther
#

mine is 207, should i aim for lower?

sleek current
#

but if its behaved similar problem may lay in face orientation

#

naah 207 is fine

#

let me think for a moment

errant panther
#

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

sleek current
#

Interesting

#

Buldozer wont open it?

errant panther
#

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?

sleek current
#

I will look on my model that had same issues right now

errant panther
#

cheers thanks for the patience

sleek current
#

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?

errant panther
#

i did both for the sake of simplicity but they are easily bought back if needed

sleek current
#

Also have you used arma toolbox/object builder addon to validate shadow lod and close geometry?