#arma3_texture

1 messages · Page 13 of 1

sleek current
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while in blender ofc

errant panther
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i use these as my export settings

sleek current
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You maybe want to check it manually

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Also set resolution to shadow volume to 0

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Also not sure if it'll help, but it helped me atleast, to get buldozer working.

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And in buldozer configurator

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Also in settings of object builder

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P:\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

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Also you might wanna check the res lods and their UVs, maybe they are different than res 0

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If you done lods by decimating res 0 couple of times, that might stretched UV's of the res 1-5 etc

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Also im fucking dumb, you prob have like 1 res lod for testing

errant panther
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res 0?

sleek current
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closest one

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the most detailed

errant panther
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i thought 1 was the closest

sleek current
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Well 0 is, it's not much of problem tbh

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btw did you validated shadow volume?

distant aspen
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8

errant panther
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i tried but it didn't export and trying to read the console as to why

errant panther
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no luck on buldozer

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got it how to read it

errant panther
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my shadow volume is not contiguous, what'd be a recommended fix?

errant panther
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do i have to touch anything here?

errant panther
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i just fixed that thankfully

full quarry
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easiest if you use simple box shapes

errant panther
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i had a hard time finding out the exact little hidden piece of geometry that wasn't contiguous but it's all valid now

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progress!

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normals flipped for...some reason i guess?

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one normal flip later! i think the as map might been screwed, at the very least it all works now ^^

sleek current
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Czech mysticism

maiden hull
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Continuing this on, since adding my T-Shirt Retextures I'm seeing countless broken texture t-shirts. I've also gotten a report of it happening with the vanilla ghillie that I haven't modified or touched in any way.

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specifically its scooping the insignia texture from the persona and using it as part of the uniform texture. I know Polpox said it was most likely a mission thing, I'll be validating tonight on a different mission, but it didn't happen with the non-retextured shirts before this.

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and it only happens if you join the server after someone has put on the uniform. If you are in the server when they put it on it seems to be fine

maiden hull
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Well... damn. Outside of Liberation it will not recreate. I dont even know I'll try to figure out what in lib is breaking it

mild narwhal
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Hello, this is my first time making a modification and I've encountered a problem. (I can't send a better image yet) To make a fabric effect, I added opacity to the chevron (as you can see in the arsenal selection list). But when loading it onto the form, for some reason it has too pronounced a color, like in the stock image, as if opacity wasn't applied to it. Sorry for the translator's inaccuracies

distant aspen
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How can I get this texture for my own texture?

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is the AS

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and I already have my base

full quarry
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look up how to bake ambient occlusion

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you cant get it from texture files

stable swallow
stable swallow
distant aspen
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up to the SDMI

full quarry
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id really recommend stopping for a moment and going back to learning 3d modeling and texture baking basics so you can learn to understand the files you have

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using ready bought models and textures is not a shortcut to learning

distant aspen
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the base texture is the same

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and what are the NOHQ, the SDMI and all that, I also took it out

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I'm missing the AS but I'm starting to think that it doesn't convert me to PAA because it's not done correctly.

full quarry
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You can read the texture descriptions on the wiki

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if the model is yours then you bake out the respective texture types out of the model itself

full quarry
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Its not really great result though.

hallow jay
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I mean, you get the AS the same place you get NOHQ and SDMI from?

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Your texture making software

zealous zephyr
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Hi, I am new to modding and want to make the vanilla 7.62 tracers a custom color as a new ammo, any tips for going about doing that?

narrow gazelle
unborn ore
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Would anyone here be able to tell me how to find clothing texture templates, for example the one for the CSAT Tracksuit

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@full quarry

full quarry
unborn ore
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Mb

full quarry
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dont know if theres template for that tho

unborn ore
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Or atleast the texture file

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That's what I'm after

full quarry
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theres link to template collecion in the pins I recall

unborn ore
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Trying to make my own custom skin of it

full quarry
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you can check the texture path from in game config viewer

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or with script commands

unborn ore
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And I have no idea where to look

full quarry
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and then find the corresponding pbo in the game files to open up with the armaTools

unborn ore
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Could you explain how to go about that?

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Like I'm completly new to this

full quarry
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sorry Im in the middle of something. You should be able to find some info if you google arma retexturing. Though the BI forums are down for maintenance for now.

distant aspen
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I get an error when converting to a file for this file. Any ideas on how to solve it?

lethal condor
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I firstly suggest to check bit depth, make sure it's 24bit

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Resolution also does matter of course

solid galleon
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I’d like to create an enemy with a custom face. Can this be done by retexturing am existing unit or do I need to think about creating a mod? Looking for the easiest approach obviously. Also on a mac which I think is limiting. I’m able unpack and pack PBOs, convert PAAs, and have photo editing, but am not sure about configs if that’s needed. Thanks for thoughts on direction.

full quarry
solid galleon
full quarry
solid galleon
distant aspen
distant aspen
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I get this error in the texture, what could it be?

full quarry
distant aspen
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How could it be?

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I'm taking her on the texture route

full quarry
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this path does not exist inside your pbo

distant aspen
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How could I do it?

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that route takes it this way

full quarry
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yes well thats the path inside your computer drive

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but thats not the path that gets packed into the pbo

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id recommend starting modding environment setup properly with P drive

distant aspen
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do I do a migration?

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I mean, I pass it to unit p

full quarry
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Sorry I dont understand what you mean by that

distant aspen
full quarry
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Yes the whole mod folder and mod files should be in P drive and it should be packed from the P drive

distant aspen
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Can I do it like this?

full quarry
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you never put your files into the A3 folder

distant aspen
full quarry
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yours would be P:\Enrqiesmod\enrique_acpc2\

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or something like that

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and you dont need "addons" folder in P drive

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thats where the pbo goes in the local mod folder

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after the pbo is built

distant aspen
full quarry
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and pbo also dont belong to P drive

full quarry
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like ACE_ CUP_ RHS_

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and prefix your folders and p3d and texture files with it

distant aspen
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serves

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@full quarry What happens is that when I enter the local mod it asks me for the addons folder

full quarry
distant aspen
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I do it right there

full quarry
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somewhere\not\p\drive\@yourmod\addons\yourmod.pbo

full quarry
distant aspen
full quarry
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no

distant aspen
# full quarry no

So it is recommended to do it on the P drive to verify the model in the object builder or bulldozer?

full quarry
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P drive represents the ROOT of the game engines internal folder structure

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when you have P:\mymod\myfolder\myfile.here in game the path becomes mymod\myfolder\myfile.here

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technically sure you can pack pbo form anywhere

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but for you P drive is simpler to use

distant aspen
full quarry
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you have your mod files

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like config

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p3d

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paa

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in P drive

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PBO not on p drive

distant aspen
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oks

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the pbo is already separate

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Can I create the files on the P drive and package the PBO elsewhere and will it still work?

full quarry
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yes

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the files are then inside the pbo

distant aspen
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I don't even load the model

full quarry
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well youll naturally have to repath all configs and rvmats

distant aspen
distant aspen
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The routes are there but in unit p

full quarry
distant aspen
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yes

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I did it like this

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the one on disk d only has the pbo

full quarry
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since you have mikero tools try packing with pboproject

distant aspen
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But it's basically the same.

full quarry
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and pboProject does different processing

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more checking

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it will tell you if you have errors

distant aspen
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error

distant aspen
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Yes, there was an error in the code.

green sinew
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so, do you guys know what is the best starter guide/video to basic Arma 3 modding?
I wanna start repainting vehicles n gun.

full quarry
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for some things you might find template files or original textures to use as reference

green sinew
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roger,

green sinew
green sinew
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aw...

green sinew
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is there any way I could do retexturing on a 3d model?

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any guide on how to do it?

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i don't wanna do 2D unwrapped retexturing if i can help it

keen terrace
# green sinew is there any way I could do retexturing on a 3d model?

You would need the original source model to do that using substance painter, blender or another tool.

For a mod if you ask one of the creators there is a small chance that they might give you that.
But quite a few either won't want to or might not be able to for various reasons.

full quarry
solid galleon
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I saw a tutorial somewhere on BI that said you can test a texture mod by placing the paa file in the mission folder and using the set object texture function in the object’s init. Can the same method be used to test a face texture on a unit? Tried it but it wasn’t working for me.

full quarry
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there is however a sample bust p3d in the arma3 samples that can be used

solid galleon
full quarry
smoky granite
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is there an easy way to re-create the arsenal icons for equipment?

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example: I want to replace the left images with the right images, but with the actual textured model I've created

severe rune
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"HEMTT" has a tool to create preview images like that

smoky granite
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Cool, I'll check it out!

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I managed to 'budget' my way through it by creating an .rvmat and then applying that to a person in an editor file

severe rune
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It basically just launches Arma for you, on a green screen world, positions the object and takes screenshot

cosmic vault
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How can I mitigate some of the compression artifacting when converting to .paa with TexView?

brittle rivet
# cosmic vault How can I mitigate some of the compression artifacting when converting to .paa w...

You could try different paa mode, jpg image, or just increasing the resolution
Make certain that you are converting from a lossless copy of a texture, since a lossy inbetween format will also cause issues (
paa is a compressed format, and I think it's lossy

If you want to play with different settings for paa conversion, you could edit TexConvert.cfg in steamapps\common\Arma 3 Tools\TexView2\TexConvert.cfg
This is what reference page I could find for it https://community.bistudio.com/wiki/TexConvert.cfg

Someone else might have a better idea, but I think it might be unavoidable in paa files for the standard conversion settings

cosmic vault
brittle rivet
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Just be aware, the engine might not like paa files with a format that differs from the normal format for that type
Should still work though

brittle rivet
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Let me know what happens with it
Could be useful for minimizing texture sizes when I get back to modding

cosmic vault
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So the red turned to blue and the blue to red. The olive drab is now a sickly teal. Used ARGB8888. The texture quality is spot on, however. 😂 😵‍💫

brittle rivet
cosmic vault
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What's interesting is that TexView shows it correctly, but if I open the texture in paint.net or in game it has the red and blue flipped.

full quarry
cosmic vault
cosmic vault
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It is, I've run into that issue before, because it was an extra pixel too wide,

full quarry
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also are you using correct named suffix in the file prior to conversion

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ie _CO in you case

cosmic vault
full quarry
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make sure to remove alpha channel from the image

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and make sure its normal bit depth

cosmic vault
manic mulch
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so, user textures rvmats don't work with other texture maps inside a mission folder, or i'm doing something wrong?

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i can only load the normal color on it.
the rvmat can't pick the normal map, smdi, or as maps.

manic mulch
manic mulch
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where can i find the .rvmats for the roads of altis in the game files?
wanting to test if they work with super shaders.

lethal condor
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There should be a RoadsLib or some name that contains road property

faint cradle
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someone able to explain to me how to get the texture of a model on it in blender

full quarry
manic mulch
manic mulch
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thanks

full quarry
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the latter are the newer roads with normalmap

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techically they can also hold specularmap

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but Im fairly sure using other than the default shaders breaks stuff

manic mulch
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yeah, looks weird. (the one in the right is the road object from O&T editor expansion).
also, kinda interesting,the roads textures under roads, and roads_new aren't being used, instead it get the textures from roads_ae.

full quarry
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😅

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each map has the roadslib.cfg that defines what texture/materials the shapefile roads use

manic mulch
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i made it with instamat, it's not on the right rotation.

full quarry
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the model roads are not really used

manic mulch
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hmm, i will take a look on those.

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well my rvmat is working, and the actual road does load atleast until the normal map on it as well.

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actually, i think it's loading even the ambient occlusion...
i guess i will create a blank texture just to see what texture maps are working and what aren't

manic mulch
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so, the super shader kinda of works, it's that the roads themselves don't load all of it.
the reason why, probably only the devs know.

full quarry
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Im pretty sure its been tried out before

manic mulch
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well, it loads up to the normal map.
i was expecting it to not load the rvmat at all, or crash the game, something like that.

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meanwhile, ground textures don't load the super shader rvmat at all.

full quarry
manic mulch
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well, it was a fun experiment.

faint cradle
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does anyone have a texture for an avs i can use?

restive agate
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Does anyone have this file on hand? The BI forums are down for... who knows how long. And I am getting around to some simple vehicle retextures

brittle rivet
restive agate
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🫡

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You have saved me many an hour trying to dig through the wayback

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There are hardly an opfor vehicles 😭

brittle rivet
# restive agate There are hardly an opfor vehicles 😭

https://web.archive.org/web/20210224123732/https://forums.bohemia.net/forums/topic/169972-arma-3-retexture-templates-by-dreamrebel/
This one has some more opfor vehicles, though you'll have to strip off the wayback part from the url to get to the file (assuming it's still there)

restive agate
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It's all good, thank you for helping, though

restive agate
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Is the AS.paa for the Heli_Light_02 missing?

vernal sage
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Not so much the case of it being "missing" but rather that it just uses a procedural AS for the exterior hull texture. Arma 3's Orca is an upgraded port of the Ka-60 from A2: PMC and it was the same there (no AS for the hull exterior).
https://i.imgur.com/j6BVR5O.png

lethal condor
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Is it possible to make an RVMAT that does not any lighting take into the count, so it shows the texture color without any shading?

full quarry
cedar lichen
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think theres a noshadow rvmat flag too

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"NoReceiveShadow"

lethal condor
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That seems like it, thanks

sleek temple
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Good evening, gentlemen. I'm using Multimaterial for the walls. The normal map looks strange in Buldozer. How can I fix it? Or what could be the reason? Normal intensity?
I realized that the problem is with SMDI...

upd: problem solved. specularPower was 0 and so on

full quarry
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👍

narrow gazelle
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ive notice its not the same driving on grass and over paviment, there is some ground propieties can be changed?

weary pulsar
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can someone help me ?

edgy gull
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hey im trying to learn how to do the retexture stuff for the baceball cap how do i setup the config for it i found that it is in the characters_fpbo file and then im lost from there

brittle rivet
# edgy gull hey im trying to learn how to do the retexture stuff for the baceball cap how do...

This is a decent starting guide: https://steamcommunity.com/sharedfiles/filedetails/?id=238437456 (mostly vehicles, but same principles for everything)
(links in the guide are mostly dead though, so I linked the important stuff below)
And this one for the config: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Headgear_Configuration
Arma 3 Tools are from Steam
paa addon, you can also use TexView2 in Arma 3 Tools
gimp: https://github.com/gruppe-adler/paa-gimp-plugin
photoshop: https://github.com/gruppe-adler/PaaPhotoshopPlugin
Mikero's tools, current official site: https://mikero.bytex.digital/

I suggest building your pbo using pboProject from Mikero's tools, it catches most config errors while packing, rather than you finding them halfway through starting Arma from crash code 0x0000DEAD

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There's a bit more in the pinned messages that can help with understanding it
The _CO texture will likely need to be darker and less saturated than it looks like it should be in an image editor to appear correctly in Arma

edgy gull
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Ok is all of that needed if im just trying to retexture a hat wit a logo it found it in the base files?

brittle rivet
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Minimal is just the Arma 3 tools
You need to unpack characters_f.pbo to get the original image
TexView2 to save it as an editable image
Edit image, and then convert back, with a new name, and the same _co suffix
Create a config,
Pack with Addon Builder
Sign the mod afterwards if you want to publish, or use it on a server (not strictly necessary, but better to sign mods before publishing, unsigned mods are a pain for server admins)

edgy gull
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ok

brittle rivet
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BankRev is the Arma 3 tools pbo extractor

edgy gull
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ah i was able to get it in game with that guide from steam thanks now i just gotta make the logo smaller it was way too big lol

buoyant ermine
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does anyone know if it's allowed to use the p3d files and convert to substance painter rather than using the .paas?

full quarry
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substance painter is part of workflow of making new models

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but not really part of retexturing process

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only exception is if you get model from the author to use like that

buoyant ermine
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Ah ok thank you

polar gyro
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How do I actually make a .RVMAT?
I'm starting from a model with roughness metallic maps and have tried to convert it to some kind of SMDI map (i hope this worked)
also have a normal map
I think I need to write a coifing for it but is it just that and if so how and where do I insert the maps

full quarry
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you can find examples from the a3 files

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and default_super.rvmat from P;\a3\data_f\ is good startingpoint

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as it has all he stages with procedural defaults set up and you just need to plug in your textures

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rough Metallic textures often need quite a bit of work to turn them into proper SMDI map

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but it can be done

polar gyro
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the current attemt looks like this

full quarry
# polar gyro

pinned messages have some guidance. you can also find a lot of info on how the different rendering systems work online (metal/rough PBR vs older Specular/Gloss rendering)

polar gyro
silver adder
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doesnt look like it

shadow marsh
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So I am trying to make a retexture for the us parade uniforms but it isn't working but idk why,

    class NCO_Parade_Uniform: U_B_ParadeUniform_01_US_decorated_F
    {
        author="MfeChu";
        scope=2;
        displayName="[75th] NCO Parade Uniform ";
        hiddenSelectionsTextures[] = {
            "paradeTest\texturePAA\ParadeUniform_01_US_CO2.paa"
        };
    };

this is what I got so far I have also tried it with the suitpack instead and with hiddenSelections[] = {"Camo"} but none of it has seemed to work any ideas ?

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"It does end up making a new parade uniform with the correct model just that the texture itself doesn't get applied so I assume it's either wrong texture file or theres a problem with the naming scheme "even though it's the exact same as what I found in the AoW character PBO

lethal condor
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Post your full config

shadow marsh
#
class CfgPatches
{   
    class Parade_Deimos
    {   
        author="MfeChu";
        requiredAddons[]= 
        {   
            "A3_Data_F",
            "A3_Weapons_F",
            "A3_Characters_F",
            "A3_Characters_F_AoW"
        };
        requiredVersion=1
        units[]=
        {
            "[75th]NCO_Parade_Uniform"
        };
        weapons[]=
        {
            "[75th]NCO_Parade_Uniform"
        };
    };
};

class CfgWeapons {

    class U_B_ParadeUniform_01_US_decorated_F;

    class NCO_Parade_Uniform: U_B_ParadeUniform_01_US_decorated_F
    {
        author="MfeChu";
        scope=2;
        displayName="[75th] NCO Parade Uniform";
        hiddenSelectionsTextures[] = {
            "DeimosParade\texturePAA\suitpack_ParadeUniform_01_US_decorated_CO.paa"
        };
    };
 
    class NCO_Parade_Uniform2: U_B_ParadeUniform_01_US_decorated_F
    {
        author="MfeChu";
        scope=2;
        displayName="[75th] NCO Parade Uniform 2";
        hiddenSelectionsTextures[] = {
            "DeimosParade\texturePAA\U_B_ParadeUniform_01_US_decorated_F.paa"
        };
    };
};

"working in two different folder structures to try and get it to work but this one is the more active one

lethal condor
#

Where is your CfgVehicles?

shadow marsh
#

ah is thats whats missing?

lethal condor
#

You need both CfgWeapons entry and CfgVehicles entry and assign them accordingly to make it work

shadow marsh
#

wait isn't vehicles for placable units?

lethal condor
#
        units[]=
        {
            "[75th]NCO_Parade_Uniform"
        };
        weapons[]=
        {
            "[75th]NCO_Parade_Uniform"
        };```That's not how it works
```cpp
requiredVersion=1```missing semicolon
#

Uniform requires CfgVehicles

shadow marsh
#

oki

full quarry
shadow marsh
shadow marsh
# full quarry template?

nvm might have found one that might work

class CfgPatches {
    class {mod class name here} {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
};

class CfgVehicles {

    class B_Soldier_base_F;

    class Example_Soldier_F : B_Soldier_base_F {
        _generalMacro = "B_Soldier_F"; //unsure what this does
        scope = 2;
        displayName = "{what you want to call the soldier}";
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "{give the uniform a class name}"; //e.g. "Example_Soldier_F"
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"{path to uniform PAA file}"};
    };

};

class cfgWeapons {
    class Uniform_Base;
    class UniformItem;
    
    class {use uniform a class name from above} : Uniform_Base {
        scope = 2;
        displayName = "{Display name for the uniform}";
        picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        
        class ItemInfo : UniformItem {
            uniformModel = "-";
            uniformClass = "Example_Soldier_F"; //would be same as our made soldier class
            containerClass = "Supply20"; //how much it can carry
            mass = 80; //how much it weights
        };
    };
};

"wanted some example code

distant aspen
#

Is there any way to adjust the brightness of the handle or something like that?

#

since it is very dark

brittle rivet
# distant aspen Is there any way to adjust the brightness of the handle or something like that?

You can try increasing the brightness of that section of the texture, assuming that it was made with hiddenSelections for textures
(by far the easiest and fastest if it works, my usual method is to cut it out in GIMP, duplicate to new layer, adjust colour, and export as paa, reprocess with texview2 if needed for alpha textures)
If there is hiddenMaterialSelections, then you can put whatever material and texture you want on it
Otherwise, the texture is hardcoded in the model, and you need an unbinarized p3d to do anything

distant aspen
brittle rivet
#

Same as retexturing for everything else
Simple mod config inheriting from the handgun, including hiddenSelections[] and hiddenSelectionTextures[] to replace the texture
(You can overwrite it as well, but probably easier to test when you can still see the original)
Modifiy _co.paa as desired, and add it to the retexture mod.

full quarry
#

thats what defines the colors

unreal magnet
distant aspen
full quarry
#

make it lighter

distant aspen
#

No

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I meant the guy

full quarry
#

then nothing you can do

#

eh?

#

you have lost me.

distant aspen
#

It's weird, because in Substance it was done well but when I transferred it to Arma 3 it looks weird

full quarry
#

different rendering engines look different

distant aspen
#

The texture looked good, but when it was passed to the engine, quality and texture were lost.

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This was passed to me, but I don't understand how I should apply it.

full quarry
#

even so its different engines

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then youll have to study the tools I guess

distant aspen
full quarry
#

also thats for reforger

distant aspen
#

Yes

full quarry
#

so not really compatible with arma3

distant aspen
#

both

full quarry
#

at least what you have in that picture is not

distant aspen
full quarry
#

well that puts different layers of your substance project into different textures

#

you can tinker with the export profile sure

#

or you can adjust the brightness in the sourfce project

#

or edit the exported textures

distant aspen
#

that it is a different color has nothing to do with it?

full quarry
#

Substance painter and Arma handle shinyness different way

#

you wont get exact same look on both

#

you got to study PBR rendering and Specular Gloss rendering differences to understand it

polar gyro
#

Why is my rvmat not applying?

#

do i ned to put something i the model.cfg?

full quarry
#

you seem to have colors on the model despite having only single procedural color texture on it?

polar gyro
#

it looks flat and the same as before i made an rvmat

#

i do apply the texture config.cpp

full quarry
#

id recommend applying default texture on the model itself too

#

and then test the gun in better lighting

#

VR has worst flat lights so its not very good for testing what things look like

polar gyro
#

i have a normal map so it should still be visible

full quarry
#

maybe the paths dont match and the texture cant be read in game

polar gyro
#

i dont get any errors that its not finding

#

all the things are in the data folder in the mod source

restive agate
#

Hey, ya'll. How do I get the textures for Reaction Forces content to do some gear retextures?

full quarry
#

they do share when asked

restive agate
#

Ah! I did not know they had one, Thanks 🫡

dapper jewel
#

Hey guys, I've got a question regarding the lighting on a weapon model. When hit by light, the ambient shadows on the model are all sorts of misshapen- for example, a star shaped shadow around a circular hole, or triangular diffuse lighting/shadows on what should be a rectangular part. What is the most likely cause of this?

#

(I'd share my RVMAT settings but I'm currently at work so I don't have access to it atm)

lethal condor
#

Pictures would help to understand your issue

dapper jewel
#

Stuff like this

#

Where the shadows/lighting are just not quite right and it causes the whole model to look pretty bad.

lethal condor
#

Likely Sharp Edge vs Smooth Edge issue

dapper jewel
#

Is that a model problem or within my RVMAT?

lethal condor
#

Model

dapper jewel
#

Gotcha. What do I need to do to correct that? The models are from cgtrader, brought into blender and exported as FBX for object builder

lethal condor
#

In Blender, Edit mode, ever had edges with lightblue highlight?

#

It is basically, the rendering engine tries to understand these edges are smooth so shadows are

dapper jewel
#

I dont have access to the models currently, but do I need to have those or remove them if I find them?

lethal condor
#

Lightblue is Sharp Edges in Blender. You may also need Edge Split Modifier

dapper jewel
#

Gotcha. Thanks!

dapper jewel
lethal condor
#

Try Edge Split Modifier and export to P3D

dapper jewel
#

I'm not seeing any changes when applying edge split modifier

full quarry
#

It's possible your export is not configured right and does not export the sharp edges correctly.

#

Or your model does not update on new pbo packing

teal juniper
#

If a texture is too bright, can it be adjusted in the RVmat or would it need to be adjusted in the paintingsoftware?

full quarry
teal juniper
#

Darn, alright, thanks

soft anchor
#

Does anyone happen to have the texture file for the Arma 2: BAF original "miscGear"

#

For the Osprey Mk2 vest

#

I know there's something funky with the ELUA but I don't know if it applies to texture files themselves

#

replicating the Brits from Arma2 for a submod from Queen and Country and I'd like them to be as close as possible

lethal condor
#

It is a part of APL

#

And Public Files

soft anchor
#

could you point me in the direction?

lethal condor
soft anchor
#

TYSM

glossy whale
#

Any1 knows websites for Camouflage patterns

full quarry
#

but you can google up pattern generators

glossy whale
full quarry
glossy whale
#

Do you have any illustrating video about how to to make custom uniforms from camopedia

full quarry
#

no there isnt anything that specific

#

if you are looking to make retextures, those are made by painting new textures that fit the original uvmapping

#

or using the original textures as base and painting on those

#

if you are looking to make new uniform models you need to first get into 3D modeling and get to understand how texturing works

rare ginkgo
#

most are seamless

glossy whale
#

it doesnot work

rare ginkgo
#

fg to share it

glossy whale
#

thnx

unreal flume
#

Does anyone have a high quality version of the LDF 5th Regiment patch?
This one but in higher resolution

lyric kettle
#

hello guys, I want the AOR1 camo and the AOR2 camo please anyone have it please send it to me
i want it as a PNG not clothes

rancid obsidian
#

hey guys im trying to reskin this uniform but its kinda weird

#

i looked it in config viewer at hiddenselection textures it doesnt had any texture path for pants texture it just had the shirt texture path

full quarry
#

I guess here.

rancid obsidian
#

how to retexture the pants?

full quarry
rancid obsidian
#

@full quarry this is happens when i give texture path to the pants

#

thats nato vanilla shirt texture

rancid obsidian
full quarry
#

correct yes

rancid obsidian
full quarry
rancid obsidian
full quarry
#

can you paste what you tried?

rancid obsidian
#

i used that class name
in editor it added that into FIA\Men (Story)

full quarry
#

does the pants have Camo2 selection though

rancid obsidian
#

i watched it in the arma site

#

that place shows all arma items

#

with class names

#

it had 2 camo selections

#

also in config viewer had 2 one of them was shirt tex path and other one was empty

full quarry
rancid obsidian
#

i tried that but it showed the vanilla textures

#

instead of my texture

full quarry
#

hmm sure yeah looks like the model itself has camo1 and camo2 selections

rancid obsidian
full quarry
#

although its not certain if these are set up right on model.cfg level. it looks like it should be though

full quarry
#

its camo1 and 2 though

#

you have Camo1

rancid obsidian
#

for a "c"?

full quarry
#

so that is probably issue

#

yeah

#

names can be case sensitive

rancid obsidian
full quarry
#

maybe just overlooked at encoding

rancid obsidian
full quarry
rancid obsidian
#

cuz i had a rvmat that removes those kneepads on the pants

full quarry
#

are the pants camo1 or camo2?

rancid obsidian
#

yes

full quarry
#

which?

rancid obsidian
#

oh i think its camo2

full quarry
#

then tight now the rvmat is going on camo1

#

the lists all respect the hiddenSleections order

#

camo1 takes first paa/rvmat

#

camo2 takes second paa/rvmat

#

you need to define both

rancid obsidian
#

so i must remove rvmat or make blank rvmat at first then add that rvmat to second

full quarry
#

blank would just remove all normalmap etc from it

#

if you want to use vanilla rvmat thats fine

#

or you can make your own version

rancid obsidian
#

lets try vanilla rvmat

#

for vanilla i dont need to give rvmat ?

full quarry
#

i tjust needs to be pathed in if you want to retexture other selections than first one but not the first one

rancid obsidian
#

then give pants rvmat for second

full quarry
#

yes

rancid obsidian
rancid obsidian
#

its not in EPB

full quarry
#

a3\characters_f\blufor\data\clothing1.rvmat
a3\characters_f_epb\blufor\data\clothing1_dirty.rvmat
a3\characters_f_epb\heads\data\hl_hairy_dirty.rvmat
a3\characters_f_gamma\guerrilla\data\ig_guerrilla2_1.rvmat

#

these are teh rvmats the model has

#

probably one of these

rancid obsidian
#

found it

#

was in gamma

full quarry
#

👍 👍

rancid obsidian
full quarry
#

(testing in game is the way)

rancid obsidian
#

thanks

#

it fixed

full quarry
#

👍 blobcatdance

rancid obsidian
#

i also have another thing

rancid obsidian
#

they also added in FIA faction

full quarry
#

right now you are probably inheriting it

rancid obsidian
#

I_G_Protagonist_F

full quarry
#

well thats independent

rancid obsidian
full quarry
#

the ones you want it to appear in

rancid obsidian
#

i dont want to appear in factions

#

its uniform mod

#

not character mod

full quarry
#

everything has a faction

#

and all uniforms have the visual representation unit

#

I guess you can try set its scope to 1

#

so its hidden in editor

rancid obsidian
#

it also hides in arsenal

full quarry
#

youll need to choose then

rancid obsidian
full quarry
#

that would not work either

rancid obsidian
#

so i cant do anything about it?

#

ok 1 thing cfgvehicle its the models shows in game?

#

and cfgweapons are those that shows in arsenal list?

#

@full quarry

full quarry
#

try it out

rancid obsidian
full quarry
#

dont remember off the top of my head

narrow gazelle
#

there is any retexture template for the RHS AC130?

azure bridge
#

Are there any mods that do water droplets on glass using UVanimations?

narrow gazelle
#

but its posible?

full quarry
azure bridge
#

Right. I was tempted to animate windshield wipers and then thought "what if?" xD

full quarry
#

maybe with uv animated mesh streaks that are then also bone animated to deform with the wipers

#

as you cant make the uv animation scroll incrementally so that you could have "frames"

azure bridge
#

oh the alternative being animated per frame?

#

no wait I see what you mean I think. I was imagining something way basic. moving across the glass based on velocity[?], and maybe a separate section for wiper coverage that hides the droplets on swipe.

neat cape
#

The UVAnim

azure bridge
#

Right, HG immediately jumped to the most complicated part :)

full quarry
#

Well I wanted it to be able to adapt to the swipes

#

like this could even work

azure bridge
#

Can that handle streaks going at other directions at the same time? (Helicopter) Or I guess even on car would go up at speed

full quarry
#

well

#

ID suppose the streaks could have that kind of complexity in animation too but maybe the plane with hidden piece is better

#

trying to think what it would need to get the wiped part fill smoothly again

#

instead of just turning on and off

azure bridge
#

I was imagining Some rocking animation to push it in front/behind a z-fight

#

Oh nvm u mean like additional raindrops

full quarry
#

yes

azure bridge
#

I was thinking stretching the uv for streaks, but that doesn't help here.

#

Presumably don't want to Make the wiper coverage out of tiles xD
Maybe droplets texture at several stages of intensity/coverage (might be desired anyway) and flip through them up to matching the non-wiper area.

neat cape
#

You could also use the alpha sorting a empty alpha texture to each side of the swipers and also play with the hide and unhide value while swipes left to right

But this goes over to probably 3 faces

Behind you got the UV animation + the Raindrop

#

Ofc Raindrop should appear always so you got to sort it right..

low helm
#

any suggestions how could i export gloss and specular or smdi maps easily from substance painter? Having troubles with those...

silver adder
#

do you want it to export arma specifc smdi? or the actual gloss and specular as seperate maps?

vague iron
#

@low helm you can export using builded in preset PBR Spec Gloss into separate textures

#

as @silver adder said

#

and manually create smdi map by doing Red channel (white), G (specular), B (gloss), A (empty, white)

#

or you can create your own preset which is very easy

#

@silver adder you're doing something/using substance painter? or just quixel suite?

silver adder
#

i use both, depends on asset type

#

i have stuff that works for both, and substance designer to convert from PBR to RV4

vague iron
#

oh

#

i see

#

I have to start using designer

#

to create some materials/tileable textures

silver adder
#

i more like the ability to have procedural texture changes, that you can hook into variables in the game engine

vague iron
#

@low helm this is a configuration I use

#

yeah, but not Real Virtuality 😛

#

material creation in UE4 is awesome

low helm
#

@vague iron thanks for the pic, will help me and others for sure!

vague iron
#

sure, np

cinder perch
#

Okay, so with the forums the way they are, searching for a solution for this issue has become significantly harder. I did a search for 'glowing edge' and 'alpha' within this channel to find solutions, however what I could find required PS (which I don't have) or mentioned export settings in GIMP but didn't elaborate any further. With that out of the way, the context and issue:

Trying to create functional IR reflective patches, here's the setup:
Section A - _Flag_IR - Base flag shape and _co texture, flat matte finish using a specified RVMAT.
Section B - _Flag_IR_G - Reflective portion of the flag shape, is a flat surface 0.3mm above the main flag. Uses a _ca texture that is the reflective portion of the flag cut out, with its own rvmat using increased emissive to glow under night vision.

Currently have the typical glowing edge issue when using a _ca type texture, as seen below (showing both daytime, nighttime, and IR views). Have also attached my GIMP export settings (going from .png to .paa using the ArmA 3 converter tool)

#

I will say that with the black/white IR patch, it's not terrible as is, however I am also working on a variant with multicam in place of the black with black IR reflective material, and it sticks out like a sore thumb for that one in daylight.

#

Regarding the RVMAT, the pixel and vertex shaders are set to Super.

lethal condor
#

Make sure your source image has no "white transparent" instead of black

cinder perch
lethal condor
#

I usually use Layer Mask to split RGB and Alpha. Usually these issues are caused by transpatent pixels being 255, 255, 255, 0 (aka lost its data)

#

Altetnatively, check the texture in TexView2

cinder perch
cinder perch
lethal condor
#

Oh wait, you actually set Save colors in export setting disabled

cinder perch
lethal condor
#

Yes

cinder perch
#

I shall give that a shot and report back.

lethal condor
#

This actually is a frequently asked issue and also common issue in any CG software which deals with transparency. I may write a quick explanation post later?

cinder perch
lethal condor
#

transpatent pixels checkbox yes

cinder perch
#

Still have the glowing artifacts.

lethal condor
#

You still sure your game actually reloads the texture

cinder perch
#

Exported from GIMP, converted to PAA, recompiled the PBO, and booted the game.

lethal condor
#

How does it look in RGBA and RGB mode in TexView

cinder perch
lethal condor
#

And RGB?

cinder perch
lethal condor
#

Okay, what resolution?

cinder perch
#

Running 1024*

#

That's just zoomed in.

#

And Alpha is this

lethal condor
#

Okay, how does it actually set up (P3D/RVMAT as well)

#

Does it work with other textures (like vanilla insignia)

cinder perch
cinder perch
# lethal condor Okay, how does it actually set up (P3D/RVMAT as well)

In terms of config:
P3D has the _ca texture and a specific glow-inducing .rvmat (with required normal, AS and SMDI's linked) assigned to it via the ArmABlender tools.

Config itself leaves the specific section blank as I use ACE-AX and it's setTextureOptions to change the flag texture as required. I have had success with this before in a similiar situation, with a combat shirt with cutoff sleeves and edge fraying. Initially I had glowing edges but somehow resolved it. But I did that over a year ago and I can't recall how I did it, nor do I have my files to review.

severe rune
#

You can user SuperExt material to make the emissive

thick gate
# severe rune You can user SuperExt material to make the emissive

When I tried using this for the same outcome he is after, I still ended up with the entire patch being emissive. I used the template you posted way back when for SuperExt. I’m assuming I did that wrong? Is the emissive map supposed to be structured in a specific way?

severe rune
#

Emissive map is a texture black where not glowing

thick gate
severe rune
#

You can emit all colors

#

Red glows red, green glows green

thick gate
#

That’s what I figured based on the template, I’ll have to try it again. I must of done something wrong

rain vale
#

Is texturing easy?

lethal condor
#

In what sense?

wooden lantern
rain vale
#

I need to re-Textra a tank for a faction I’m making

full quarry
full quarry
rain vale
brittle rivet
#

You should be looking for hiddenSelctions and hiddenSelectionTextures in the config, and matching _co.paa textures in the data
There might be templates as well if you look around

rain vale
#

mhm

cinder perch
#

Still stumped with why my alpha-enabled texture is glowing on the edges (#arma3_texture message)

I've tried:

  • exporting from png and tga to paa; testing _co, ca and no suffix to test the different effects: no change for the _ca and suffix-less versions, and _co gives me an unsightly harsh edge that isn't desirable.
  • setting a barely visible background for the _ca (99% transparency): that made the entire texture opaque even as a _ca
  • setting the relevant faces/section on the P3D as both the _ca and _co texture, and as "#(argb,8,8,3)color(0,0,0,0)" much like the clan/insignia sections of the vanilla uniforms: zero impact with removing the glowing edges.
  • tested the cutout textures as standalone insignia textures and they do not show a glowing edge.
  • tested export settings with both the .tga and .png (8-bit and 32-bit gamma integer, uncompressed for .tga, and color profiles saved for .png)
  • different renderFlags[] in the .rvmats: they either kill the material properties outright (no glow or normal) or kill the transparency/colour of the texture.

Additionally, it's only glowing on the edge of the flag textures. The cutout text of the call sign patches I'm implementing in the same fashion do not glow, yet both the text and the flags were exported in the same manner: from GIMP using layer masks to extrude the relevant texture and exported using the same settings.

#

I feel like I'm missing something or overlooking something, but for the life of me I can't think of what it is.

#

And I've reviewed so many convos via searching "alpha" in this channel and have used the solutions I could understand to troubleshoot, but to no success.

brittle rivet
full quarry
#

Png needs to be saved with background color. And those colors must not be white

full quarry
#

What is unclear? 😅

cinder perch
#

Because that doesn’t make any sense to me on its surface. If it’s transparent, there’s no colour. And the alpha channel shows black.

full quarry
#

Due to how game graphics work there can be bleed between pixels

#

And textures soften/blur at distance because of mipmapping

cinder perch
#

I get that. But the source backgrounds that these were cut from were black and multicam, no white.

full quarry
#

If the color information under the transparency is white which it is by default the that white causes interference

#

Also some things don't work with partial transparency but cut off at 50%

cinder perch
brittle rivet
#

My method for partial alpha was to export from gimp topsa using gruppe adlers tool, and then open and save the paa in TexView2 to fix the encoding.
Other step I did was to make certain that everywhere that was supposed to be 0 alpha, was actually 0 alpha.

full quarry
#

Then you can edit both color and alpha separately

cinder perch
#

I used an alpha layer mask rather than hard erasing.

full quarry
#

And on export the png you'll need to save with the option to keep transparent color info

cinder perch
#

Hence why I’m tearing my proverbial hair out over this.

full quarry
#

Do you have picture of the issue?

cinder perch
#

I linked my initial post with the screenshots and first round of solutions offered in my follow up

cinder perch
#

And these are the RGBA, RGB, and A channel views in TV2

#

Admittedly on the black/white IR version of this flag it’s not as bad, apart from nighttime without NV

full quarry
#

What resolution is it saved at?

cinder perch
#

1024*1024

#

Original texture was 4k, and the masking/editing was done post-downscale.

full quarry
#

What texture quality video setting you have?

cinder perch
full quarry
#

Put that to ultra

cinder perch
#

Or just ruling that out?

full quarry
#

A possibility

#

What's rendered in the game does not look as crispy as the texview image

cinder perch
#

I disagree, purely because of the fact that I didn’t have this issue with another similarly configured patch I’m doing on the same uniform.

full quarry
#

I suspect it's being mipmapped down

cinder perch
#

I have a callsign patch setup identically, and it does not have the same edge artifacts.

#

So whatever it is is affecting the flags specifically.

full quarry
#

It's a very simple test though

#

Are you sure about the resolution? The flag don't look square?

#

Or is it just zoomed

cinder perch
#

The images are zoomed in

#

The bottom half of the texture is the Velcro backing

full quarry
#

You can scroll through.paa mipmap levels in texview btw

#

In case you want to see how it mipmaps

cinder perch
full quarry
#

Was it with arrow keys

full quarry
#

The naming suffix in the original texture tells the conversion to PAA what to do

#

You would be using _CA suffix

cinder perch
cinder perch
full quarry
full quarry
#

Just making sure

cinder perch
#

Any issues if I DM you with my findings once I get back to attack this SOB?

full quarry
cinder perch
urban bramble
#

Anyone can help me for retexture

light parcel
#

Anyone got an idea of where i can get most vehicle texture templates for the arma 3 please.

brittle rivet
thin atlas
#

I have custom faces I want to add face camo to, but they turn out wrong/discolored. is there anyone who could help me?

full quarry
thin atlas
#

Yeah I am having trouble figuring out how to create an rvmat with the right values to not look shiny or too dark

#

Everything I searched up doesn't give a step by step and is really hard to figure out otherwise

opal wren
#

Yo do you have any more photos of this? Especially in game? Looks sick

opal wren
#

?!?!

full quarry
#

that was just pretty old message to reply to

opal wren
#

yeah but it's the coolest thing here

full quarry
#

the uv map?

opal wren
#

the potential

cinder perch
#

@full quarry So I changed my graphics settings to Ultra, and no improvement whatsoever.

full quarry
#

odd that it shows so poorly then

#

I dont have any other ideas at the moment

cinder perch
full quarry
#

maybe something broke with the file

#

and it didnt export right

#

and then didnt convert right

cinder perch
#

But it's the same texture file, just repathed to a different section on the model.

#

The callsign patch and flag patch parts of the model are UV'ed differently, which is why there's an offset.

#

I have that _ca flag associated with it in the p3d data, same for the callsign patch _ca.

#

If there was an issue with the Alpha channel, I'd have expected to see the glowing regardless of what part of the model it's on (provided it's alpha-enabled)

full quarry
cinder perch
#

One sec.

#

Allow me to lay out how this is modelled.

lethal condor
#

It actually might be much more easier to troubleshoot if you share the actual PAA or PNG, maybe

cinder perch
#

Can do.

lethal condor
#

So, clarify

#

Which file has which issue?

cinder perch
#

The _ca's

#

For the flags.

#

I've included the callsigns for reference as they work perfectly.

#

However both had the same export settings in gimp.

#

For the model itself, this is how I have it configured:

#

Green base is the patch model itself, and it has the _co's applied

#

The blue face is the alpha surface for the glowing IR section

#

Expanded for better visualisation

lethal condor
cinder perch
#

_co on the back part, _ca on the front part.

lethal condor
#

I meant that, so clarify again, you have to faces to apply both texture

cinder perch
#

Yes? The _co is applied to the main section of the patch model, and 0.3mm in front of that is another face that the _ca is applied to.

lethal condor
#

Yeah

#

In P3D, the face where _ca is applied, which kind of texture and RVMAT is applied? (not config wise, P3D wise)

cinder perch
#

_ca texture is applied on the p3d with the glow-enabled .rvmat.

#

I have different AS/SMDI/NOHQ and RVMATs for the glowing segment and base flag.

#

(though the normals for glow and no-glow are identical, just seperate files)

lethal condor
#

Actually, just tried it on a vanilla uniform, and it doesn't seem to have the issue. If you cannot reproduce the issue on a vanilla uniform, it is actually likely a P3D issue

cinder perch
lethal condor
#

Actually, if the P3D have transparent texture (such like _ca) the face itself is flagged to optimize the rendering for transparency (basically. I'm no engineer here so don't ask the specifics)

#

Vice versa is true. _co and non-transparent

#

I actually think it could happen, but not 100% sure

cinder perch
#

I'd done that, as seen above.

lethal condor
#

Which is why I'm not sure about my theory

cinder perch
#

Ah, I follow.

lethal condor
#

How is your RVMAT? Especially glow one

cinder perch
#

Practically identical apart from the emissive values.

#

I was experimenting with the renderFlags[] in the glows, but they're commented out currently.

lethal condor
#

Can you actually try your setup in a vanilla uniform using setObjectTexture and setObjectMaterial?

#

If it actually is a P3D issue, we cannot try it without your P3D (at least the problematic part of P3D)

full quarry
#

so the flag is a separate piece of gear, not applied as a insignia?

full quarry
#

roight

#

missed that previosly

cinder perch
cinder perch
#

Plot twist. Has to be a P3D issue or something, because the transplanted patch doesn't glow.

full quarry
#

is the rvmat and the _CA paa assigned on the p3d

cinder perch
#

Yes.

#

Hmm... I have a crazy idea.

full quarry
#

ah

#

you may need alpha sorting

#

so that the op faces are top alpha level

#

and faces under it are on alpha levels below

cinder perch
full quarry
#

its p3d thing

cinder perch
#

Yeah, is that done via Object Builder or is that something that can be done with the ArmA3Toolbox in Blender?

full quarry
full quarry
#

but dont remember exactly where

#

in OB simplest way can be to select all

#

then move top

#

then select next level move top again

#

then next level and top again

cinder perch
#

@full quarry I could kiss you.

#

That solved the issue.

#

I think.

#

Yep, that fixed it.

cinder perch
#

So, quick step-by-step troubleshooting for anyone else in the future

    • Ensure texture has a properly configured alpha channel.
    • Ensure that the texture has the _ca suffix at the end of the file name.
    • Export from a compatible format: 8-bit RGBA PNG or 32-bit TGA - for PNG exporting with GIMP, ensure that "Save color values for transparent pixels" and "save color profile" are ticked in the export window; for TGA, disable RLE Compression.
    • In your P3D, make sure the _ca texture file is assigned to the section of the model you want transparent.
    • Make sure that the faces of the model you want your alpha-enabled texture are set to the top - in OB: with the relevant faces selected, go to Faces > Move Top. In Blender with the ArmAToolbox: in edit mode with the faces selected, open the ArmA 3 Tools side tab, go to Transparency, and click "Set Transparent" with a priority of 0.

All goes well, you should have a functional alpha texture with no glowing edge artifacts.

#

Idk if we wanna pin that or save that elsewhere for anyone else? I've leave that up to the moderators.

full quarry
#

I think because I didnät understandt the patch being separate piece of gear before it didnt occure to me before

#

if it were a normal insignia retexture the mesh selection would have all this done already

cinder perch
#

Now just to figure out how to get the black to glow as much as the white under night vision.

urban bramble
#

How we can open p3d file

hallow jay
#

You can't. I mean, you can, but you should not.

full quarry
gusty forge
#

hello is there any1 that can send me a composition or a mission where a bunker komplex is in?
would be really helpfull

full quarry
#

what game do you mean?

gusty forge
#

arma 3

full quarry
#

what do you mean by bunker complex?

gusty forge
#

someone that builed in a mission a bunker where u can get in per teleport or smth else

full quarry
#

I guess you sould be looking through the workshop

gusty forge
#

ok I will do

lucid halo
#

I am so confused as whats going on. Its supposed to be a stucco wall, brick sections and concrete. I have set the smdi with the correct red blue and green channels or so I think I have. Would it be the SMDI or would it be the AS that would cause this?

full quarry
#

does it work in buldozer?

lucid halo
#

yeah, the second pic shows the texture are there at night time

lucid halo
lucid halo
#

it is different textures for each section

full quarry
#

you need to set it up for multimateril really

#

far better performance

lucid halo
#

didnt have this problem with other models and made them the same way.

full quarry
#

well could be bad AS

#

or just some typo in the rvmat to break it

#

you can remove rvmats and see if it works better

lucid halo
#

on a AS is it the black that does the shadow or white?

full quarry
#

but it may not need to be full black

#

depends on the depth of the shade wanted

lucid halo
#

I just looked and the image is fine but I'll recreate it and see if that works

full quarry
#

could then be pathing issue

#

or bug some lines missing in the rvmat

#

also id really recommend making buildings with multimaterial

lucid halo
full quarry
#

ive written about it somewhere here few times I believe

#

here or model channel

#

there also blender setup sample in the pins

lucid halo
#

How does Arma know what is emissive in a texture? Is there an Alpha on the AS or does there need to be an emissive image that gets added to the RVMAT?

full quarry
#

but the RGB values in the emmissive property define what colors will be emmissive

#

the special rvmat type SuperExt

Can use a emissivity mask stage

restive agate
#

Hmmmm I think I did my SMDI wrong lol

full quarry
#

shiny?

restive agate
#

Set my glossiness to 0 without knowing what it did lol

full quarry
#

ah

#

no shiny at all 😅

#

just broke light

restive agate
#

What is a good "base" number? It seems to always be "wet" lol

#

AH

#

It's because I'm still using the wrong export lol

#

RAH my specular is wrong!

#

much nicer. My specular was set to 1 in my rvmat for some reason

severe rune
#

Its just a separate emissive texture. That is linked in the material

cinder perch
#

Appreciate it.

severe rune
#

The annoying thing about it, is that you have 8 stages.
But you can only have 7 uvTransforms.
That is why texGen is used.

texGen is basically a lookup table for uvTransforms.
Instead of setting the uvTransform and uvSource for every stage, you set up one or two texGen's once, and then just refer to them in the stages.

My material there is actually kinda bad because even though its using texGen's, its still writing the uvTransform/uvSource even though they're unused

#

not using texGen's is actually the "old style" that is not recommended to be used anymore. But everyone bases their rvmat's on old samples, so everyone still uses it.

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,1,10};
specular[] = {1,1,1,1};
specularPower = 100;
PixelShaderID = "SuperExt";
VertexShaderID = "Super";

class TexGen0 {
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};

class TexGen1 {
    uvSource = "none";
};

class Stage1 {
    texture = "z\wolf\addons\wolflogo\tex\wolflogo_nohq.paa";
    texGen = 0;
};
class Stage2 {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    texGen = 0;
};
class Stage3 {
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    texGen = 0;
};
class Stage4 {
    texture = "z\wolf\addons\wolflogo\tex\wolflogo_as.paa";
    texGen = 0;
};
class Stage5 {
    texture = "z\wolf\addons\wolflogo\tex\wolflogo_smdi.paa";
    texGen = 0;
};
class Stage6 {
    texture = "#(ai,64,64,1)fresnel(1.29,0.01)";
    texGen = 1;
};
class Stage7 {
    texture = "a3\data_f\env_co.paa";
    texGen = 0;
};
class Stage8 {
    texture = "z\wolf\addons\wolflogo\tex\wolflogo_em.paa";
    texGen = 0;
};

This is how a "new" style rvmat looks like. You do not repeat the uvTransform/uvSource

#

The new style is both less text to write, and more efficient for the engine to render.
The old style just generates 7 texGen's internally. Even though you generally only use one or two. And the engine needs to process each one of them.

full quarry
#

I guess we process this into SOGPF for 10 year anniversary or something 😅

cedar lichen
#

hmmm regarding the _em file

#

does that allow you for example to have a texture glow a different colour in the dark than it is in sunlight

severe rune
#

It will also glow at day, but you'll probably not see it

#

unless its in shadow

cedar lichen
#

I remember playing around with the _em stuff but the problem is the texture is meant to be white but glow green at night/darkness

#

maybe I should play around with it again it seems like I misunderstood it

severe rune
#

TexGen has a small caviat when using WaterAnim/ShoreAnim uvSource. texGen1/2/3 need to correspond to stage1/2/3.
But thats a special thing that most people wouldn't touch
But for CDLC might be something

knotty marsh
cedar lichen
wooden lantern
full quarry
wooden lantern
#

sorry im testing out the texgen and i cant post images in the community wiki chat

#

new one

class TexGen0 
{
    uvSource = "tex";
    class uvTransform 
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class TexGen1 
{
    uvSource = "none";
};
class TexGen2
{  
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {10,0,0};
        up[] = {0,10,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class TexGen3
{
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage1
{
    texture = "OPTRE_Weapons\ar\data\MA5K_NOHQ.paa";
    texGen = 0;
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    texGen = 2;
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    texGen = 0;
};
class Stage4
{
    texture = "OPTRE_Weapons\ar\data\MA5K_AS.paa";
    texGen = 0;
};
class Stage5
{
    texture = "OPTRE_Weapons\ar\data\MA5K_SMDI.paa";
    texGen = 0;
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(3.48,2.79)";
    texGen = 3;
};
class Stage7
{
    texture = "a3\data_f\env_land_co.paa";
    useWorldEnvMap = "true";
    texGen = 0;
};

old one

class Stage1
{
    texture = "OPTRE_Weapons\ar\data\MA5K_NOHQ.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {10,0,0};
        up[] = {0,10,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "OPTRE_Weapons\ar\data\MA5K_AS.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "OPTRE_Weapons\ar\data\MA5K_SMDI.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(3.48,2.79)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage7
{
    texture = "a3\data_f\env_land_co.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1.0,0.0,0.0};
        up[] = {0.0,1.0,0.0};
        dir[] = {0.0,0.0,0.0};
        pos[] = {0.0,0.0,0.0};
    };
};
#

i dont think im missing anything, all the UVtransforms have been mirrored into the texgen

full quarry
#

what does your uvmapping look like?

#

is it all in 0-1 uv space?

wooden lantern
full quarry
#

just 1 uvset yes?

wooden lantern
#

ye

#

wait nope

#

empty uvset 1

#

strange that's never been an issue before

full quarry
#

what does it look like in buldozer?

#

when you test, is it binarized?

wooden lantern
#

seems like the rvmat breaks with the texgen, no shine

#

and yes binarized

full quarry
#

well the deafalt buldozer lighitng is dull anyway

#

you woyuld need the real light incorporation to get porper look

#

but at least the textures look to be in right places

wooden lantern
#

nah, i have the lighting set up in buldozer so it has shine

full quarry
#

no sky = default

#

was that paste the full rvmat?

#

since these are missing

wooden lantern
#

not the full rvmat, that stuff is all unchanged

#

super pixel and vertex

#

and changing the specular and specular powers do nothing in the viewer, so im led to believe it's something with the texgen

full quarry
#

yeah probably so

#

dont have time to test unfortunately

#

maybe just carry on with the old method now 😅

wooden lantern
#

im gonna test some more stuff SakuPray

severe rune
#

Your stage6 shouldn't need any uvSource and uvTransform. Fresnel has no UV. So that should use TexGen1

wooden lantern
#
class TexGen0 
{
    uvSource = "tex";
    class uvTransform 
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class TexGen1 
{
    uvSource = "none";
};
class TexGen2
{  
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {10,0,0};
        up[] = {0,10,0};
        dir[] = {0,0,10};
        pos[] = {0,0,0};
    };
};
class Stage1
{
    texture = "OPTRE_Weapons\ar\data\MA5K_NOHQ.paa";
    texGen = 0;
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    texGen = 2;
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    texGen = 0;
};
class Stage4
{
    texture = "OPTRE_Weapons\ar\data\MA5K_AS.paa";
    texGen = 0;
};
class Stage5
{
    texture = "OPTRE_Weapons\ar\data\MA5K_SMDI.paa";
    texGen = 0;
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(3.48,2.79)";
    texGen = 1;
};
class Stage7
{
    texture = "a3\data_f\env_land_co.paa";
    useWorldEnvMap = "true";
    texGen = 0;
};

like so?

severe rune
#

yeah

wooden lantern
#

alrighty ill try this in game now

#

300 second build time pbo 😭

severe rune
#

The image looks like one of the textures has a different scale.
But if I actually paste in the texGen data, into the stages (like the opposite of what the game does for the legacy handling), then you have the same data before and after.
So even the invalid dir ones, would get "fixed" the same way before and after and should behave the same 🤔

wooden lantern
#

yeah i think it's the AS map that has the diff scale in that

#

im not sure tho but that's what the details look like

severe rune
#

Alternatively. It could be that you cannot use TexGen0, and must start at 1 🤔

Because also Stage0 you usually don't set in the rvmat (but you can), that one is the texture you assign in object builder.

wooden lantern
#

if this doesnt work ill try that next

#

good documentation ig lmao

severe rune
#

But my logo example, uses TexGen0 and doesn't have a problem with it 🤔

wooden lantern
#

could the type of mesh have anything to do with it

severe rune
#

I don't think so

wooden lantern
#

bc ik some shaders fw skinned meshes differently

#

i think

severe rune
#

Mh actually I think you need to start with TexGen0, because the game checks if it can find the first one. If not it falls back to legacy handling and generates one per stage.
And it also working fine for me with TexGen0, yeah that can't be it

wooden lantern
#

it's gotta be the as tweaking out

#

but the shine is there now

severe rune
#

I am just as confuzzled as you are

wooden lantern
#

glorious arma code...

severe rune
#

But it doesn't really make sense.
If it were the texGen at fault, why are the normals and SMDI's then not also F'ed the same way. They use the same texGen, so they should be the same 🤔

#

I can probably grab the mod tomorrow, and see what it does differently

wooden lantern
#

i can go try on another mesh

#

maybe it's just this one that's cursed

wooden lantern
# severe rune I can probably grab the mod tomorrow, and see what it does differently
class StageTI
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.05,0.05,0.05,1};
specularPower=64;
PixelShaderID="Super";
VertexShaderID="Super";
class TexGen0 
{
    uvSource = "tex";
    class uvTransform 
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class TexGen1 
{
    uvSource = "none";
};
class Stage1
{
    texture="optre_ins_units\bj\data\helmet_nohq.paa";
    texGen = 0;
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    texGen = 0;
};
class Stage3
{
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    texGen = 0;
};
class Stage4
{
    texture="optre_ins_units\bj\data\helmet_as.paa";
    texGen = 0;
};
class Stage5
{
    texture="optre_ins_units\bj\data\helmet_smdi.paa";
    texGen = 0;
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(3.21,4.01)";
    texGen = 1;
};
class Stage7
{
    texture="a3\data_f\env_land_co.paa";
    useWorldEnvMap="true";
    texGen = 0;
};

it's literally just that one mesh

severe rune
#

Bugs are also possible. #arma3_tools message
Back then armake and Mikeros tools used to struggle handling them, and also the game itself (I don't even know if that is fixed by now :D)
But by now it should all be good, probably

wooden lantern
#

oh this is just super shader
not ext

severe rune
#

yeah shouldn't matter, the shader has no influence on this

wooden lantern
#

tho i think im gonna start using ext now that i know it exists and works

#

time to forward this information to ppl 🙏 thank u

wooden lantern
severe rune
#

measurable yes, noticable is a different story. I can measure down to nanoseconds 😄

wooden lantern
#

😭 im asking is it worth it

severe rune
#

🥺

wooden lantern
#

im sorry any optimization is worth it

#

i didnt mean it

#

lmao

severe rune
#

To invest the time not to convert all old rvmat's over, probably not.
To keep it in mind to convert a rvmat if you are already touching it anyways, probably yes

All is a tradeoff between time investment and uh reward

wooden lantern
#

alright
cuz i was debating going back into the entirety of optre and the prolly gajillions of rvmats to change this

#

wonder if i could make someone cook up a bat script to do it cuz it's mainly predictable text changes

severe rune
#

Time to write a script to automate it 😄
Back then, armake/armake++ could do it automatically at pack time.
Afaik mikero and hemtt don't do that

wooden lantern
#

@grim kraken 👉 👈

grim kraken
#

hi what

#

i heard my name

wooden lantern
#

rvmat lore

grim kraken
#

hi

full quarry
wooden lantern
#

there's a slightly more optimized way to do rvmats

grim kraken
#

waow

severe rune
# full quarry your TI stage dont have texgen defined

it would fall back to uvSource=tex and 1 scale identity transform. Which is probably fine for this case.
But I don't know which texGen index it would choose by default, it might bloat the rendering by passing a bunch of unused texgens

wooden lantern
#

and since it's all decently predictable text line edits i was wondering if u would be interested in writing a bat script for it

#

1.1 kb is the new one

severe rune
#

Actually, that StageTI is a single-color procedural, it just doesn't use any uv, or well. It does, but it doesn't matter because the color is the same everywhere

full quarry
#

since some things do that

wooden lantern
#
class StageTI
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,1,10};
specular[] = {0.05,0.05,0.05,1};
specularPower = 64;
PixelShaderID = "SuperExt";
VertexShaderID = "Super";
class TexGen0 
{
    uvSource = "tex";
    class uvTransform 
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class TexGen1 
{
    uvSource = "none";
};
class Stage1
{
    texture="optre_ins_units\bj\data\helmet_nohq.paa";
    texGen = 0;
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    texGen = 0;
};
class Stage3
{
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    texGen = 0;
};
class Stage4
{
    texture="optre_ins_units\bj\data\helmet_as.paa";
    texGen = 0;
};
class Stage5
{
    texture="optre_ins_units\bj\data\helmet_smdi.paa";
    texGen = 0;
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(3.21,4.01)";
    texGen = 1;
};
class Stage7
{
    texture="a3\data_f\env_land_co.paa";
    useWorldEnvMap="true";
    texGen = 0;
};
class Stage8
{
    texture="optre_ins_units\bj\data\helmet_em.paa";
    texGen = 0;
};

now im trying out an emissive texture but it doesnt appear to be working period

severe rune
#

StageTI, code says "it doesn't matter which texGen we use" and sets the default to 0.

full quarry
#

👍

severe rune
#

Your rvmat and texture look fine 🤔

wooden lantern
#

wack…

median oxide
#

I noticed that we have a texture defined as rgb (not argb) and with <1 alpha, but it still works. Is this intentional behaviour or is there a possibility of data being written beyond boundaries? I ask because we also have rare map icon crashing.

full quarry
#

Where is the texture defined as rgb?

#

Are correct naming suffixes used prior converting to PAA?

median oxide
#

It's procedural. "#(rgb,1,1,1)color(0,0,0,0)"

full quarry
#

You do give it an alpha there though

median oxide
#

Yes. What worries me is that it works.

#

It's clearly incorrect :P

wooden lantern
#

might be one of those things where when it gets parsed it just assumes if it’s empty

full quarry
median oxide
#

In our new UI code. Which very occasionally has map icon-related crashes.

median oxide
#

It's just using an invisible icon with DrawIcon so it can write text.

full quarry
#

Is there a vanilla equivalent of such use?

median oxide
#

No idea. There's a similar example in DrawIcon docs but that uses a 1,1,1,1 color instead.

#

But you can test the general case yourself. Make a procedural texture with rgb type and non-1 alpha, and it'll draw with blending.

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Question is whether there's any low-level distinction between rgb and argb that would make this dangerous.

fluid dawn
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Is there a way to make a uniform support insignias from the arsenal?

wooden lantern
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think it’s insignia

full quarry
fluid dawn
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ohh ok, thats a bummer then, thanks for the help anyways

urban bramble
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Anyone can help me for rifle wrap

full quarry
thick gate
manic mulch
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Is there some way to make all rvmats readable, or atleast, mass convert them to a readable format in one go?

full quarry
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Id recommend using mikeros extractPbo

severe rune