#arma3_texture

1 messages · Page 14 of 1

severe rune
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Btw just found, the SuperExt doesn't have TI texture. It uses the TI texture slot, to store the emissive 🤔

full quarry
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oof

wooden lantern
thick gate
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What is/Where is the NightEmissiveCoefficient?

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I've got everything working outside of the problem that it is extremely dull

severe rune
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its something the engine decides, probably based on daytime, moonlight something

burnt fjord
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I have tried making the P07 pistol have night sights (glow in the dark sights) kinda like what the four-five and ACP-C2 pistols have, but i have been unsuccessful. I tired changing the TI_CA and SMDI textures, but both didnt do anything. I have been able to make cat eyes on the back of a helmet i made, but that was by using a seperate selection and rvmat file, where as the p07 uses 1 selection and texture for the entire handgun. What properties would i need to change to make this work?

eager gorge
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Is there a quick way of testing a new headgear texture via init without needing to reload?
Like with this setObjectTexture [0, "textures\custom_test_texture.paa"]; for uniforms?

lethal condor
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Check pinned

eager gorge
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Thanks!

tulip dirge
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Does someone here have the TFAR RT-1523G (ASIP) Big base camo so I can reskin it?

tulip dirge
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Its the clf_nicecomm2, but I was wondering if there was a version with the original skin just made so I can put my own camo on or that I have to skin that on myself

severe rune
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all the files in that folder, are the ones TFAR has

wooden lantern
tulip dirge
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Could someone tell me why the difference in quality is so different?

stray relic
# tulip dirge Could someone tell me why the difference in quality is so different?

The first screenshot is in substance painter or other paint software which probably uses metal/rough PBR materials?
While Arma 3 is older generation, and isn't using PBR but instead Specular/Gloss rendering.
So the skill for the artist is to export textures, combined with the rvmat, to make it look in game like it does in the paint software. There are a number of export presets around which do a fairly decent job most of the time. Try searching this discord.

inner ingot
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In substance painter, if you set your 3d Preview to base color (shortcut C) you'll get a fairer idea of what the texture actually looks like. I feel like a lot of the time I have to darken down my textures for Arma things

tulip dirge
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That explains a lot, appreciate the help guys

full quarry
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(map lighting is not the issue though but what was stated before buy the other guys.)

hallow jay
tall stirrup
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Does anyone have a list of images that can be displayed on a whiteboard, such as a map of LZ Connor or Camp Rogain? Or can you tell me how to do that?

flint sinew
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hope thats right / what you're looking for

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it's just all the paths so theres not much description cus tehres al ot of them

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had to send as a .txt because its too much for discord

tall stirrup
rancid obsidian
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Guys

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Why insignia and flags won't work?

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I tried everytime and didn't worked

lethal condor
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Because something is wrong with your something. Nobody can give you any good answer at this point since you gave no info

rancid obsidian
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I have insignia problem and this is my config

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Resolution is 128×128

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It shows in the list but no logo

rancid obsidian
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Anyone alive?

stray relic
rancid obsidian
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And If I do that what material should I use exactly?

stray relic
rancid obsidian
stray relic
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Have you heard of .rvmat files before?

rancid obsidian
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Yes

stray relic
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What is one?

rancid obsidian
stray relic
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You've heard of rvmat files before. What would you say it is?

rancid obsidian
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But

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I forgot

full quarry
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and is the path to the file actually correct

rancid obsidian
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No errors

hollow fulcrum
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I am having issues with my textures, it says "Cannot load texture tablet_texture.paa" I looked for every misspelled word and looked if there were any issues, and i can't find anything that is causing this problem. Can someone help me?

    class MyGPSMod {
        units[] = {"My_GPS_Item_ground"};
        weapons[] = {"My_GPS_Item"};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Data_F", "A3_Weapons_F"};
    };
};

class CfgWeapons {
    class ItemCore;
    class InventoryItem_Base_F;

    class My_GPS_Item: ItemCore {
        scope = 2;
        displayName = "Custom GPS";
        picture = "\Tablet\icon\black.paa";
        model = "\Tablet\data\tablet.p3d";
        descriptionShort = "Custom handheld GPS device.";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\Tablet\textures\tablet_texture.paa"};  // must match what your .p3d expects

        class ItemInfo: InventoryItem_Base_F {
            mass = 5;
            type = 401;
        };
    };
};

class CfgVehicles {
    class Item_Base_F;

    class My_GPS_Item_ground: Item_Base_F {
        scope = 2;
        scopeCurator = 2;
        displayName = "Custom GPS (Ground)";
        author = "YourName";
        vehicleClass = "ItemsElectronic";
        editorCategory = "EdCat_Equipment";
        editorSubcategory = "EdSubcat_Electronics";
        model = "\Tablet\data\tablet.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\Tablet\textures\tablet_texture.paa"};

        class TransportItems {
            class My_GPS_Item {
                name = "My_GPS_Item";
                count = 1;
            };
        };
    };
};```
stray relic
hollow fulcrum
stray relic
hollow fulcrum
stray relic
hollow fulcrum
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@stray relic OMG!! thank you so much, everything works. That the only thing i was missing and that was using a different tool.

lethal condor
hollow fulcrum
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what is the type for GPS slot? I thought it was 611?

full quarry
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for example the all in one config file in the pinned messages

rancid obsidian
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Idk if that was inportant

lethal condor
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  • are you 100% sure it is not about missing texture (correct filepath)
  • are you sure the texture itself is actually working elsewhere
  • are you sure your config is following the correct structure
fluid phoenix
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A3 uses PBR spec gloss format from SP and not straight PBR right?

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Disregard. Seen some good tips in pinned messages.

full quarry
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yeh its not really PBR as modern rendering now does it

valid cloak
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im not sure if this is texture related but im trying to add some images to a mission file, i normally use JPG but i have around 40 images this time so i want to make them PAA, only problem is when i put them in game, the images are in negative? or something like that, like a blue filter on all images rather than their true colour, has anyone else encountered this?

my process is;
Open PNG in Text2View
Save As PAA
Path image in game

Incredibly simple stuff and it couldn't be going more wrong!

All help appreciated in advance!

i have attached an example

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we do not operate as smurfs

burnt fjord
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i might be wrong on this, but i think the images need to be in 1024x1024, 2048x2048 size.
mby 1024x2048 would work as well, as long as the ratio is correct and its in that computer sizeing instead of smth random like 800x760

full quarry
valid cloak
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thanks guys, did a little test and were no longer smurfs, quick sound advice

midnight kraken
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guys is there a way to retexture inside the hunter vanilla ?
please tag me

midnight kraken
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there is no way?

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to even change the color

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?

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why

junior swan
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Does anyone in here know why arm insignias don't show up for people?
Like I can place an AI unit, assign a patch but anyone connecting to the server doesn't see said patch? am I missing something?

full quarry
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makind something retextureable is not automatic in creation process

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and the interior probably has not been deemed needing retexturing

midnight kraken
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ffs

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btw is there a template for arma 3 vanilla vehicles somewhere ?

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i need the files to retexture them

fluid phoenix
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Do you recommend messing around with the rvmat before I mess around in SP tweaking textures? @full quarry

full quarry
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also the rvmat values affect the whole texture instead of just controlled part

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specularity is maybe the only thing worth messing with but that works in tandem with the SM/SMDI/DTSMDI texture

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more specularity = higher maximum shine for the specular texture to have

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but that too has technical limits on how much you can control it with the texture (bit depth of the channels)

fluid phoenix
full quarry
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but it likely works startup as reference just fine

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then you can check vanilla assets too for how their rvmats are set up

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there are some variation in there I think. Some have set final corrections via the rvmat values instead of textures and so on

fluid phoenix
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Okay, thank you!

full quarry
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Things like less ambient occlusion power can mimic translucency as in the thing does not get shaded so strongly. I recall I used that with the sogpf parachutes.

But most things are typically either quite solid or have straight transparency via alpha channel of the color texture

midnight kraken
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is there a template for arma 3 vanilla vehicles somewhere ?
ping me where i can download them

brittle rivet
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@midnight kraken Most were on the forums
I found the drive link for these a while ago
You might be able to find others with wayback machine from the forum

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It has some vehicles, not all though

midnight kraken
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Thank you @brittle rivet

fast atlas
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Has anyone messed around with the Parallax changes in the dev branch yet today? Curious how much it will effect the ground textures.

midnight kraken
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any idea how to deal with the ghost hawk colors being too glossy that wont match other vehicles?

stray relic
fickle yacht
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hello!

I'm working with ace spray tags and i created a tag for our unit. Sadly, the texture is flickering quite roughly when using on vehicles.

Any advice in how to fix this?

full quarry
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and do you use correct naming suffix (_CA) to convert it to .PAA?

fickle yacht
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the graphic on the vic? ace tagging, gotta check how it works exactly but its assigning a texture to the "clan logo slot"

full quarry
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Ok so its part of the original model. 👍

fickle yacht
full quarry
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texture naming rules have wiki page

fickle yacht
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rename the stencil_white.png to stencil_white_ca.png before converting it? (im using grad paa website btw).

full quarry
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but basically the source files need to have correct suffix so that conversion to .Paa follows right conversion rules for that type of texture

full quarry
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_CO for non transparent diffuse textures _CA for textures with alpha transparency

fickle yacht
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never heard of that. okey cool. i will give it a try!

full quarry
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most people have not 😅

fickle yacht
full quarry
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well sure but you dont really typically go around changing the names after they are turned to .paa

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it also helps to recognize what type of texture you have there

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name_ca.png -> name_ca.paa

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keep things simple

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and no extra work

fickle yacht
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fair. just wanted to make sure how it works

full quarry
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the issue you see is due to the transparency picking up ambient occlusion shading from the surface behind it.
One way to combat that is to turn the white part also slightly transparent

fickle yacht
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👀

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hm will try

fickle yacht
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That worked 🥳

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also got rid of the white fringing on the outside of the pixels 🥳

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thanks alot @full quarry

meager tinsel
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hi guys, i made bake co maps (diffuse) but for some reason it's completely black, please help

lethal condor
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What is black, when it's black

meager tinsel
lethal condor
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Why don't use Material Base Color you use as the texture as the CO?

meager tinsel
lethal condor
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Will what?

meager tinsel
# lethal condor Will what?

if i use the base color of the material, the texture in arma 3 will convey a metallic shade? (P.s. sorry for my bad english i speak with translator)

lethal condor
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No. Base Color is not Metallic, not related even

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I am saying there is no point to bake but just use the texture you use in Blender

twin saddle
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Does anyone know if the UGV stomper is available to be retextured or is that a no no

full quarry
twin saddle
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Yeah not looking for the model but the texture

full quarry
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you can find its classes to look at where if it has hiddenselections set up and where the texture paths point to with the ingame config viewer

twin saddle
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Oh yea I forgot about that

full quarry
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or I have all in one config dump file linked somewhere in the modding channels

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leopards advanced modding tools mod gives also better config viewer

twin saddle
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ill check config later for that hehe

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I keep forgetting theres a built in config viewer to find all this stuff

full quarry
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👍

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open up notepad on computer and write it down with permanent marker on it pepeGiggle

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(disclaimer: is joke dont do that for real)

worthy pivot
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Hello, y have problem, i have selected textures in object builder, but in eden edtior, i dont have texture only white, one have solutions ? its 3d

full quarry
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your texture names look bit odd there in the OB list. Arey adhering to correct texture naming rules and resolutions?

full quarry
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can you preview the model in object builders buldozer previewer?

full quarry
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starting buldozer?

worthy pivot
cold carbon
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I am having a hard time packing the textures with my model.
I got a boat model which is made of 3 materials in blender.
each material has its own texture png image (solid color)
i converted the PAA etc but they just dont link when going through object builder

lethal condor
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Blender, Material tab, there is some slot to write the filepath for tex and mat

cold carbon
lethal condor
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What you put there is not PNG but PAA if that's what you ask

cold carbon
lethal condor
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Scroll down the matetial

cold carbon
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as far down as it goes

lethal condor
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Then you didn't checked ArmaToolBox's check

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Once the object is checked as an P3D Export ready, should be there

cold carbon
lethal condor
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3D view, press T to open side menu, Toolbox, checkbox

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Just in case, have you installed ArmaToolBox, even?

cold carbon
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thank you found it

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yes yes i installed it

lethal condor
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Sounds you've never used it if you never knew the checkbox

cold carbon
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first time

cold carbon
lethal condor
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Relative to a PBO

cold carbon
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im getting error in addon builder and i cant tell

cold carbon
cedar folio
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got a texture file but can see the outlines of the sleeves and front and back of the uniform?? you can see the textured areas which would be on on the elbows and shoulders of the uniform but nothing else is lined how do i do something to see the lines im using photoshop

full quarry
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using uvmap grid image applied on the model can work though

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this is about what you would see in game and can use as reference

safe pendant
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quick question, is the texheader.bin file created automatically when packing the mod as a .pbo file?

severe rune
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Yes

safe pendant
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What about the PBOPREFIX file? Also autmatically?

severe rune
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There are no pboprefix files inside pbo's

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That's something mikero generates, to store information stored elsewhere in the pbo

safe pendant
brittle rivet
flat current
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hi totally noob here, is it possible to change a texture of a structure that doesnt have a hidden selection?
i wanted to change this arma3-land_connectortent_01_floor_dark_f

flat current
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thanks, is there any other solution?

full quarry
flat current
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alright

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thx

lethal condor
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Technically yes. It requires a freaking amount of hacky solution

flat current
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too hard for me, i just wanted to make a concrete floor

full quarry
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no need to even imply that thanks

inner ingot
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I should probably make one with an attributes field so you can put a texture on it thinkeye

versed axle
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Does anyone have a photoshop file for Parade Uniform? There use to be one on the Forum, but thats been down for a millennia

full quarry
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to at least partial collection

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could be one there

flat current
rancid obsidian
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Hey guys

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Can someone help me with Viper helmet

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I can't find the hiddenselection

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Of helmet

lethal condor
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Why

rancid obsidian
lethal condor
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Because I see zero point to do so

vernal sage
# rancid obsidian I can't find the hiddenselection

It has camo defined for its hiddenSelection.
hiddenSelectionTextures uses only one texture: \a3\characters_f_exp\opfor\data\headgear_vipersp_alt_co.paa.

Y'know, you can easily find all of this information by just looking at the Config Viewer and finding the Special Purpose Helmet's classnames...

lethal condor
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There even is no reason to fetch it

rancid obsidian
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In config viewer

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Also I used camo for hiddenselection but it was invisible

vernal sage
brittle rivet
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I know for certain that it works, because Aegis adds two different hex camos for the viper helmet

cedar folio
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looking at retexturing this buckle but cant retexture over the image with crossed rifles is there any way i can retexture over this?

lethal condor
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Overwrite RVMAT may fix it

cedar elm
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Hi,
I finished a mod, but when I other people use it the model.p3d ask for the texture directory from my PC and the texture just doesn't work properly at all. How do I make it just dependent on the .pbo?

full quarry
cedar elm
full quarry
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I'd recommend stuff after addons folder.
Addons folder is where the pbo goes.

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Beyond that I can't really type out on mobile.

cedar elm
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ty ty

cedar elm
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Ok, at the end, I ended assigning a random texture and mat from arma 3 and replacing it with hiddenSelections

forest hazel
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Why isn't the glass texture transparent?

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I'm using a glass texture from a3 itself, not a custom one so the image can't be the problem

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I tried selecting the glass selection in object builder and doing "move top" but that didn't do anything

lethal condor
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Which texture and mat you used in OB (not config)

forest hazel
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None are assigned through object builder, I'm using hiddenselections

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I did try assigning them through ob but I got an error saying unable to load texture for some reason

lethal condor
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Likely because P3D has no tex there

forest hazel
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The filepath is correct so idk

lethal condor
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Wrong texture path likely

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We can't tell because we don't know what it says and you do

forest hazel
forest hazel
lethal condor
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Which path you use in config

forest hazel
lethal condor
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No, I'm not asking to clarify the same thing again, what is written in the config, just copy paste it here so I know it

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And what is the P3D's texture path

forest hazel
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I took the glass hiddenselection out

lethal condor
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I'm not asking to take it out

forest hazel
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as i asssume it's not needed if the texture path is in the p3d

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oh okay

lethal condor
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I asked what was literally written in the config

forest hazel
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hiddenSelections[] =
{
"main",
"wings",
"det_1",
"det_2",
"seat",
"glass",
"extras"
};

    hiddenSelectionsTextures[] =
    {
        "\MiG21\Data\main.paa",
        "\MiG21\Data\wings.paa",
        "\MiG21\Data\det1.paa",
        "\MiG21\Data\det2.paa",
        "\MiG21\Data\seat.paa",
        "\MiG21\Data\glass_ca.paa",
        "\MiG21\Data\extras.paa"
    };
#

this is what was it said before

lethal condor
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What about P3D

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What about the filepath and filename, too

forest hazel
lethal condor
#

Try without first backslash

forest hazel
full quarry
#

If someone else makes mig21 folder with mig21.p3d it will conflict with your mod

gritty pasture
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I was about to

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they should effect quite a bit, especially on ground textures with bumpy normals

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I have an issue I cannot solve... one of my models look ok in buldozer, but when I binarise it it looks broken

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I double checked everything, still can't understand why it does that

copper helm
#

Does anyone know if I can make left and right arms have different textures?

lethal condor
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A soldier's barearms, right? IIRC no

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(Technically yes, if you make a custom model)

copper helm
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Thats what I was aware of, which it very unfortunate. If I make a model that has multiple hidden selections on the body and then reference them in a config you think it could work for everyones face?

lethal condor
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That is not how it works anyways

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Arms are a part of a uniform model, so theoretically possible literally impossible task

copper helm
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When saving textures as paa do I need to make them all the same size? I can seem to get the hand detail on my character. My co is 1024x1024 but the nohq/as are 512x512

lethal condor
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That doesn't matter

copper helm
#

So I have retextured the arms and I can't seem to get the hand details back. I have all the other files linked to a3. For some reason no matter what I do I can't get the details back. Any ideas?

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Second picture is how all the other ones look

fast atlas
#

The texture looks good in buldozer at least :), have no idea what would cause that though I have little to no experience with textures. If you end up messing around with the parallax changes though I'm sure it would be greatly appreciated if you could post a quick sample so people not into the texturing could get a good idea of how much of an effect it would have.

lethal condor
#

You may miss a proper RVMAT

fast atlas
#

Also Bamburgh is looking great by the way from what I've seen, can't wait to get on there.

copper helm
#

I repathed it back to the OG folder and it worked fine, but the tattoos faded more now, is there a way to make them darker?

full quarry
#

And which stages you may need to edit

unreal magnet
copper helm
#

I have been looking at them heavily, I am copying the rvmats that work and having the exact same pathing and they still mess up for some reason

lunar kayak
#

@unreal magnet was the PedoBear needed? Kappa

unreal magnet
#

😄

lunar kayak
#

i wish you could edit addons without having to restart the server every change -.-

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so much time wasted

lethal condor
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We cannot tell because you told really no specifics

bronze stone
#

@unreal magnet Such a beauty

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(for a trashcan :D)

unreal magnet
#

hehe

fair grove
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anyone here with modding experience that can help me make a retexture addon for arma 2?

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specifically: i want to make an addon that overwrites default chedaki camouflage with this texture

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no model editing, nothing

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just an addon folder with a data pbo that replaces the smersh_body textures on the chedakis

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i have all the necessary tools i believe, texture editing software isn't needed since i already have a texture so thats about it

full quarry
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and does the texture actually fit the model/original texture layout

fair grove
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only config i have now is a config from foxfort

full quarry
# fair grove

you would need to look at the original ins_soldier_base class

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this config does not really have any useful information

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if the models are set up with hiddenselections it would be defined in the ins_soldier_base class

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since these classes dont define it

vernal sage
# fair grove specifically: i want to make an addon that overwrites default chedaki camouflage...

Unfortunately, the vanilla Arma 2 ChDKZ character models do not support retexturing via config. Most edits back in the day were done with hex edits to the original models (e.g. ins_soldier_1.p3d, ins_soldier_g.p3d, etc.). It was pretty much the standard until the Sample MLODs for A2 assets were released.

Seeing as how it appears that you're using modded models of the ChDKZ faction units, you can check if they have selections by scanning the model with Mikero's Eliteness tool. Unpack the mod's PBO and check the models one by one; Eliteness will show you whether or not the model has selections defined.

#

That being said, if the original mod didn't make use of hiddenSelections, then it's doubtful that you'll be able to find them.

full quarry
#

it was established in DMs that this may be too much work

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(also why I do prefer helping in public)

karmic bison
full quarry
karmic bison
#

nop

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It comes from a former person who had a French server and left their vehicle open source

full quarry
#

cant use that

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that kind of servers you talk about are known to do forbidden things

karmic bison
#

Ah, darn! And models purchased on Sketchfab.com, would they no longer cause this problem?

full quarry
#

especially very cheap "game ready" models are often that

karmic bison
#

frogthinking very well i understand thank you

true roost
#

Does anyone know the dimensions of the map texture for Land_map objects (paper maps)? Iv'e been trying to make a custom one but even though i extract the correct pbos i cant open the .paa's

full quarry
true roost
#

Thanks

outer needle
#

Could someone clarify an engine behaviour to me?
Would a texture set that has a definition of multiple selections inside its uv space be called multiple times (once per selection that uses it) by the game, or would it be only called once and once loaded into vram it can populate the rest of the selections without additionals calls?

graceful blaze
#

Idk if this goes here or #arma3_model but I'm trying to find out if it's possible to add an additional hiddenSelections to a vest model?

I'm trying to add patches to the chest of the GA Carrier but don't want to just edit it into the texture itself. Is it possible to make a custom 3D patch and attach it to a coordinate on the model and then just define the texture somehow?

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I'm mostly just a config wrench monkey, I've never really done models or textures for the game so I have little to no clue what I'm doing lol

lethal condor
#

Usually not, especially if that's not a model you don't make

brittle rivet
graceful blaze
#

Gotcha, thank you. We'll probably just end up doing retextures then, until we bite the bullet and make our own models

full quarry
full quarry
# outer needle ty

If you are looking to make hidden variant parts via hiddenselections that will be performance intensive as the mesh is not hidden, it's transparent. And the rendering has to do a lot more transparency calculation

burnt fjord
gentle mauve
#

as a noob who just stepped into all of this...

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so this would be somehow inefficient? with different types of flash hiders or stocks/grips within one model?

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model maker would have to consider "potential less performance" vs "more models/bigger filesize"?

lethal condor
#

Usually people make one P3D per one variant, as the game doesn't really offer such "hide some parts" for weapons natively

stray relic
#

Use hide animations, rather than hiddenSelections.

lethal condor
#

Which is not available for weapons

full quarry
#

Hiddenselections are meant for texture swapping, not hiding a lot of mesh as it's not hidden, it's transparent.

gentle mauve
#

thank you. so it could be called sub-optimal then how the mod handles different configurations

outer needle
#

A practical example would be multiple 512px images that can be fit into a single 4k texture that would still achieve my target texel density while reducing the number of necessary files to achieve that.

While it would be neat to have a single texture set for 5 or 6 attachments sharing the same material, I'm worried that doing this will potentially strain the performance on the long run because instead of calling smaller files per selection, it would call a larger file per selection if engine behaviour is calling a set per selection.

Unless the engine calls it once and once in memory if it tries to be called again it knows that it should use something already there but with a different uv coords.

Idk, this might be elemental knowledge but I suppose I have always used an unconventional workflow, and yes, I understand that what I'm describing is basically an atlas itself, what I would like to know is whenever it's practical and if Arma would take advantage of it

full quarry
#

Especially as retextured would be using only tiny portion of it but still need to load the whole texture

#

It is recommended to follow BI practices in these things most of the time.

balmy dagger
#

what causes this

full quarry
balmy dagger
#

chassis

#

it's missing after i did reskin

full quarry
#

usually caused by wrong pathing to the new texture

balmy dagger
#

only this doesn't work somehow

full quarry
#

typo

balmy dagger
#

lemme check

#

i checked again but i don't think so

#

the skin is on the plate 😭

balmy dagger
#

got the model working now but the retextured texture doesn't shows up

molten quarry
#

where can i find the arma base game vic and unifoms as well dlc to re texture

#

or could some suggest a video or help me for 5mins to give me a good start

full quarry
#

3d models are not involved

#

you can search chat history here and googling can bring up some guidance too

molten quarry
#

that true i meant the the original text to use as a blueprint of it but appty the response

brittle rivet
# brittle rivet

@molten quarry This has templates for many of the vanilla textures
Some of the DLC texture templates are in Arma 3 Samples
All of the texture files are in the base game files, and can be viewed by unpacking the pbos or by viewing ingame with scripts or a viewer
I think the Advanced Developer Tools has an ingame texture viewer.
If you want to do stuff with the texture, you have to unpack it, and convert to a usable format with TexView2

brittle rivet
#

You can't the model
You can get the texture, and figure out how it works with some effort (and sometimes UV test textures)
Something like this, from when I did retexturing of the p90

#

You probably don't even need to go that far, since most of the uniforms are less messy

mental night
#

when i view my texture in gimp it looks good but when i export it to png it becomes shit

#

why is this happenning

#

i am following this tutorial : https://www.youtube.com/watch?v=qZoI7f0ApSI

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
#

Pls Help

full quarry
#

something breaks when its exporting it but its not really possbile to say what

#

probably how it merges the layers

mental night
ashen violet
mental night
#

still i am getting that flat ugly image

full quarry
mental night
#

but it still gives me the ugly camouflage

full quarry
#

the template you are using could be broken

mental night
full quarry
#

does not mean it could not be broken. 😅

mental night
#

and it worked for the camouflage i created earlier

full quarry
#

try copy visible to new image

mental night
#

doing it right now

#

wait

#

which layer to do it

#

the nohq ur the template one

full quarry
mental night
#

i am not undertstanding what to do

#

these are my layers

full quarry
mental night
#

ok

#

hell yeah

#

it finally worked

#

@full quarry thnx man

full quarry
#

that would indicate your layers are somehow messed up and dont merge correctly on export.

mental night
#

love you my man

full quarry
#

but this is simple workaround

mental night
#

yep

heady solar
#

Is it possible to change the texture of pylon weapons/magazines? Like the ones in the pic?

lethal condor
#

Likely no

full quarry
#

ammo dont have hiddenselection I think

#

neither does the pod 🤔

solemn crystal
#

Heyo, I'm looking for a Texture Dev for an upcoming Oceania Altis Life server.

outer needle
#

is there any tip to improve texture quality output once compressed?
Im observing a lot of anisotropic artifacting in sections in my models once the textures are in/game, they tend to look almost like a very subtle perlin noise

Im using Substance 2025 with 8bit png outputs to convert into PAA if that info is relevant.

severe rune
#

TexConvert.cfg defines what kind of compression is used for the textures, based on the suffix. Maybe tweaking that a bit can help

full quarry
#

could be ambient occlusion bleed if game treats your model as transparent where its not

#

(dont mix solid parts and transparent parts on same texture)

outer needle
full quarry
#

and remove alpha channel from _CO textures

outer needle
# full quarry picture?

its very subtle, there is a lot of green and red spots all over the texture. I imagine its due compression

full quarry
#

right thats from the compression I think

#

you could try reduce colors on the texture beforehand

#

liek if you got lot of very subtle gradient changes on surface it can get messed up when it reduces colors on compression

stray relic
#

Common issue with textures all of a similar colour, especially black.
One way around it is to remove weathering/scratches etc from the main _co texture and put them on the _mc texture in supershader.
That way when it gets converted to .paa with compression you avoid most of the green/purple blotches.

outer needle
full quarry
#

super shader also has the DT /detail stage that can be used

outer needle
stray relic
outer needle
brittle rivet
# outer needle I do notice a difference between compressions indeed, whats the downside of usin...

Found this, don't know if the table applies to .paa files, but the compression algorithms are mostly the same from what I understand (except I don't think Arma 3 supports BC7)
https://www.modding-forum.com/guide/3-texture-compression/
I'd guess Arma 3 has safe greyscale colours as well, but I don't know if anyone has made a complied list or palette
Also https://community.bistudio.com/wiki/TexConvert.cfg (file is in Arma 3 tools directory), if you want to play with forcing certain compression algorithms. Might be some issues with certain paa formats for some uses, haven't played with it

outer needle
#

bc7 is dxt5 nvm, i misread earlier

#

but thanks for the info!

lilac gorge
#

anyone have project argo textures?

hallow jay
#

This now sounds as if you first created all the LODs without assigning textures and rvmats to anything, which is nonsensical

full quarry
#

If you assign textures/materials after lods are done your workflow needs to change.

outer needle
outer needle
full quarry
outer needle
#

I did haha. Now I know I need to be better or this will happen again haha

hallow jay
#

Resolution lods should imo be the very very last thing you create in your workflow

#

And I personally create textures as the penultimate thing, just before the resolution LODs. This makes sure you can correct any mesh issues (mostly animation related, but could be anything really) without having to redo the textures as well.

Oftentimes you might find yourself having to cut / scale / whatever the mesh or its parts multiple times before you get the correct final result, and if such changes affect your UVs then redoing the textures can be a nightmare.

graceful blaze
#

Does anyone know how to texture this thing?

stray relic
granite sail
#

Hi guys, inquiring how i would go about using a reskin based on CUP 'guerrilla jacket' so the texture the same model but 3CB version in stead?

#

this arma 2 original model is used in both CUP and 3CB, i want to change the dependency to 3CB if possible in the mod i'm working on (with permission of the original author)

outer needle
full quarry
brittle rivet
#

How do textures get applied to resolution LODs
Most importantly, if I have an LOD 0 with clean uv, and LOD 1 and higher have messy UVs from using decimate to make them, will I run into texture issues from incorrect uv mapping?

full quarry
#

if it messes up the uvmapping you did it too rough

#

the model can also be made in ways that dont really support decimation

#

sometimes manual reduction is must

#

but basically the same textue is used on all lods

brittle rivet
#

So at least for lod 1, it would be better to match UVs
Which means making good topology that reduces easily is probably the best solution

full quarry
outer needle
# full quarry sometimes one must learn the hard way 😅

after tweaking the noise in the texture "dirt" the result was much more cleaner, the splotches are not that visible anymore. Also tweaked the rvmats to make the shine slightly duller, im much more comfortable with the result now. Thanks for the info and help yesterday

lyric dagger
#

Can you have a multimaterial texture with transparency? I want to create a ground decal that mixes 3 textures: water, mud and transparent texture around the edge. I want to use multimaterial as I will create multiple variants and I don't want to bog down the game with large textures for each variant.

ashen violet
lyric dagger
#

Damn. That creates a big issue for me then.

ashen violet
#

You can still use a multimaterial for all of your non transparent textures and use a single super shader for the water

full quarry
#

youd want some sort of specular wet surface look

#

not water

#

since decals shape on the ground

#

and the water would not look like it pools properly

#

wet mud works nice though

lyric dagger
full quarry
#

how big decal are we talking about?

lyric dagger
#

1.45x10 meters

#

The "water" is just a trick, it's a simple texture that has high specular so it shows the env map.

full quarry
#

it could work with supershader too

#

so you could have the alpha on the edge with more control

#

DT, MC and SMDI channels could get you same results

lyric dagger
#

Yeah, but i want to have many variants and multimaterial is better for that as I can just use base mud and water textures and blend them using a mask.

full quarry
#

👍 then all good

lyric dagger
#

On a related note: is it possible to make a land decal to have different footstep noises? I want my puddle stream segment to have the squelchy mud noises when walked on.

full quarry
lyric dagger
#

Any idea for existing assets that do that? I can look it up how they do that.

full quarry
lyric dagger
#

I'm trying to go back into moddingafter few months of break, but now stuff I know had worked fails to pack.
"ModelInfo.MemSphere is not a float"
Is the error and I have no idea what that means or how to fix it.
using pbo project

lyric dagger
# stray relic Map or assets?

Assets. This getting werid now.
I took a mod that I know packed fine. I packed it to test just now for test and it worked fine, packed and all.
However when I just made a copy of a mesh that was in the working mod folder and renamed the copy. Now I get the ModelInfo.MemSphere is not a float.
Even more weird after deleting the copied file the error stays.

#

Great, bulldozer also stopped working after I reinstalled it to see if that would help...

stray relic
#

Also update to all latest mikero tools if not done already. Latest free version of pboProject is 4.29, but also update other sub-tools.

wooden lantern
#

what suffix is for raw textures

#

cuz _raw doesnt work, and the _uc posted here like years ago also doesnt

#

_8888 doesnt even compress it to 8888 it does 1555 😭 and replacing the 1555 with 8888 in texconvert.cfg doesnt work

full quarry
wooden lantern
#

uncompressed noise texture for clouds

#

im trying to use a perlin noise but it keeps getting absolutely crunched, dxt5 works decently but ofc compression artifacts mess up the clouds

wooden lantern
#

_raw

#

that's what happens when you save with raw

#
    class Uncompressed
    {
        name                   = "*_uc.*";
        format                 = "ARGB8888";
        dynRange               = 0;
    };
#

that's the config i found in this channel from years ago but it did not work

full quarry
wooden lantern
#

i tried first with the _raw that's normal in the cfg, then copied in this classname and tried _uc

full quarry
#

raw already exist in the config though

#

so I doube you can have 2 rules for same suffix

wooden lantern
#

raw isnt actually raw

#

no i copied in the _uc suffix as a new one

#

not replacing the old _raw

full quarry
#

technically you can have any suffix you like and create a new rule for it

wooden lantern
#

yeah, so it should save as uncompressed but it doesnt seem to be following that rule

full quarry
wooden lantern
#

yeah

#

this is saved with _uc from the config above

#

it uses ARGB4444, still not uncompressed for some reason

full quarry
wooden lantern
#

imagetopaa

full quarry
#

do you edit imageToPaa rule cfg?

wooden lantern
#

yeah

full quarry
#

just making sure its not something simple as this 😅

wooden lantern
#

lmao ur good yeah ive just been staring at this because there's no reason why it shouldn't allow it

full quarry
#

it comes out as transparent for me

#

🤔

wooden lantern
#

alpha channel is black

#

original noise texture from arma has it that way so i do too

full quarry
#

👍

wooden lantern
#

many undocumented mysteries

full quarry
#

ok so at least custom classes work

#

but yes 8888 does not seem to be right

wooden lantern
#

strange

#

8888 is a valid dds compression

#

so i wonder what actually gets you an uncompressed paa

full quarry
#

@severe rune we could use your advice with the texture compression rules.

#

ARGB8888 is listed as valid format type

#

but it results in ARGB4444 image

full quarry
wooden lantern
#

4096x4096

heavy crystal
#

Hi guys

wooden lantern
#

oh wait

#

sorry

#

game texture is 2k

#

my texture is 4k

full quarry
#

no

heavy crystal
# full quarry no

If I hook the app the will battle eye stop me from injecting custom shaders?

full quarry
#

probably

heavy crystal
#

They're kernel level anti-cheat scares me with how often Arma 3 crashes

#

Dang

#

I want more fps

#

And I seen a guy bypassing it last night with iron sights snipes. 5 in under 1 second from 1000+ meters.

#

Can just run a VM e.e

full quarry
#

that guy probably ran some cheats too

heavy crystal
#

Was in code4gaming koth

#

He went like 60 and 1 before I left

full quarry
#

probably cheats

#

anyway its not really topic of the channel

#

@wooden lantern 2k texture had no change

heavy crystal
#

Mmm, oh yeah

full quarry
#

the argb8888 type dont seem to work

#

lets see if dedmen has any insights 🙏

heavy crystal
#

What is it?

#

RGBA8 is pretty common though. So that's odd.

full quarry
#

is fine. dont worry about it

heavy crystal
#

Okedoke. I'm a graphics software engineer though, so can probs halp

full quarry
heavy crystal
#

Is it a proprietary internal format?

wooden lantern
lyric dagger
#

For some reason my ground decal using the multimaterial is broken really badly. There puddles are misalliged, there are artifacts, and it looks wrong as well, no normals.
I can't tell if it looks good in buldozer as that went tit's up and I can't get it to work properly. I tried running it from arma 3 directory, but that way it does not display any textures at all.

full quarry
#

do you have 2 uvsets

lyric dagger
lyric dagger
ashen violet
valid venture
#

Hello guys, anybody know if/why Blastcore compiled by Neetch was deleted from the workshop ?

full quarry
#

here its bit lost

valid venture
silver glen
#

If I were a complete beginner in texture stuff for arma and wanted to make custom vests/uniforms/helmets, do y'all have any suggestions/vid recommendations on where you started?

brittle rivet
# silver glen If I were a complete beginner in texture stuff for arma and wanted to make custo...

Retexture guide: https://steamcommunity.com/sharedfiles/filedetails/?id=238437456 (There are some more out there, but this one is pretty good)
Making an addon: https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Characters and gear config stuff: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
Pete's texture templates are pretty good, if it's there for what you want to make textures for (most vanilla stuff, not quite all) #arma3_texture message

You will need Arma 3 Tools, and either Mikero's tools or Hemtt is highly recommended for packing mods
paa addon, for gimp or photoshop, faster than texview2, but texview2 still sometimes needed https://github.com/gruppe-adler/paa-gimp-plugin, https://github.com/gruppe-adler/PaaPhotoshopPlugin
(Gimp addon is gimp 2 only at this time, doesn't work on gimp 3)

I use Mikero's tools, in part because I started with it, in part because it has useful tools with it.

If you are trying to retexture stuff, the config browser ingame is useful for checking all of the config required
For reference configs, either Arma 3 samples or unpack from game files using Arma3p from mikero's tools
(Do the P: drive setup if you are going to unpack, much easier to keep the files neat that way: https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive)

Edited to add gimp 2 note, since I keep forwarding this message

#

There's some other useful stuff on pmc.editing.wiki as well

gentle mauve
#

the PS Plugin doesn't seem to work with PS2025?! or is it just me?

brittle rivet
full quarry
#

or imageToPaa

midnight kraken
#

GUYS WHY ISNT THERE A NYX TANKETTE IN THE SAMPLE FOR TEXTURES there are not tank templates for the tankettes or the tank dlc

#

btw why isnt there any templates given out by BI?

#

i mean except the ones in the samples

#

and where do i find more templates? like the good ones stuff that BI has given out on samples are great since you can remove the dirt and the scratches

midnight kraken
#

tag me please

young patio
#

question for people how do people go about making their skin textures? ive got a head in game but it looks "waxy" as hell

Im using SCOUTS Substance export preset on PBR-Metal-Rough

Rvmat attached as well

lethal condor
#

Your SMDI have no specular (G)

#

Check pinned for more info

full quarry
#

Substance painter metal rough won't work and the normal Arma export templates probably don't know how to export stuff for skin shader

young patio
#

Ah cheers both

wooden lantern
#

ive never tried texturing the skin shader with it

full quarry
#

Won't really work but you can maybe use the export results to combine what skinshader uses.

uncut flower
#

Can someone tell me please how to super easily get the normal map and other necessary texture maps for arma 3 from blender?? I also have two objects joined into a single headgear and I dont know how to combine the textures for the two... please...

young patio
# full quarry Wiki page about skin shader.

coolio ive got the skinshader to work also @wooden lantern ill show you now what your workflow looks like combined with that shader looks dope imo

question about the hair though its got a super reflective quality now so im thinking seperate material-new rvmat-default shader?

Either that or somehow fix my green channel in substance because i have no idea wtf is going on with it bit it is not exporting

#

So that is the PBR-METAL ROUGH Scout Export workflow + the skin shader

#

theres an obvious SMDI issue which im pretty sure is related to the missing green channel

severe rune
# full quarry but it results in ARGB4444 image

I'm a bit unnerved that the config in our tools says version 6, but the tools source code I have here says it should be 8.

TexFormDefault, ///< no preference, autoselect
TexFormARGB1555,
TexFormARGB4444,
TexFormARGB8888,
TexFormAI88,
TexFormDXT1,
TexFormDXT2,TexFormDXT3,
TexFormDXT4,TexFormDXT5,
TexFormP8,

Hah. Here you go.

#

Also not sure if anyone tested the game's 8888 parsing. I only recently added DXT to 8888.
The export code for 8888 doesn't exist, I could write it, but updating PalToPacE would be a pain, it hasn't been touched since 2018
That would probably take atleast a day

#

With a FT ticket I could do it, but I doubt its worth it

full quarry
#

Sure there are not many who might want to mess with it. But none can.

urban marlin
#

Hi all, modding newbie here. I'm making a retexture mod for the Black Wasp that adds a few skins to the virtual garage via textureSources. In addition to the body of the plane, I'd like to change the color of the glass canopy too.

But it doesn't look like it's set up to accept different textures through hiddenSelections. Is there some way I can get the game to load a custom .paa for the glass texture instead of the default a3\air_f_jets\plane_fighter_01\data\fighter_01_glass_01_ca.paa ?

lethal condor
#

You (normally) can't because it has no hoddenSelection

urban marlin
#

Understood, thanks

gritty kettle
#

So I am completely new to texturing and I made a model. Now I am in substance painter trying to bake the maps onto it. But the AO map seems to cause this any idea why that might be?

lethal condor
urban marlin
#

Ooh interesting, I'll take a look at the Black Wasp Aegis config and see if I can figure out how they did it

warped hornet
#

hello, I'm new around here, and I'm trying to make a smdi.paa texture on gimp.
Anyone know how to do that? or just help me and create it for me using the texture that i can provide.

paper citrus
#

If youre asking about how to make a proper smdi, that entirely depends on what youre doing, there is a substance plugin for outputting a correct smdi, doing it by hand is not exactly ideal

warped hornet
#

Yes, a proper smdi 😅

stray relic
warped hornet
#

ok thank you, I will try to do it. but first I need to buy that substance program first.

gritty kettle
#

Alright

abstract rapids
#

Hello! I'd like to know if that could cause any trouble if i put an ogg video in the hiddenTexture class in the vehicle's config. The goal is to have an animated screen for a bus

lethal condor
#

If it has a hiddenSelection, just script it so it can apply the texture in game

#

Not in config

abstract rapids
#

It has, putting right in the config will cause performance issue or something ?

#

I'd like to make it the most simple possible

lethal condor
#

I don't know why it makes it simple

#

And no, there is no performance difference between config vs script

wispy sundial
lethal condor
#

Getting what?

gritty rain
#

Hey, is there a guide out there, where the steps of the texturing are explained (config.cpp, layers.conf, .paa nad .rvmat files)?

versed axle
#

Does anyone have layered paintdotnet or photoshop files for AAF fatigues texture?

brittle rivet
lethal condor
urban marlin
#

Hi all, any insights as to what's going wrong here? On the left is my texture as it should be, loaded directly with setObjectTexture referencing a .jpeg within the mission file. On the right is the same texture as loaded by my mod's config, discolored and with artifacting.

It's a 4096 x 4096 .paa converted from a .tga of the same size using ImageToPaa. No compression done when exporting. The mod texture looks fine in GIMP and TexView 2. But clearly something is going wrong in Arma! Have texture graphics set to "extreme" in-game.

lethal condor
#

Likely because PAA is a compressed foemat

urban marlin
#

That makes sense, but it seems odd the color of the PAA is correct in TexView 2 and incorrect when the same file is loaded in Arma. Is additional compression done when the texture is loaded in-game?

lethal condor
#

Maybe. Regarded to some artifact, you may find it in vanilla assets too, if you take a look very carefully

urban marlin
#

Ok, thank you. Yeah I can live with the artifacting but the color being wrong is problematic because I'm trying to closely match some real colors. Will keep tinkering.

stray relic
urban marlin
#

Appreciate it, thanks. I ended up changing the color curve of my red channel slightly and it helped quite a bit. I'll avoid solid, all-black textures going forward!

severe rune
#

Arma 3 legacy is already a nice beast.
pre 2010's legacy is a whole other level

cedar lichen
#

lol

severe rune
#

The game also cannot read 8888.
It mean, it has the parsing and handling code, but the pac format specifier for 8888 doesn't exist. So it cannot detect if a paa file is in 8888
If it could detect that, it could handle it fine though 🤣

#

Nevermind some of the parsing code is also missing.
Also TexConvert won't be handling it either

#
    class TexRGBA8888
    {
        name = "*_8888.*";
        format = "ARGB1555";
        dynRange = 1;
    };    

This is also funny.
"Give me 8888" "Ok, I'll give you 1555"

#

TexView has "ARGB888" as display option, but it cannot read 8888 paa's 🤣

#

Here's one that'll pack ARGB8888. (But cannot handle jpg)
Now you just need a TexView and a Game that can read it 🤣

severe rune
wooden lantern
#

😭

#

wonder why yall never transferred to nvidia texture tools api tbh

severe rune
#

A matching set with ARGB8888.
It might go into next tools dev branch.
You'll need next (not todays) A3 dev branch or next profiling branch for the game to read 8888

severe rune
severe rune
#

Here's a TexView that doesn't crash when you double click a PAA because microsoft added code that thinks we are windows 7 and then does something that just doesn't work and crashes it.

#

Did you know that ImageToPaa can convert jpg's ?
"No, it throws an error that it cannot load it" you say?
Well. TexView has this fancy "ijl15.dll" file, and if you copy that next to ImageToPaa, then it can do jpg too!
Magic!

severe rune
#

I tried my best

wooden lantern
wooden lantern
severe rune
#

huh that works

#

But yours is all messed up 🤔

wooden lantern
#

Mine is RGBA

severe rune
#

Actually, that also doesn't look correct 🤣

wooden lantern
#

wacky

severe rune
#

Blue and red are literally swapped, how did that happen

severe rune
#

If I swizzle it in TexConvert.cfg, then it works ingame.
But TexView, shows both the broken and working verseion the same, both working in there, what sorcery is this

#

Ok seems I swapped it inside ImageToPaa 💀
or rather, I didn't swap it

severe rune
#

TexView shows the correct always, because the swizzle is stored inside the image, and TexView automatically un-does it 😄

severe rune
#

BAH.
So.. A RGBA8888 texture, is actually stored on disk as BGRA.
The game (and TexView and ImageToPAA) then flips it around when loading.

For the smaller formats that doesn't matter, it anyway needs to convert the 4444 to 8888 when loading it, so at the same time flipping it around is no big deal.

But for 8888 that's super annoying, if it were the right way around I could just do a stupid simple copy when loading it :/
So I'll just leave it that way. A bit more weirdness added to Arma, for the benefit of making the texture loading cheaper.

#

That seems good, on tomorrows profiling meowsweats

#

I just made _8888 that used to be 1555 to be real 8888 now blobdoggoshruggoogly
Don't know why someone bothered to put a 8888 in there that isn't even 8888

wooden lantern
#

😭 the mysticism of a 10+ year old game

severe rune
#

Our internal 4444 to 8888 conversion is also F'ed up as heck.
Probably lucky that no-one is using it?

it should turn 0xF alpha, into 0xFF alpha. Instead it turns it into 0x1E
I tried to use it to test if the things I'm doing are correct, but that thing in itself is already F'ing broken

wooden lantern
#

thank god no one before me has ever tried to experiment with texture formats lmao

severe rune
#

It was fun though.
Important to have a mix of things to work on, has been a while since I dug in super old stuff

full quarry
night sundial
#

I'm trying to re-skin an existing in game uniform and the vanilla normal map is affecting the outcome. So I see there are vanilla normal maps in the folder and I'm thinking how can I add a custom normal map to my uniforms?

short carbon
#

i have no clue if this is the right channel to ask about this but does anybody have like a clear sample png of the syndikat camo

dense peak
#

Still struggling between B2M vs Designer...

#

Since I think I wouldnt use designer that much, I have painter but for normals etc.

worn sedge
#

You can upgrade to live and get both for about 25 bucks more than 1

calm tangle
#

Install Arma 3 Tools

#

Extract game data

#

then you can find syndicat camo

#

but if you mean the camo pattern itself, unfortunately we dont have it, you gonna have to reproduce it yourself

dense peak
#

mm... but monthly payment 😄

full quarry
#

Video tutorial are usually lacking in many areas for this unfortunately. We have some resources pinned in the terrain channel

gritty rain
oak pollen
#

Hey it is not a big deal but my build log complains about Unsupported procedural texture type #(argb,512,512,1)r2t(rtt1,1.0) Can not create source for procedural texture - probably badly formed texture name: "#(argb,512,512,1)r2t(rtt1,1.0)"

#

It works in game

stray relic
oak pollen
#

ah ok thanks for the answer

cunning viper
#

Just like many other people, idunno if this is the right place to ask since there isnt really a dedicated channel for graphics but does anyone know how to avoid jagged dotted lines in arma 3 without my performance being affected if its possible? i know its something to do with Anti Aliasing in the settings but whenever i crank that up i get horrid FPS. Thanks in advance

lethal condor
full quarry
tropic crater
#

anyone use Tex2View in linux? if so, how did you get it set up? it instant crashes on steam w/ proton for me

severe rune
oak pollen
atomic kernel
#

Hello, not sure if this is the correct forum but I'll try

I'm having a really weird issue with object builder view for a helmet model. Its not showing texture as I want to look, looks like is just messed up somehow. Even looking inside object builder my Color texture is shown good.

Heres what I've tried:
Apply transform (lined up in Arma3 char head), textures baked pre-triangulation, textures baked pos-triangulation (this solved a problem where my model was totally blank), exported with arma 3 tools for blender (already use this for a scope and worked fine), did all lods and shadow volumens and exported it in p3d, exported only the mesh res1 in p3d, assing texture and rvmat inside blender with the A3 tools, used tga and png (testing each one) format to convert it to paa, did the RVMAT from a tutorial (also a helmet tutorial) and in the tutorial works but not mine, did a test using only color texture (using only color or with normal, specular and shadow maps give me the same error) and even still not working

Really I'm out of ideas, remember that doing a scope was really easy to make work textures but now I don't know what's going on

full quarry
atomic kernel
full quarry
#

please post files with file extensions

atomic kernel
#

sure

full quarry
#

so they actually embed

atomic kernel
#

in the rvmat I'm sure are correctly named also in cfg

full quarry
#

but also the texture does not matter

atomic kernel
full quarry
#

the model is the problem

full quarry
#

post picture of the actual error view

atomic kernel
#

heres the error

#

and how it should look

full quarry
#

you probably mess up the uvsets on export

#

so they dont combine

#

and instead create multiple separate uvsets

#

A you must only have 1 uvset after export

#

B in blender all separate objects uvsets need to have same name

atomic kernel
#

I did the uvs once all obs were joined. Also exported it into Unreal and shows ok 😦

#

I'll check anyways the uvsets

#

as far as I know this is telling me that I'm using only 1 uv

#

and all the obj like lods and shadow volumes have the same one with samen name

full quarry
#

👍

#

how do you export it to Ob?

atomic kernel
#

but even trying to export only 1 obj like resolution 1 is causing thaat error

#

letme take a ss

#

using the arma 3 blender tools... choosing export as p3d

#

with this configs

#

already tested without checking all or seperate and doesnt help

full quarry
#

you dont use P drive?

#

when you open the model in OB

#

is it and the textures on P drive in your mod project folder?

atomic kernel
atomic kernel
#

Aaaaand yes, I put textures inside the pdrive, using the PAA files

full quarry
#

on the model?

#

have you checked what path gets exported out inside OB?

atomic kernel
#

SOLVED!

#

I installed tools in another disk. So I reinstalled it in the disk where I have arma 3 😅

#

now model shows color but wrong specular

#

Maybe cuz I did not made it in G channel(?)

#

or B and G... I dont know, im pretty noob in this

#

solved the specular! Now time to test it inside game! 😄

full quarry
#

🤔

#

the tools location should not matter

#

your OB might be configured wrong though

#

or you run OB from the arma tools launcher

atomic kernel
#

Well... Reinstalling it where arma 3 is solved the problem 😅

full quarry
#

if it works 😅

atomic kernel
#

Then it works 🚬

ancient smelt
#

The indie pack has them all.

#

And designer is worth it, often you want to play with your textures and do more than just make maps from them (e.g. you might mask out parts of the image and blend them into the height map to give it more depth).

#

Plus then you can package your textures into substances for painting directly in painter.

severe rune
stray relic
# severe rune yes, I think R2T wouldn't let you have any transparency anyway. It failing to cr...

Why have these bin log errors, such as this one about R2T or the subskeleton indexes, only started appearing in the last year or so?
Are they new checks added by BI or were they always there but somehow not being "output" to the report file? (using pboProject)
It's frustrating that so many of them appear to be incorrect, or unfixable, bloating the report file and potentially hiding the real important errors amongst the mass of irrelevant clutter. Would be a great benefit to modders if this could be rectified.

Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.
Geometry LOD has UVSet, it is useless, consider removing it.
Can not create source for procedural texture - probably badly formed texture name: "#(argb,512,512,1)r2t(rendertarget1,1.0)"

severe rune
#

Also we added some new messages, like that geometry and subkeleton ones

stray relic
# severe rune Also we added some new messages, like that geometry and subkeleton ones

Thanks for the explanation.
Can you remove them again please?!
Or explain how to "fix" the subskeleton or geometry LOD, as it doesn't seem possible? For example, you can't remove the UVSet (even when completely empty of uv maps) from the Geo LOD. And you've explained that the R2T lines are spurious. And no one really knows anything about the subskeleton stuff.
It's great having error reports, but only if they're accurate and useful.

severe rune
#

yeah the subskeleton should go away.
I don't udnerstand why you cannot remove uvset.

stray relic
severe rune
stray relic
severe rune
#

Well thats what the code says it should happen.
I would need to repro it to check why thats not working, but thats a low priority

silver nacelle
#

Hello, I am using this glass texture and the underneath looks like this. Any suggestions on how to fix that?

full quarry
silver nacelle
full quarry
#

The blender toolboxes have thing for it in their menus and in OB there's tool for setting the order.

Simples way in OB is to select transparent surface and use move to top tool to no put it at the top of the alpha stack.

If you had overlapping transparent surfaces you would want to select all,move top, deselect lowest one, move top, and repeat untill they are sorted so that they are in order.

silver nacelle
#

yep, that fixed it

inner ingot
#

Oh, you can do the alpha sort in blender toolbox? I always just did it as a last step like, do everything in blender, make a hiddenSelection of all glass named _glass, select it in OB and do the move top -> sort alpha

#

but if I can eliminate that last step... 👀

pliant imp
#

Would anybody happen to have a retexture template for the F/A-181 Black Wasp? Just took a look through Pete's texture templates Google Drive folder but it's not in there.

lethal condor
#

Arma 3 Samples has one. It is incredibly hard to make a proper tex tho

pliant imp
lethal condor
#

You can see. It uses very user unfriendly layers

pliant imp
#

Ah okay

wise sun
#

Is there an easier/better way to make vehicle textures other than just tossing a file like this in photoshop? Would I be able to somehow upload the hatchbacks p3d into Blender or something than export it? Is there some sort of community plugin or addon for such a thing?

balmy palm
#

and to be fair, even then you'd still need to use something like substance painter, which still isn't an easy process

worn sedge
#

I think its well worth getting all of them. Get the pack if you can. I think you can make payments on upgrading but I'm not sure. Worst case make payments on one and when you pay it off pay the additional 25 to upgrade to the pack

oak pollen
#

Can somebody tell me what have I fucked up & why I see outlines thro my model?

#

never mind I fixed it bad naming and forgot to include in config

chrome cave
#

hello. anyone knows how to make in game patches and upload them as mods?

full quarry
#

dont mix transparent parts (_CA) with non transparent surfaces (_CO)

toxic jungle
#

does anyone have a texture folder full of the main vehicles and their layers? i cant find then anywhere... thanks!

lethal condor
#

Unpack some relevant PBO might help with it

toxic jungle
#

ive tried, still cant figure out where they are

lethal condor
#

We can't either because we don't know which Mod which vehicle

toxic jungle
#

i was just wondering because maybe someone here has old files of them

lethal condor
#

That info doesn't tell us what you are looking for

toxic jungle
#

Textures for stuff like the hatchback, hummingbird, and other normal original vehicle textures

lethal condor
#

They are all located in addons folder PBOs

#

If you wonder check in config viewer

brittle rivet
warped current
#

Any shirtless torso textures out there? Wanting to make a tank top model so it need a chest/torso.

full quarry
#

or one of the vietnam mods might have actually

warped current
#

Like unsung? Or the DLC?

full quarry
#

so not sogpf either

warped current
#

I don't think there's any vietnam-era gear mods besides Unsung, and if there are, it's new factions/compats made for SOG.

#

There are no sleeve tshirts tho.

#

Incase that's what u ment.

#

Pretty sure it's S&S you're talking about.

full quarry
urban marlin
pliant imp
urban marlin
#

Happy to help lol

prime rock
#

hey everyone, posting this before I go to bed. How do I properly export my files from substance painter? I seem to be stuck at this preset issue. I followed this guy’s tutorial: https://youtu.be/l5NvcEnS8m4?si=iN9oJgInpKYfsZja but my .sdmi png is not exporting because of a texture set issue. I can send pictures in the morning if that helps

copied over from #arma3_model

Hi I'm tox I'm brand new to the modding community I just wanted to make a series to try helping new people like me. I'm probably going to get stuff wrong and if I do please let me know so I can fix it. Take care and stay safe out there.

Adobe Substance 3D Painter : https://www.adobe.com/products/catalog.html#category=3d-ar

My google drive for ...

▶ Play video
#

hope it doesn't come off as rude that I'm posting it twice, just want to make sure I'm not messing anything up if I miss the .sdmi file

prime rock
#

Figured it out, I was missing some channels under the texture set list

inner ingot
cold citrus
#

I'm looking to take up texturing for a unit I'm in, we're using the SOG Prairie Fire dlc and was wondering if its possible to use Substance Painter with the models

lethal condor
#

No, you can use sample PSD

full quarry
cold citrus
#

I've got PAA files from the previous texturing person with the units insignia on it, is there anything I can do with those?

terse agate
#

You can convert them back into jpg etc using texview

cold citrus
#

For example, here's two of the textures converted to png

terse agate
#

yes, so you can edit those and then convert them back into paa

cold citrus
#

Is there a way to replicate this easily

#

It's worn look specifically

lethal condor
cold citrus
#

As well as the writing

cold citrus
#

I suppose now I'm just asking for general texturing advice

full quarry
lethal condor
#

You were supposed to at least read my answer(s)

cold citrus
#

For the cobra

#

I also have this open on photoshop

lethal condor
#

Okay, now what is the question? You got the sample, you got the PSD

cold citrus
#

Is there a way to do something like this easily or is this something I'd have to do entirely by hand

lethal condor
#

By using the sample (template)?

cold citrus
#

Ok clearly I'm confused

cedar lichen
#

the answer is no you only have the template to work with

#

so yeah you're doing it by hand

#

substance etc requires the model

lethal condor
#

I just see the point, no they don't have easily reskinnable PSD

cedar lichen
#

with file patching you can atleast view it ingame quickly

cold citrus
cold citrus
#

And this is where my lack of artistry kills me

dire stone
#

Anyone know how to access the SOG files. Im trying to reskin the SVH

severe rune
#

You can ask the SOG devs to give them to you, they have a discord

#

You'd need their permission anyway

dire stone
#

Wheres about could i find a link to the discord

severe rune
dire stone
#

Found it, Thanks

wooden lantern
#

easiest way

cold citrus
dire stone
#

Retexture Item wont show ingame, any ideas why not? No errors when packing.

dire stone
#

mikeros tools

full quarry
#

do your classes appear in the ingame config viewer?

#

are you sure your pbo is actually running in the game?

dire stone
#

Whats the handiest way to find it in the viewer

stray relic
#

Place the asset in Eden Editor, right click, find in config viewer

dire stone
#

Its not in the game though.

stray relic
#

Let's see your config then - use pastebin and post a link to it

dire stone
#

The retextured item itself is not here

full quarry
#

leopards advanced dev tools has better config viewer with more easier search

dire stone
stray relic
#

b_helmet_svh4_01_01 is not a valid class name?
Shouldn't it be vn_b_helmet_svh4_01_01?

slim smelt
#

Does anyone know how to retexture the RHS Heli pilot helmets? I couldn't find a video or anything related to it.

brittle rivet
# slim smelt Does anyone know how to retexture the RHS Heli pilot helmets? I couldn't find a ...

Pretty much it will be the same as any other retexuture
This here has most of the starting stuff: #arma3_texture message
I don't know if RHS helmets actually are retexturable, haven't looked at the config. They likely are though
Be aware of the RHS license, best would be to ask Pufu or RHS[ Soul_Assassin] before putting much effort into it
Helmets should be acceptable though: https://www.rhsmods.org/page/EULA

slim smelt
brittle rivet
#

blobdoggoshruggoogly
Start with the config browser to find the file names for the textures and models
Then use the unpacker from mikero's tools to search until you find the right PBO
Not certain which PBO it would be in
I'd check the rhs_infantry PBOs first, but I don't know how RHS is organized internally (other than obvious stuff, rhs_melb is the little birds matching MELB)

dire stone
#

Anyone know why its flashing this error? The image is converted into a PAA already.

ashen violet
dire stone
#

Yeah its got an Alpha Channel and is 256x256

ashen violet
dire stone
#

How do i save it as a 32 bit

ashen violet
#

I’m only familiar with photoshop. That process looks like File>Save a copy>save as type(select Targa)>32 bits/pixel

#

Also remember to name your texture correctly before conversion so it would be yourTexture_ca

burnt fjord
#

is it possible to apply emissive textures per pixel using a Super shader?
i want to make the P07 pistol have glow in the dark sights

full quarry
#

naming rule wiki page is linked in pins

full quarry
wooden lantern
#

I’ve never gotten it to work tho

#

I just know in theory it exists

dire stone
#

Retexturing some S&S helmets and trying to have it so the code just links back to their models. Some help would be appreciated.

lethal condor
#

Retexturing 101: don't re-introduce what you don't expect to update. AKA just include your texture

dire stone
#

Now im getting inheritance classes missing when all the required ones are there

lethal condor
#

It says so when your config didn't meet the requirements

#

Now post your config

dire stone
lethal condor
#

Line 88-89 is not closed

dire stone
#

Still not packing

lethal condor
#

Troubleshooting 101: not telling the error is one fault, now do it

dire stone
lethal condor
#

What your current lines around 88

dire stone
lethal condor
#

You didn't started it but ended

burnt fjord
#

this is how it should look

lethal condor
#

I also tried that method before. AFAIK it was introduced in TKoH and to depict skyscrapers nightscape. I have actually never got the emmissive coef work, or not even sure if it even has one

dire stone
lethal condor
#

Now you started a bracket with no info

dire stone
#

What line

burnt fjord
#

80 and 90

dire stone
burnt fjord
#

it should be
class classname: inheritanceclassname
{
code
};

and not how it is between lines 81 and 85

dire stone
lethal condor
#

Now TestHel is invalid

dire stone
#

How do i make it valid again

lethal condor
#

You need to think simple

#

EVERY class use this format

class YourClass
{
};```or if your class have a parent
```cpp
class YourClass: ParentClass
{
};```You see TestHel is not doing it
cedar lichen
#

my guess is the coordinates of the as/nohq arent right anymore

#

the way the _em texture works in terms of emissive level is iirc you need to make the texture how you want it to look in use so you need to make it overly bright

burnt fjord
cedar lichen
#

lemme quickly look I did an experiment with it a few months back

lethal condor
#

_em can have colors AFAIK, not just BW

cedar lichen
#

yeah my EM texture is like this

cedar lichen
#
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};

at least this is what it is in p07

#

you might also need a second texgen for the DT stage

#

as it has a completley different coordinate that might be affecting the visuals

burnt fjord
#

i will try that

dire stone
lethal condor
#

Line 91

burnt fjord
#

feels like it is less bright with a new _em texture that is green highlights and transparent on the rest
and still looks broken

lethal condor
#

I would make it sure what is broken by using very obvious tex like FF0000

dire stone
lethal condor
#

It is wrong. You still did not get the point, you can't start a bracket without a class declaration

cedar lichen
#

you can also try changing the vertexshaderID back to super, atleast in my testing you didn't need superext for the em texture to work

#

but i doubt thats the issue with the em not working proper

burnt fjord
#

what stage would _em go into then? isnt Super limited to 7 stages?

cedar lichen
#

no no keep it for pixelshader

#

like this:

PixelShaderID = "SuperExt";
VertexShaderID = "Super";
lethal condor
#

These stages and numbers do matter, don't try to bother with changing the stage and textype combo

burnt fjord
#

it is still quite dim in the dark, but the texture seems better, still has this visual glitching tho, this visual glitching also changes on the direction of the light

cedar lichen
#

yeah thats definitely the normal map not being right

burnt fjord
#

not being right as in the coordinates or something else?

cedar lichen
#

yeah the uvtransforms

#

hold on try this

#

the only other thing I can think of is the stage6 and stage7 being different from the original but idk

burnt fjord
#

same as before

#

i changed the DT coordinates back to:
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};

and now it seems slightly offset

gotta dip for now, will come back to this later, ty for the help @cedar lichen

upper thicket
#

what is needed for the thermal view of a vehicle? I just know its a texture but I dont know anything else

upper thicket
full quarry
#

there was a wiki page about them Im pretty sure

upper thicket
cedar lichen
#

better would be to open the texture in texview and cycle through the colour channels

low helm
near warren
#

not sure where to ask, but it's related to texture so-
What's the max size of a unit/clan insignia?

lethal condor
#

2^n until 4096

near warren
#

ooo perfect