#arma3_texture

1 messages · Page 15 of 1

near warren
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oh hmmm- it's too large at 1024x1024

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awww hahaha

severe swallow
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I'm having an issue with how glass is shown in game. I have a door with a window in it. By itself, when placed in the world, the door/the glass in it is rendered normally. However, I'm putting this door inside a building. The door and building are separate objects/models/configs, etc. Depending on where the door is placed, and the direction you are looking through it, the glass will disappear or not show over the part of the building it is in. But it will still work normally when looking at itself or another object or other parts of the building that are a separate object/model. Any ideas as to the cause?
I think its an rvmat issue, but I have no idea, textures aren't my thing.

full quarry
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That's done on the mesh that has the glass applied

severe swallow
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Is that just the "sort alpha" and "move to top" button in obj builder or is there a specific process? I thought I've done that a handful of times to no luck.

full quarry
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Yeah

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The auto sorting is very unreliable

severe swallow
# full quarry Move to top

Unfortunately, moving the glass to top is not doing anything or fixing it. Is there another property or something that it could be instead?

full quarry
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You can try add canNotOcclude named property into the door

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It could also be the house is behind it just right to get occluded front the view.

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Disclaimer. The engine is not exactly designed for parts building like this

severe swallow
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No dice.

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If its an engine limitation, then that's a shame.

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I figured it was definitely some funkiness going on. Since it works when looking through the door towards the center of the building, but if you look increasing away from the center and at just the right angle it will cause the glass to disappear, despite the model not going to next LOD or anything. The best way to describe it is as if the game is swapping the render order in front of player from player>door>building to player>building>door.

full quarry
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Normally doors are made as part of the big building.

severe swallow
#

Normally. Yes. That is probably the actual solution I need, but not the one I'm willing to do. It is what it is at this point.

sudden glacier
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Does anyone know of a mod which replaces the white crosses in Spearhead with red ones?

prisma furnace
#

Hello, I hope you're all well. I apologize if this isn't included in this section. It turns out I'm creating my UNIT https://units.arma3.com/unit/-cots- but the corresponding insignia on the arm isn't showing up in the game. The strangest thing is that when I try to upload the logo, I get a message saying it's blocked or that something didn't go 100% right.

I'd like to know what's going on and how can I solve it? Initially, I uploaded the image based on the 512x512 size requirements, and now I've uploaded it to 400x400, but the same problem continues.

Is there something I'm doing wrong? I thought there was some restriction because I'm in Venezuela, but my co-founder, who is in Mexico, is also getting the same error. I'm leaving a test image so you can see what it's about.

I'd like some help with this.

sudden glacier
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Is there a place on this discord where players can offer payment for the creation of a mod, which can be used privately?

full quarry
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paying for mod creation is not allowed

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and anyone who offers you to do that is trying to scam you

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the tools required for mod creation are non commercial

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so their use can not be paid for

sudden glacier
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Thanks for the clarification. So we can ask for people to either help or create one voluntarily?

full quarry
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yes

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scammers will be contacting you now though since you asked about paying

sudden glacier
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I know about cyber fraud and fraud, but thanks, appreciate it. If they do I will report them.

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So, I’m looking for a civil conversation on the following topic if possible please: in a previous chat I asked about red cross medical signage and was greeted with what felt like patronising responses, but am keen to have a sensible exchange to understand the nuances instead of being shut down and told to ‘cope’ 🤣

I noticed a highly regarded Arma 3 mod on the workshop, KAT Medical, which actually reinstates the Red Cross but in the modern assets. So it looks more than possible and hasn’t been taken down. That and the IFA3 mod does this but for their own WWII assets. I am looking for a mod which I can use privately to reinstate the signage for the Spearhead CDLC which I know is not against copyright if its for private, non-commercial use and no-cost due to licensing.

My question is, if someone were to be able to create one, and it’s used privately; then you as a moderator (who clearly has the ear of BIS), would you say that is a problem, in theory? (I’m not looking for personal opinion).

full quarry
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Using the red cross is not really allowed without explicit permission.

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I dont know the details on how some other entity might have used it though

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private use does not factor in at all.

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and the moment you share something with others its no longer private

sudden glacier
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Okay understood. Thanks for the further clarity

severe rune
sudden glacier
rancid obsidian
#

Guys what's the vanilla resolution for Headgear and facewear icons?

vital scarab
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Hello, i need some help, i did a retexturing on a spearhead unifrom, but i dont know how to implement the retexture in-game, and my config.cpp is all messed up

frozen blade
#

is there a way to export substance painter the working layers as a PSD file keeping blending modes etc

dire stone
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Keep getting this error for some reason. I already have it in the load order

dire stone
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Resolved it

dawn bough
warped current
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Where do i apply a _ca transparant texture?

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I've seen it work without a .rvmat, so not sure where to put it/assign it.

full quarry
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it dont work well without rvmat

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there is only one way to assign textures on mesh though

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doen not matter if its co or ca

warped current
full quarry
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not through stages in rvmat

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rvmat defines what shader the surface is drawn with

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and what other technical textures the shader uses

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like normalmap

warped current
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I see. So if i were to have a transparency/opacity texture & a base texture, how would i assign them in OB?

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I know about base color n all, just haven't worked with _ca's before.

full quarry
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I would recommend assigning the textures in the source program

warped current
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So Blender im assuming?

full quarry
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if thats is what you use to make the model then yes

warped current
#

Like, base color > alpha?

full quarry
#

no

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blender material or rendering has nothing to do with Arma

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if you use blender and have the armatoolbox to export as p3d the blender materials tab has boxes to write down texture and material paths to be written into the p3d

warped current
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Correct, which i use, but i still don't know how to assign opacity/transparency textures onto a .p3d.

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Base Color > Alpha in shading works fine as i understand Blender for the most part, just don't know how to go about the Arma side of the process.

full quarry
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whats the model from...

warped current
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Friend of mine gave it to me.

full quarry
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not good enough

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find out

warped current
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What do you mean?

full quarry
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its most likely from some game

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and can not be used

warped current
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It's not, their made from scratch and are also being sold. Not ripped from a game.

full quarry
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then he cant distribute it since he bought it not you

warped current
#

He sells them? He's the one that made them.

full quarry
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you can DM me the page its sold at

white apex
#

Does anyone know the reasons why a png might not convert to a paa? I'm working through flags and for some reason one in particular is having an issue but I don't know why

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Nevermind. Renaming it to remove a special character fixed it, though it didn't have an issue with a different one so I have no idea what's going on

brittle rivet
stray relic
#

Yes, automatic LOD switching occurs when your PC can't handle the load.
Sometimes you see low poly res LOD's when you first spawn in, then they switch to the high poly.
Try lowering your video settings 1 notch. In particular, shadow distance, particle quality, view distance and number of AI can have an effect on load.

full quarry
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no possible to turn it off

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some mods may be made without proper optimization and their assets can be very perfomance demanding.

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nothing you can do about it but try to figure out if any mod specifically causes it

dense peak
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I need help with the .rvmat file. I have basecolor, emissive, and normal maps. How can I combine them using an .rvmat file?

full quarry
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normally you dont really use emissive texture in arma rvmats. there is one special case for that but it is rarely used.

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rvmat has different amount of "stages" depening on what shader type it is set to use

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and all stages a shader uses need to be present with either default procedural color (see the default rvmats) or reference to a texture file

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color is assigned to the model straight. other textures are used by the rvmat

abstract umbra
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any idea how i can get these lens flare effect textures from arma 3?

abstract umbra
full quarry
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I think its procedurally generated and not a texture that can be edited

dense peak
full quarry
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the default rvmats in the mentioned folder show plain neutral values you can edit further

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(rvmats being text files)

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super shader is the most commonly used and default_super.rvmat can be used as a base

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each stage has neutral procedural texture set you can switch to path to your texture when you enable said stage

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and the procedural texture lines are marked with the _suffix of that texture (texture naming rules wiki page)

dense peak
full quarry
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as like I said the use of emmisive mask is rare and might not be suitable for your use case

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and since you dont know rvmats, its better to explain what you try to achieve/make instead of get stuck in approach you think you need

dense peak
full quarry
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this is why its good to explain what you try to do first

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particle effects are their own thing

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and your effect is not made right as it does not have transparency

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"basecolor" is not quite the right thing for Arma

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Arma uses color or color with alpha _CO or _CA suffixed color textures

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suffixes are important for source -> PAA conversion and need to be present in source file name

severe rune
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Since emissive.paa cannot be used
Why can it not?
I'd think SuperExt shader should also work on particle effects, if you can provide a rvmat?

full quarry
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maybe with custom shape p3d one could assign superExt on it too but for particle like this I dont see it as very useful since explosion would be fully lit anyway right

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and the "non lit" parts would be transparent

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I do not have any clue what rvmats particles would accept though

dense peak
# full quarry ah ok you are in wrong direction

Sorry, I’m a beginner and didn’t fully understand your explanation.
I had to use ChatGPT to help me interpret your answer.
ChatGPT said that what you meant is:
Normal maps and emissive maps can’t be used — only basecolor maps can be used.
Is that correct?

full quarry
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normally when one makes particles it is only a texture with transparency

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I would start from that since you dont have experience with it

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for example vanilla explosion texture

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chatgpt is the worst so be very careful with using that

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or preferably dont

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but ask clarification if you dont understand something

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gpt cant think, it just makes guesses

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and those can be very wrong

dense peak
# severe rune > Since emissive.paa cannot be used Why can it not? I'd think SuperExt shader sh...

#define ARMA

ambient[] = {0.5,0.5,0.5,1.0};
diffuse[] = {0.34,0.4,0.4,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {1.0,1.0,1.0,1.0};
specularPower = 1.0;
PixelShaderID = "NormalMapDetailSpecularMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture = "a3\rocks_f\data\decal_crater_nohq.paa";
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};
};
};
class Stage2
{
texture = "a3\rocks_f\data\decal_rock_dark_dt.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {16.0,0.0,0.0};
up[] = {0.0,16.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(1.0,0.0,1.0,1.0,SM)";
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 don’t know how to configure it, so I don’t have an .rvmat file yet.
But I do have a sample file.
Please tell me how to modify it.

Let’s assume the three textures are named:
basecolor.paa, emissive.paa, and normal.paa.

full quarry
dense peak
full quarry
#

in case of particles, probably not.
your particle color texture is not even right yet and you are hung up on the emmissivity which you probably dont even need.

dense peak
full quarry
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is there some reason you think you need the emmissive texture then? why not just do it like the original design?

dense peak
full quarry
dense peak
dense peak
full quarry
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but they are not used in normal particles

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and it might be it does not even work.

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anyway

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for this kind of texture

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you dont need emmissive texture since you can just use the emmissive property

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but you would need to make custom particle model too to assign that rvmat on to

dense peak
full quarry
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or the particle effect emmissive parameter applies on whole particle as well

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transparency of the pixel can be used to modify it Id suppose

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I would recommend first making your explosion texture properly with correct transparency

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then testing it in game with the default particle way and giving it the emmissivity throught he particle config

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and see how that looks

dense peak
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This is the sheet you mentioned with correct transparency, right? The original exported image is too large, and Discord seems unable to display it, so I took a screenshot here instead.

dense peak
full quarry
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the resolution might be wrong though

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needs to be power of 2

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and max 4096x4096 px

dense peak
full quarry
dense peak
# full quarry no that kind of size is not an issue

You're right — my image did not have a transparent background. It took me some time to figure out how to export a truly transparent image. Anyway, I imported it into the game and tested dedman's method, but it didn't work.

Now I'm wondering:
When exactly does this part of the RVMAT take effect?

class Stage8
{
texture = "z\wolf\addons\wolflogo\tex\wolflogo_em.paa";
texGen = 0;
};
It should work with any image, right? After all, both particles and other materials are essentially using images.

Is it that the engine's particle system intentionally disables the shader stage that class Stage8 refers to?

full quarry
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it is completely possible billboard type particle dont use rvmat at all

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since the game files dont have specific rvmat applied on them

dense peak
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I think your guess is correct — the particle system simply ignores the RVMAT file, because I set:

cpp
复制
编辑
emmisive[] = {10000, 10000, 10000, 10000};
but there was still no visible glow at all.

However, when I changed the particle .p3d into a placeable object, the explosion image still didn’t emit light in the dark. Why is that?

dense peak
# full quarry try the maerial on some simple cube as placeable object

ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 10000, 10000, 10000, 10000 };
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 = "fxp_adat\universal\data\TT_added_explosion_01\TT_added_explosion_01_Normal.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 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 = "fxp_adat\universal\data\TT_added_explosion_01\TT_added_explosion_01_Emissive.paa";
texGen = 0;
};
Can you take a look at my RVMAT file and see if there's anything wrong with it?

dense peak
dense peak
full quarry
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probably something broke in the rvmat

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the stages need to be right

dense peak
dense peak
full quarry
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the superExt is more tricky

cedar lichen
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don't particles have their own emissive handling

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like its part of the color array iirc

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iirc negative alpha is what controls the brightness

dense peak
dense peak
dense peak
dense peak
cedar lichen
#
    class SmallDestructionFire: Default
    {
        color[] = {{1,0.8,0.8,-80},{1,0.8,0.8,-80},{0,0,0,0}};
    };
cedar lichen
dense peak
cedar lichen
#

ah I missed that part of it

calm tangle
#

I definitely cannot find a proper yellow to make a good gold color with textures. I only get the right color with a gold rvmat. When using textures its never as bright as the rvmat

full quarry
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I would separate the metals for different rvmats

full quarry
#

of course a static picture can be drawn but it wont work when light changes

calm tangle
dim night
#

Had a question regarding the static carrier from the Jets DLC. I've been trying to change the flag behind the island. I've looked through the game files and found most of the carrier's textures, but not the flag or the variety of letters and the "Beware of jet blast propellers and rotors" text

Is it stored somewhere else? That would seem a bit weird...
Thanks in advance

neat cape
dim night
#

Yeah, figured as much, but it seems kinda weird with pretty much every decal being stored there

broken berry
#

Hi all, I'm looking for some help with fitting an image into the large display screen ( briefing room screen Land_BriefingRoomScreen_01_F) but I can't get the dimensions of my image correct to fit. Does anyone know what size an image needs to be to fit correctly into this object?

lethal condor
#

x:y = 2:1

broken berry
#

I'll give that a go. Thanks

lethal condor
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Keep it mind A3 only accepts n^2 resolution tex

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2, 4, 8, 16 ... 4096

broken berry
#

I've resolved my issue. I had to go wider on the image in order to get the bit I needed. Cheers for your help.

dire stone
#

Retextured uniform is reverting to its previous texture. Can anyone give a helping hand?

stray relic
sudden harbor
#

any blue dpm camo here?

dire stone
full quarry
sudden harbor
#

Alr

dire stone
#

Keep on getting these errors thrown at me, I`ve already mentioned both in required addons

brittle rivet
# sudden harbor any blue dpm camo here?

These links might help, there's a flat-ish fabric piece in both
https://iacmc.forumotion.com/t12706-blue-dpm post 14
https://www.joint-forces.com/kit-camo/30955-uk-opfor-blue-disruptive-pattern-material about halfway down
You might have success making it by taking regular 4-colour dpm and recolouring the swatch using GIMP (or other image editor)
Also this, https://www.deviantart.com/milosh--andrich/art/DPM-camouflage-529303708, a large swatch someone recreated

brittle rivet
dire stone
full quarry
#

you would have to do that manually or create a dymmy file that fools the check

dire stone
#

I`ve made a dummy file but still throwing the error

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Got it working although the texture still is what i want it to be

merry stream
#

Hello, what application can I use for texturing?

full quarry
dire stone
#

Anyone a clue why the texture would turn from translucent to black when brought ingame?

full quarry
stray relic
#

naming _suffix.... it's been mentioned to you quite a number of times

full quarry
dire stone
#

Im a slow learner 🥀

full quarry
#

its alright. its lot to learn.

dire stone
#

CA is the correct one?

full quarry
dire stone
#

Still nothing

full quarry
dire stone
#

For what exactly

full quarry
dire stone
#

png

full quarry
#

is this custom uniform you make or retexture?

#

@dire stone

dire stone
#

Retexture of an S&S Uniform

full quarry
#

it is possible the original model is not made with those parts transparent so they can not become transparent now

dire stone
#

Indeed

#

They were originally a nametag

full quarry
#

then you cant do much

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maybe fake the black to look like fabric

dire stone
#

Thats what i was thinking

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I`ll just crop the fabric for it from the original texture

misty sphinx
#

Hey all, when I apply a normal texture to my model in Object Builder it works fine, when I attach my RVMAT it goes black

ambient[]      = {1,1,1,1};
diffuse[]      = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[]     = {0,0,0,1};
specular[]     = {0.5,0.5,0.5,1};
specularPower  = 50;
PixelShaderID  = "Super";
VertexShaderID = "Super";

class Stage1
{
    texture  = "TestAR_co.paa";    
    uvSource = "tex";
};
class Stage2
{
    texture  = "TestAR_nohq.paa";
    uvSource = "tex";
};
class Stage3
{
    texture  = "TestAR_smdi.paa";
    uvSource = "tex";
};
dawn bough
misty sphinx
vague iron
#

not yet as I see

#

you can export into .PSD but with flattened channels

#

well, yeah, pretty much useless

stray relic
misty sphinx
stray relic
#

You are referring to the rvmat inside Object Builder right? So that's where to look first.
Check if OB is finding the file.

misty sphinx
# stray relic You are referring to the rvmat inside Object Builder right? So that's where to l...
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,0};
specular[] = {1,1,1,1};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
  texture = "\ws_test_weapon\TestAR_co.paa";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class Stage2
{
  texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class Stage3
{
  texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class Stage4
{
  texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class Stage5
{
  texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class Stage6
{
  texture = "#(ai,64,64,1)fresnel(0.4,0.2)";
  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};
    up[] = {0,1,0};
    dir[] = {0,0,1};
    pos[] = {0,0,0};
  };
};
class StageTI
{
  texture = "a3\data_f\default_vehicle_ti_ca.paa";
};

So I copied the Default from that wiki link and changed stage 1 to my co texture, now its appearing a base white

stray relic
#

Stage 1 in the wiki is for normal maps. So why are you changing it to a diffuse and expecting it to work?

misty sphinx
#

I'll re-read the documentation now, I thought it was the diffuse

stray relic
#

Your diffuse TestAR_co.paa is directly set in object builder on the mesh, along with the material TextAR.rvmat.
The rvmat then links in the nohq, smdi and as textures that you might create, along with other lighting stages.

frozen blade
#

hmmm...i've searches for it it seems there is no way to switch between any of these, you can only export them textures and that,s about it

raven wren
# severe swallow Normally. Yes. That is probably the actual solution I need, but not the one I'm ...

Just to carry on from this, using renderFlags[] = {"NoZWrite"}; in the glass rvmat is what causes this but its also the solution to the problem seen on the lights in the attatched image. Whereby when something with alpha is inside another object it makes the alpha render the kind of buldozer default blue/grey.

I went through all the renderflags I could find on the WIKI and on here and unfortunately the only fix is using NoZWrite which sometimes displays the glass correctly but it gets a lil confused at differing angles and then doesn't render it, instead rendering the surface behind the alpha first. I don't believe there is a fix for this and its just an engine limitation.

If anyone knows of a fix, LMK 🙂

severe swallow
#

yup. Its basically an engine limitation. There is no fix. The choices are either not using objects with CA textures inside another object or just live with it.

Its been a bit but if I recall correctly, the NoZwrite isn't the problem. It happens without it. But as you said, its a solution that only works in specific angles/distances/locations.

full quarry
raven wren
#

Interesting, and that forces them to be rendered on top?

full quarry
full quarry
#

have you sorted the alpha surfaces in order?

raven wren
#

Yes I have

#

It works perfectly fine outside of another structure

#

It’s just when placed inside one

#

But like I said using no write z fixed the blue grey on my screenshot but now renders the object behind that weapon rack infront of the glass part

full quarry
#

multimaterial?

#

does the wall surface have alpha channel removed from the texture?

raven wren
#

Not currently a multimat just a standard supershader, but it also occurs in basegame buildings using multimats like the atc tower on stratus

#

I’m not sure about the alpha channel on the wall for the base game stuff but the structure that’s mine is a co texture with no transparency

upper thicket
#

what is the correct part in Stage7 for rvmat that will show the enviroment for something reflective? This is wat I have but also could be a object builder viewer problem

class Stage7
{
    texture="a3\data_f\env_co.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
full quarry
upper thicket
full quarry
upper thicket
#

well almost the same

clear pilot
#

Little question about what's possible. Can you make reflective surfaces?

#

You can surely turn certain colors up a lot, but achieving that reflective effect would be nice

full quarry
#

like shiny chrome look is possible

#

but mirror not as much

clear pilot
#

Ah, gotcha

#

Dont mean like mirror, but with VS 17 panels and such. I find the existent mods too dull to notice them.

#

Oh and, would you be possible to make it more noticable under NVGs? A3TI uses different textures for their thermals, would you be able to do that with NV?

full quarry
#

difficult

#

and not completely realistic

#

compromises have to be made

#

what the exsiting mods do is likely about as much you can do

clear pilot
full quarry
#

as a whole

clear pilot
#

I mean the VS 17 should be IR reflective afaik

#

They currently dont stand out at all

#

At day you can still kinda make them out due to the extreme color values, but at night, not a chance

#

Maybe instead of making them reflective, you could make them a bit shiny under IR

#

IR shininess might be nice. Perhaps something to bother Dedmen withKEKW

smoky granite
#

Is there an easy way to add a subtle 'fabric' texture to a uniform? I figure I'd have to edit the uv map, but I'm not super sure where to begin

full quarry
#

Uv map has not really much to do with that, it mainly defines what areas of a texture are drawn or parts of the model

smoky granite
#

At the minute, I'm just re-texturing vanilla uniforms. They've got a lot of good detail, but mine tend to look a little... plasticky.

Maybe I'm confusing uv map with normal map? Whatever it is that makes the 'illusion' of height or texture

full quarry
#

Texturing is a bit different part of the process

full quarry
#

However editing that in image form is very difficult

smoky granite
#

yeah, I've found that, hah

full quarry
#

As normal map contains directional data

#

And uvmapping is not usually all in same orientation

#

So different pieces would need any pattern separately aligned on top to match the direction

#

Also normalmap often has detail like wrinkles that would be very difficult to draw over in natural way.

#

Usually people just apply recoloring and not try to change the material look.

smoky granite
#

hm... yeah, I see. I was having issues similar to what you're describing. I was just hoping to make the texture look a little more detailed. It looks fine now, but I've seen some nice additions before and wanted to see if I could pull that off

cedar zephyr
#

Somehow the reticial in the optics became blur, I used fixed this issue but I forgot how, anyone still remember how to fix it?

lethal condor
#

Disable DOF

glass lake
#

Hello guys, not sure where to post that, but i'm currently developping an external tool for Arma, but I need the original textures files of the map marker and Otan marker. Do you have any idea of where I could find those? Thank you in advance.

clear sapphire
#

Map icon textures are in ui_f_data.pbo >> map >> 'whateversubfolderyouwant'

glass lake
#

thank you 😃

manic roost
#

And how can I understand the _CO _SMDI ending?
I mean its obvious tha _CO = _Colour

But what about the rest? Is there a list or a .paa Wiki?

Is Arma3 even capable to render texture maping like displacement?

manic roost
#

Okay next step, Ive learned about .rvmat and that its the heart of all textures beacuse it defines
everything and send it to the engine.

Is there a way to read default_super.rvmat with notepad++? Or a reason why it wont work default?
got the input from default.rvmat but from the wiki -> https://community.bistudio.com/wiki/Rvmat_File_Format, still need to read .rvmat files

manic roost
#

Hey there again, .rvmat solved, now Im into the config.cpp
I saw that Im able to present a preview picture and wanted to go on
but somewhy the converter wont accept my picture:

Is there a console to look at or someone who can call me the major mistake Ive done?

#

Its getting weirder

full quarry
#

and your image resolutions are probably wrong

manic roost
#

Copy

#

There can be a wrong resulution?

manic roost
#

Ive now did a pic on 1024x1024 -> error
and then with 256x256 -> error

#

What to do now? It worked as png

manic roost
#

What is ment with LERP?

ashen violet
manic roost
#

I did named it _CO for color

#

Im looking for the list that explain all the endings

#

Does the .paa also generate displacement maps from the color map?
Or can it only convert an already existing displacement map?

ashen violet
manic roost
#

Thats a displacement map. For cuts and stuff that need "hight"

#

Can someone say me what is:
"TexGen1 etc."
"uvSource = "tex" "
Does it stand in any connection?

lethal condor
#

Displacement is not supported

wooden lantern
#

_nopx

#

directx normal rgb and alpha parallax texture

manic roost
wooden lantern
#

it might be more helpful if you say what you’re trying to accomplish rather than ask about random specific things

#

bc there’s a pretty likely chance you’ll never need to make a mask

manic roost
#

I want to learn about random specific things that arent well explained in wikis or forums

wooden lantern
#

if they aren’t well explained there then ur not going to get a good explanation usually

#

unless some random person who’s done it pops into here

manic roost
#

My hope haha

wooden lantern
#

so what are you trying to accomplish with a mask texture?

manic roost
#

today I randomly found a tut playlist of the bw-mod team member

manic roost
wooden lantern
#

gang ur only using a mask texture if you’re using the multimaterial shader, which is only used occasionally on stuff like buildings and even then the super shader is better

#

look at the super shader, that’s the one ur going to be using 90% of the time

manic roost
#

Im into walking from Blender to Arma

wooden lantern
#

are you familiar with substance painter for texturing

manic roost
#

Thats the way I usually would try this shader thing, (.rvmat Im also new new bambi new into this)
where can I find some intel about super shader? Is it a map?

wooden lantern
#

It’s a shader not a map

#

hence super shader 😭

#

just look at the wiki page titled super shader and the other one titled rvmat basics

manic roost
#

Sorry lol

#

My next question is:
What are smdi textures?

#

Got it

wooden lantern
#

surprise it’s on the wiki page lmao

manic roost
#

hehehe

#

I learned about that

#

But my browser eats all those tabs

full quarry
wooden lantern
#

ye

#

that’s a terrain texture so I figured 😭

#

tileable texture from one of the best websites for free ones

full quarry
#

@manic roost for objects you would do just normalmap with _nohq suffix

manic roost
#

Wait a second @full quarry, you wanna tell me that I insert a normal .png in ruleset of the .paaConverter and add
the suffix _nohq to it and the .paaConverter genarate the texture map on his own?

#

Mindblowing.

#

Its not an converter. Its an generator.

full quarry
#

its just a converter

#

it wont make you a normalmap

#

that you have to do yourself with some other program

manic roost
full quarry
manic roost
#

I really like the fact that the map I never heart from convert itself

full quarry
wooden lantern
#

😭 we mod in a society

full quarry
#

you have stopped reading what I say

manic roost
#

Thats really really true

#

I wanted to go to bed 4 hours ago. Its 3.10 am in germany..

#

Ive got sucked into progress after a long time of dry learning 😄

full quarry
#

I can mute you for the night if that helps

#

you really need to go.

manic roost
#

I can do this on my own 😄
Good night and thanks for all that help to @wooden lantern/ @full quarry

manic roost
#

**# ❤️ **

full quarry
#

progress is nice but you need to also remember stuff tomorrow.

manic roost
#

Hey there, another learning session and progressing
I would like to get some support about Bakin Normal Maps in Blender
I already got some first ressults wich Ive attached to the post.

I know thats a wrong normal map thats the reason why Im here.
Can someone say me what the "Baking" progress is and how it slightly
works so I can give it the best conditions for the process

full quarry
#

best use those

#

for object like this you would not bake normalmap

#

and geometry lod does not have textures

manic roost
#

Thats what the .paa converter does

full quarry
#

yes that is correct

manic roost
#

Thats my lates try with an diffrent object. That looks more correct

So its the way I bake it

full quarry
#

your source texture looks like that

manic roost
#

correct me when wrong

manic roost
# full quarry

The .paa converter added one single line on the top bar of the "C".

Thats exactly what my further question ment to ask haha
So why did the .paa converter added this single line and what
does it mean in detail for the other cases.

full quarry
manic roost
#

Okay got it, so its part of the .paa file.
Why isnt important for the beginning. Thats just a way
I want to avoid future issues in generating textures and
maybe speeding up the learning

#

Btw the reason why Ive returned shit from Blender has to be something with the positioning between object and baker

full quarry
#

do go invent your own procedures

manic roost
#

So why did the .paa converter add this single line in case of normal map converting?

full quarry
#

I dont know what line you talk about

manic roost
#

It was a resulution thing. Blender added the line during baking

#

Left: .paa Converter | Right: Blender.png

full quarry
#

you dont really have any normalmap data in that picture

#

its just the base 0 color

#

I would recommend setting anything Arma related to the side until you have the basic modeling and texturing things in Blender understood

#

you jump too much

manic roost
#

Thats how I returned that result

#

I gues its the positioning of objects in the 3D space

#

Let me show you the case of the other images so you maybe can tell me something
about how to positiong Baker&Object to each other

#

Thats how Ive done it with the "HaufenScheisse" -> "PieceOfShit"

manic roost
#

Those are my baking settings

manic roost
full quarry
#

I would recommend looking up baking tutorials for blender online

#

its very well documented

manic roost
#

Ive did

full quarry
#

so I dont have to explain same tthings again

#

Bake objects have to overlap yes

#

and you can set the distance it samples from

manic roost
#

Please dont tell I should investigate online if I try to learn with a human

No front!

full quarry
manic roost
full quarry
#

you can also read blender manual

#

it has good information

#

This is model making channel yes, and model making questions can be asked. This is not however learn modeling from 0 to 100 channel

#

cant expect teaching everything

manic roost
# full quarry the human has other things to do

I totally respect that. But please also respect that the reason Im looking for human is not that Ive found good data online.
And I can relate that it causes traumatha to always repeat the same

full quarry
#

I can understand that. but I wont teach you everthing here

#

I've learned stuff on my own online so the information is out there

manic roost
#

------> "Its a good platform to learn and switch data" <------

Not -> "Its a school with teachers"
its a forum

manic roost
#

Can you recommend some good sources where I can read about those specific things?
Maybe a wiki you would recommend or a .pdf?
All Ive found is "BUY MY SHIT"

stray relic
manic roost
#

Sorry for misunterstand

stray relic
# manic roost Sorry for misunterstand

This is apparently a good course for learning Blender ("Blender Guru" on Youtube).
https://youtu.be/4haAdmHqGOw?si=MYM51O3cIl57sWIk
There are no doubt some Discord servers for helping Blender users too.

The complete beginner blender donut tutorial course in one video for those who prefer it over the multipart series.

Watch it in parts: https://www.youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z

===Links🔗===

Blender Guru Discord: https://blenderguru.com/discord

Keyboard Shortcut Cheat Sheet: https://docs.google.com/document/d...

▶ Play video
full quarry
#

Part of the path to learning is figuring out how to find information.

manic roost
#

@lusty mesa scroll up in chat
@full quarry thats why I were here

Have a good one

#

Btw, thanks for the tips and the "help" you gave me

stray relic
manic roost
full quarry
hallow jay
#

Is someone seriously struggling to find free information on how to work with Blender? There´s millions of videos everywhere.

stray relic
hallow jay
#

Random Indian guy´s channel isnt up anymore

#

At the end of the day I think Blender is anyway mostly learned by simply practising rather than spending hours watching tutorials.

full quarry
#

Tutorials can give a direction to what to try out

hallow jay
#

I remember I initially watched a bunch of long tutorials, then opened Blender and couldn´t really do anything anyway since I couldn´t digest all what I had just watched tryingnottokek

full quarry
#

It is a lot to learn

#

it needs time

gloomy arch
#

Anyone knows, how do I add/replace with my own camo's in this menu ?
Can't find anything about it pretty much . . .

#

(for vehicles)

lethal condor
#

Search by VhC in wiki

stray relic
gloomy arch
#

YES, THIS IS EXACTLY WHAT I NEEDED !
God, I spend my two days on searching "Vehicle Multi Camouflage tutorial" . . .
Thanks you very much guys !

misty sphinx
#

And they have (crazy I know) some really good teachers in there

#

I'm not 3d model expert but they've either given me a link, or explained how to do it

manic roost
#

Hey there Im back :D
Im into using the imageToPaaConverter to convert my objects icon.
Im using a 1024x1024p canvas, export it in 8bit .png and try to process file in the converter
but the file remains red. I know about insertion sizes and think that my canvas and bit depth is
good. I also only export 1Layer from gimp into the .png.

What else could be my problem?

#

Is there a console in the ImageToPAA?

#

Is the factor of 4x256 valid? Or do I have to change my canvas to 512p. update: a canvas of 516x516/ 512x512/ 256x 256 doesent work aswell
Im really new and unsure because the happening a normal 1k square texture is 8bit because of 1.024x1.024p

full quarry
#

this is probably related to some other image property other than resolution

manic roost
#

What could collapse with my thing? What is the ruleset?
I only have source of https://community.bistudio.com/wiki/ImageToPAA
There is an ruleset of .png including alpha channels in squares of 256 with fatcor x2 explained
In other formats is a limit of 32bit so I also would be far away from that boarder...

I already succeded once but also try and error...
I would like to know the proccess details

full quarry
#

could be you used wrong bit depth for the png export.

manic roost
#

Okay thats a gimp thing...
... I want ps back haha
can I send you the export settings?

full quarry
#

PS has different bit depth options too

manic roost
#

Is that helpfull?
**And I cant open with TexView, ** idk what TexView is

full quarry
#

it opens up paa files

manic roost
#

Got it

#

Bit still incabable to convert the icon

stray relic
full quarry
#

automatic pixel format setting exports it as it is in gimp

#

which is whatever you created the image with

sudden harbor
#

Why hasn’t there been a ford f-250 super duty 2009 in an arma 3 mod yet?

#

Been looking such a long time for it

#

Now I’m trying to make it myself but idk how to and I can’t find the model anyway

full quarry
prisma olive
#

Hi guys, i need to reimport a model with textures so i can redo the textures, its baked with an rvmat - is there an "easy" way to do this?

I have Blender, 3ds max, obect builder, substance painter, etc etc

but i just cant seem to crack the code

ancient smelt
#

@frozen blade: I think one of the issues would be that the layer composition modes in Substance aren't 1:1 with the Photoshop ones.

full quarry
#

Or what do you mean by re import?

#

Is it model you made?

prisma olive
#

From p3d yes

terse agate
#

and what exactly are you trying to do?

hallow jay
full quarry
# prisma olive From p3d yes

Retexturing such assets is done by painting over the texture file itself in paint program like gimp or photoshop. Not in 3d. You can not touch someones models like that.

prisma olive
#

It’s models that were redoing - we have rights and green lights but the old dev is not around anymore, I’m asking if it’s possible to edit the current mask and texture files to fit the changes we made on the model itself

prisma olive
full quarry
#

And if the author is not around how do you have rights and green light.

#

Highly suspicious

#

And we have 0 tolerance for IP theft.

prisma olive
#

Messaged you privately buddy - there’s no reason to be suspicious

sudden harbor
#

That’s weird

manic roost
#

Hey people, could someone send me an example of an enhanced .rvmat file?
I dont understand it anymore. I watch videos even try to copy and nothing works.

For checking my knowledge: please confirm or correct

  • An code formed like {0,0,0,1} means a percentage value of the {R,G,B,Alpha} -> So that object would be visible with no light reflection, right?
  • The stages are like on the wiki ment so my _co needs to be stored in Stage1, 2 or 3 -> *or is there also some more system between those ranges of Stage 0-3

And could someone tell me something about the values of "texgen" and its usage?

for dodging all "go informate". I tried now 4 days and did nothing else. I learned a lot but werent able to solve that. So please help me

#

Stage0-3 is Color map so that shows all the componments of my color.
How can I understand Stage2 and Stage3? (I copied that from another user and tried to learn)

manic roost
#

Many materials have a well-characterized refractive index, but these indices often depend strongly upon the frequency of light, causing optical dispersion. Standard refractive index measurements are taken at the "yellow doublet" sodium D line, with a wavelength (λ) of 589 nanometers.
There are also weaker dependencies on temperature, pressure/s...

full quarry
#

if you want to change how the shine looks you can alter the N and K values of the fersnel stage

manic roost
#

And they are all preseted in the list
To create more like them, I would need to understand
the calculation of N and K. Thats what explained in the wikipedia

Understood if correct

But why does everybody stores there MAP_co.paa in Stage7 and not in 0-3 like its in https://community.bistudio.com/wiki/Multimaterial called

full quarry
#

_CO should not really be stroed in rvmat the diffuse texture typically with suffix _CO but also can be _CA is not stored in rvamt. Other textures in Rvmat can use _CO suffix though

#

its assigned on the model itself

#

except in multimaterial

#

thats special case type

#

oh you meant evnironment map

#

thats the the thing that is drawn in the reflections of shiny surface

#

it also has a flag to use one defined on the terrain so it can change if the terrain is different environment

#

_CO is just its suffix that tells its color texture without alpha channel

manic roost
full quarry
#

unless you use multimaterial

manic roost
full quarry
#

supershader that you linked the wikipage for is the most commonly used one

#

for vehicles, weapons, characters and other small objects

#

buildings and large things typically use multimaterial shader rvmat

manic roost
#

I really needs to say thanks already. Its a lot good information.

So I need to build the construction in form of a multimaterial shader.rvmat
to show the engine what I want. That also would mean that Im not allowed to
miss any Stages in my .rvmat file and need to define it with a tex (I also will need to learn more about intel of marked pic X)

Or can I just dismiss a stage like doing stage 1 in a multimaterial.rvmat with "...\texture_co.paa
But missing the Stage2/3 (because I dont really understand what happens in them, I gues detail work for advanced processing)

#

please notice if you want structured text instead of screenshots

full quarry
manic roost
#

In the example file I found somewhere is the Stage2 texture also defined with a fith value in the color section.
I dont know what it means and find nothing similar on the wiki.

manic roost
full quarry
#

wait no

#

so you are jumping around

#

try to stay on single topic at a time

manic roost
#

I also noticed haha
Im sorry and will take care

full quarry
#

stage0 is not used in super shader

#

the diffuse texture is assigned on the p3d

#

in multimaterial

#

you dont assign diffuse texture on the p3d

#

you only assign the multimaterial rvmat

#

and in the multimaterial rvmat stage0 is used

#

multimaterial uses a red green blue black mask file to project 4 different textures on the model

#

stage0 corresponds with the black color if I recall right

#

multimaterial and supershader behave very different

#

and have different use for the stages

manic roost
full quarry
#

you can look up the chat history for more answered question about multimaterial

manic roost
#

STRG+F is magic but a risky time invest

full quarry
#

theres also couple of pinned messages about that

full quarry
manic roost
#

Ouuu Discord got those... I always forget

full quarry
#

you cant expect this to be fast

manic roost
# full quarry you cant expect this to be fast

Thats a years taking process to really become good.
I started with .sqf as first language and it turned out that its also a great decission to start there because I were completly on my own again because no one could help.
Great thanks to @knotty marsh who really did a great job on helping and explaining. He got my full respect for leading me throw my stone ages in some kind haha
But I luckyly were able to run threw my own 10years roadmap and
build kind of a creativ workspace with diffrent topics . But my friends
are at own development like hunt showdown and have really less time
because they also focus on our Arma projects.
Others may not "teached enough" to help me out.

Im completly on my own and Im also in charge to document everything for
people who want to do similar.

I take this really serious and know what the way will cost me.

full quarry
#

yes

manic roost
#

heureca...
I feel so dumb

btw. what is "SuperExt" shader? Is it a thing? I saw it in multiple videos

full quarry
#

you can find more info in the chat history about it too

manic roost
#

So I gues its more beginner friendly for following generations if I explain them in SuperShader.rvmat
Multimaterial seems to be more enhanced because detail customizing is possible for all stages.

full quarry
#

if you want to sure go ahead

#

just learn the stuff first before try to tech it forward

manic roost
#

Thats a part I really need to explain.
I do it first and bring it to work.
Then I think about and try to write it down. Then I detect knowledge gaps

of course Im not in a position to teach people, but I try to create best conditions

full quarry
#

👍

manic roost
#

Im reading about the SuperShader at the moment and Im wondered
about the word "Environmental Map". In Stage 7 is MAP_co.paa used so Im asking
to myself if there is a diffrence between.
if I google I only find relevant info about ArmaReforger

full quarry
#

the names of the files are irrelevant. dont get hung up if they dont always match

#

it can be aeERTHejai9e5jha_Co.paa

#

as long as it fills the requirements of the image

#

names are good to be clear for easier understanding what they do though

manic roost
#

I tried to find out something about that "texGen" thing and found a lot usage and a less explanation.
But it formed a picture so I can ask now if I got it right and if the thing Ive found from my german brother
Dedmen is correct in the topic Im looking for info

So:
The texGen is just to preset and copy a setting about UV behaving.
But I dont know if UV = UltraViolet or if UV = UV-Mapping.

In my docs its all about dir/pos/transform. That sounds like UV-Mapping
So I gues mine should be 0,0,0 in all casese to use the texture atlas in combination with already
saved UV-Map from blender.

Only total missing knowledge is what "UVSource = tex" means. I gues its a default value wich most logical would be empty so 0,0,0 so the value I would use for TexGen0.

severe rune
#

Why would it be ultra violet

#

that doesn't make sense

manic roost
severe rune
#

tex is the UV given in the model

manic roost
severe rune
#

ugh yeah that page doesn't explain what they actually mean, just what the options are

full quarry
#

name before them not

manic roost
#

lost in space hahaha

severe rune
manic roost
#

That was magic to me when Ive found out. And then Ive learned about diffrence between converting and generating wich leaded me to baking and diffrent texture maps. I really loved to learn about all that and need to give probs to all people on my way who helped me like HorribleGoat

manic roost
# severe rune Why would it be ultra violet

another heureca
**UV means "unwrapping" ** why its UV and not UW doesent matter anymore to me

Thats also why geometry needs to be manifold. To be able to be shown unwrapped in 2D.

#

Btw I should greet you, Dedmen, from "Spiderman|Uwe", if you remember him. You played Arma2 back in the days.
sry for random moment, but he asked me for that favour

full quarry
#

UV refers to the texture space coordinates

#

UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common o...

#

modding a complex game like this is not really far from actual "real game development"

manic roost
#

Im back in the sheets now:

So Im looking at the "uvsource = "tex"
I dont know what it does but I gues its the default texGen wich contains the empty UV transform coordinates or applys the arriving data without changements

full quarry
#

so there are some basic skills and undrestanding of technology required to then understand how the game parts work

full quarry
#

tex is uvmap 0

#

tex1 is uvmap 1

#

most commonly only tex is used as source

manic roost
full quarry
#

some things like multimaterial use 2 uvmaps on same mesh

manic roost
full quarry
#

no

manic roost
full quarry
manic roost
#

love it...

But I gues I passed the language barrier and decide that Im missing to many pieces to use

full quarry
#

tiling as in repeating

manic roost
#

So wait. tiling = ~looping texture?

full quarry
#

yes thats one way to put it

#

multimaterial uses this kind of textures to cover large areas

#

so the texture quality looks higher

#

because it repeats/loops

manic roost
#

Ill need to learn about that and remember your words to
know how to avoid things like 3m tiles on the roof

Because I plan to use TexturAtlas. so im not able to overscale the UV to loop

full quarry
#

thats not how buildings are done in Arma

manic roost
#

Thats a screen Ive done in really learning of basic blendering and controls
that were created way before my first questions about blender related texture stuff poped in
sry for that again D:

#

Thats my meanwhile Blendering
but does nothing to the topic

manic roost
# full quarry

I usually planed to randomize UV for natural textures and pixel loosing scaling for looping on textur atlas
but this is 1.000 times better
but also harder, I like

#

Like this but its not multi usable

#

I would like to find out more about texture looping. Can you give me some keywords to search for?
My creativity stops with "texGen Texture looping"

full quarry
#

that shows how it can be represented in blender

#

that could be useful to study

#

Im pretty sure I have also talked about how it works somewhere in the past

#

so you might find stuff in the history

manic roost
#

lets go

Thanks for the intel 😄
Btw Im bloody new to texture painting/ substance painter.
So lets open another door. I feel confident Ive tamed all monsters in
already opened topics so they dont stab me in the back

#

But before:
Coffee, Cigarette, connect and think about all new knowlegde
Ill be back

#

That looks like a really rewarding learning. Lets investigate
but at first Ill need to rebuild the File... what a blender layout, who works vertical?
I really cant say "Thank you" enough

#

Lets go

full quarry
manic roost
#

This will take me a lot of time and if Im done Ill achieved a great knowledge base.

But it will be really hard. Talked now in multiple Blender Communitys to experienced useres.
All said that they have no idea why its done that way.

I gues its a output thing dependend with the enviroment I will use it in.

full quarry
manic roost
#

The shader map is the biggest issue
Thats how they do it.

full quarry
#

Blender shader has no connection to the ingame shader

manic roost
#

HA!

#

Thats what Ive also said

full quarry
#

expect that they use same textures

#

blender can represent same setup by connecting right textures to right shader inputs

manic roost
#

So its a output thing

full quarry
#

but it will never look 100% same because its different rendering

#

I got no idea why you would do this though

manic roost
#

Its the scale of the UV Map wich is used by them to scale the texture up for looping

full quarry
#

well

#

I guess sure you can do it there

#

and then apply same scaling to the rvmat texgen

#

but you could also just scale the uvmapping

#

I prefer control the uvmapping directly so its easy to align the patterns

#

I dont like playing with the scaling through the values

#

thats what the second uv map/ uvSet is there for

manic roost
# full quarry but you could also just scale the uvmapping

Correct. So Ill drive my attention to your file and understand the how it works

My first gues is that your "just" creating the values in a enviroment you can see their allignment direct
So I gues the shader map is a converter to produce usable values for the multimateria.rvmat

Correct?

full quarry
manic roost
full quarry
#

the value ranges are probably different though

full quarry
manic roost
#

Its a statement. So I tried to double check if I correctly understood why you do it like that and wich benefits your achieving

full quarry
#

I guess its part of this is how Ive learned to do things and part of this is way to control exactly how the texture looks

manic roost
#

Thats exactly what Ive ment 😄 Great ❤️

full quarry
#

the shader setup itself mimics how multimaterila works in Arma engine

#

it takes the mask

#

and draws the different surfaces on the mask

#

according to the second uvmapping

#

its not 100% exact match especially in how the different mask colors blend together

#

but id say its at least 90% accurate

#

but it is also a basic setup that can be elaborated further if you have the skills for it

manic roost
#

Its just funny talking to movie makers that determine me crazy for their not understanding of our final enviroument haha
the pros quit on that.

Its like programming .sqf with colours haha

full quarry
#

how it can look with more elaborate production to paint the macroMap (MC) texture

#

theres partial generation nodes that are then contolled by painted masks and so on

#

for a texture to be baked out

#

but this stuff goes beyond what I have really time to teach

manic roost
#

Thats okay of course because those things are created by simply connecting knowledge together.
I call it puzzling.
Put to get the puzzle parts I need to understand the base of everything

manic roost
manic roost
#

Im still a bit confused but thats normal haha
So the .blend file is something like a converter that output the tiling settings, right?
Or am I at the woodpath?

full quarry
#

except the mask texture file

manic roost
#

Ive found a really talented guy who where able to kinda explain myself what is going on on Blender site

Next step will be to understand why it does that and how I can use it for my terms

full quarry
#

but to have the mask file and tiling textures look same in blender and in game you would want to match the transforms

manic roost
#

Ahhhh ohhhh I remember we had this already
So its translation of tranfsormation.
So I can just use the UV from it for tiling, is that correct?

manic roost
#

3 brains melted so far - 1 freakout hahahaha

full quarry
#

I guess just try it out and dont try to logic it before

#

as you may lack the experience to have the right questions

manic roost
#

Im planing to but also kinda enjoy to see those well experienced guys quiting.
Those guys who lought about the workflow we need for Arma

This is kind of a break without a break. 17oClock my Break is other. Thats the second one I do today.
Im in now for already 10hours today. I really learned a ton of usefull information but take also need
to take care about myself. I dont ate, I slept 3 hours the 3. day but Im so motivated that it doesent matter.

I just need little breaks at strategic points to think about everything and bring silence in my brain
for the next step
I know its not the usual way of living but I also dont see the sence of life in earning money. I want to be happy and this is the essence for it

manic roost
#

Thats a real good source to learn from. Im still analyzing and study it but already achieved a lot in my eyes.
Its still a shit ton to go on but slowly the fog goes of

And its good to know that visual LODs can store more then 1 mat/UV-Map at the same and also can be non-manifold

severe rune
manic roost
#

The more I understand the more I see that I will need an TexturAtlas to size down the data volume
It is a super usefull way to first align the UV and then define the range of texture inside the alignment.
I always thought it is build from the other side. So that I would need to export the UV and edit its TexturAtlas.
But in this way Im able to throw them all together, miss a bit of pixel, and pick it out the way I want.

Next step is to understand and learn to reproduce it. Then Im ready to documentate all ways of texturing.

  • Single Texture
  • SuperShadow
  • Multimaterial
  • With/without TexturAtlas
  • Algining all maps together
manic roost
manic roost
#

Can someone send me an example of an Multimaterial.rvmap/ SuperShader.rvmat?

full quarry
manic roost
#

data_f is copyright

full quarry
#

?

manic roost
#

SupderDefault.rvmat isnt readable for me

full quarry
#

get yourself mikeros toolset and unpack the arma data on your P drive with arma3p

manic roost
#

Im a bit confused because I dont know wich data exactly

full quarry
#

well basically almost all of it

manic roost
#

Wait what? I got hours of headaches

full quarry
#

if you manually extract all of them

#

the purpose of this is 2 fold.

#

you have access to the vanilla files as reference

#

and when you use pboProject to pack your pbo it can check filepaths against the data on P drive and error out when you make a typo

manic roost
#

I need a memory stick from you...
I gues I already did this

I thought its default to receive all Arma Data on that storage

manic roost
#

omg

#

I smell another 2 hours of understanding for geting things I need to understand

full quarry
#

there is also all-in-one installer at mikeros shop page

#

and the free version is enough

manic roost
#

there is a paypal to enter the shop to get the free all in one installer

#

So Ive to assemble them all together by myself

manic roost
#

ai ai ai that hurts
In germany we say "Wer lesen kann ist klar im Vorteil"
"Who can read got the benefit"

full quarry
#

🔎 👃 🔍

manic roost
#

And what does it do in detail? Do I have to worry that something gets deleted or overwriten?
Or is it just going to unpack everything?

full quarry
#

it unpacks data in A3

#

on your P drive

#

your P drive hopefully is kept neat and clean and only has Arma modding related stuff 😅

manic roost
#

Yes. Ive only created a EBER\Folder to sort things. Its structure is attached.

#

Now I can see
*But also have "Z:\Volume" because P:\ is already taken by Arma3Tool

manic roost
#

I came, I learned, I can sleep now. Tomorrow Ill fullfill.
Just went back to thank you again @full quarry. That was a great learning!
And also a great and colourfull experience to gather all that info 😄
I know its not complete, Ill need MaskMAP. Good that Ive understood now why its needed hahaha

full quarry
#

👍

#

the mask itself can be hand painted in Blender pretty easily

#

but it is also possible to generate it with procedural material nodes same way as other procedural materials work.

The main thing is that the Mask can only have those 4 colors (or mixture of them) but most of the time solid colors tend to work best.

But the method of its creation is up to you

manic roost
#

https://youtu.be/9adSZvQLWdo
Thats my wake up plan. Wake up, coffee, laptop: Go

I gues the cap is a reason of the multimat.rvmat format of 0-3 CO MAPs
So the Multimaterial is better for higher quality because I use the whole texture instead
of an SuperShader where I would use one canvas of TexturAtlas.

Multimaterial/ SuperShader: passed in theory

"But the method of creation is up to you" <- Im so excited of that day. But Ive got a 10 year roadmap Im in year 6.
Year 10 ends with .sqf and C++ and the eyes on modding and programming own gamemodes with the community.

Long journey... and the hard part only began. LETS GO!
*but now Ill sleep 😴 *

This video covers the baking of ID masks in Substance Painter and Marmoset Toolbag.

Song: https://youtu.be/PWXao2AVDF8

Project files:
https://drive.google.com/drive/folders/1SKfFflOXbmPX19I163YR359Bf8X27WyN?usp=sharing

Contents:
00:00 - Intro
01:14 - Preparing Model in Blender
03:11 - Baking ID Mask in Substance Painter
05:32 - Baking ID Mas...

▶ Play video
full quarry
#

so multimaterial is very good performance too

#

ID masks is very similar thing

sudden harbor
full quarry
manic roost
manic roost
#

IDMask: Done
Understantment how to use: 50/50

#

I gues I need to investigate more into the align part with the diffrent colors.
Because youve renamed it and recolerd. I need to figure out how. Because this has
to be the missing piece.
So I will need to setup: Purple, Pink etc.
If my theory is correct.

pls delete if out of topic

full quarry
#

no relation to actual function

#

also mask colors must be RED GREEN BLUE BLACK

manic roost
#

Ouuu

full quarry
#

otherwise the different textures mix together

manic roost
full quarry
#

youre making it sound way too complicated

manic roost
#

Got it - your right
just switching colors to RBG and turn Green and Blue to zero that Red remains
for black Ill have to turn down saturation

manic roost
#

Slowly it forms 😄
That would be impossible withou you @full quarry.
Im so thankfull ❤️

I just will need to figure out a little more details. But thats Blender related

full quarry
manic roost
#

Thats a terrible imagination 😂😂😂

full quarry
#

youve skipped ahead a lot by having these tips 😛

manic roost
#

Ohhhh yes. Thats like a shortcut.
Ill never forget that.

full quarry
#

I did all the sidequests. blobdoggoshruggoogly

manic roost
#

Next step will be to do it. So to run it through the ObjectBuilder.
Im kinda hyped, kinda scared. LETS GOOO

manic roost
dense peak
#

I have some basic experience in Blender. Can someone point me to a wiki or tutorial for the steps to make a texture for a new model? I will be making some simple headgear, and eventually some uniforms. I know I can handle the cfg side, so I just need to know how to create the maps or whatever the layers are called, to then make the art for the skin.

full quarry
#

possibly highpoly - lowpoly workflow

dense peak
full quarry
#

and there will be mistakes and things you scrap and remake

dense peak
full quarry
#

👍

manic roost
#

I dont understand it anymore D:

Im back at the SuperShader again because my first object only contain one
color plus the maps.

Ive read https://community.bistudio.com/wiki/RVMAT_basics#Basic_Surface_Setting multiple times and thought I do understand.
All values are RGB Alpha so for example: Diffuse = { 0 , 0 , 1 , 0.5};
That means only Blue colors will be reflected with 50% transperency. Is that correct?

#

Because my texture arrives darker then the backsite of the moon with all default values from the wiki

manic roost
#

After 4 days of suffering I made an step...
My ambient shader is fucked...

Ive converted it with _as as suffix. Is that wrong? Is my main file wrong?

#

My normalMAP also seems to be not applyed.

I tried to call the sence
-> call denied, sence isnt there

#

I gues it is something with the uvTransform or better uvSource.
I find literly no explanation.
Also nothing about uvSource. I would like to use my BlenderUV in the Bulldozer

manic roost
#

Found something.

manic roost
#

Thats interesting. If I assign the Texture with the UV Map printed on, nothing shows up on the Bulldozer

Im breakfasting at the moment and I see that there is a solution gap.
All textures run on 2k. The UV map Ive build goes on 1k. Ill fix and try if im back on the PC

manic roost
#

There I go again. Hes not using the color map of the .rvmat
but I gues thats normal

#

The frustrating part is that I already made it a few times

#

But its a good learning... for stamina

frozen blade
#

hmmm, well i can't export the layer as an individual image file

manic roost
#

.rvmat is asigned. UV is aligning.

I think its the texture itself that is made in the wrong way...

#

But its getting to late for me, another 17 hours of ongoing.. Ill also have to prepare the game server for todays op...
So I hope to receive some intel from anyone meanwhile I rest a bit.

I say thanks for everything in advance, hear you later

vast relic
#

Anyone wanna talk about setObjectTexture? Or is that more of a topic for #arma3_editor?

Using setObjectTexture [0, "textureName.paa"] on a unit will retexture their uniform top with no issue, but setObjectTexture [1, "textureName.paa"] does not correctly map the texture to the pants. Is there something I can do about this or is that just the way it is and I have to go through the trouble of making a mod in order to make this work?

stray relic
thorn rune
#

Is it difficult to change a flag on gear (uniform, vests, helmets)? Purely just the flag and nothing else?

stray relic
thorn rune
full quarry
#

You have basically picked the only one that dont work right

dense peak
full quarry
dense peak
full quarry
#

if its a bug in model then no

rare ginkgo
#

is there a way to convert paa files in bulk

#

converting 4k textures with texview is kind of tedious

stray relic
rare ginkgo
#

thanks

full quarry
manic roost
#

Im back with my texture_as.paa :D
I meanwhile tried one of your textures to be sure its not my texture.
I got the same backsite of the moon result...

What can be the issue?

If I replace my normal map with the standart color texture it works
pls dont ghost me lol

stray relic
manic roost
#

Yes

#

Thats my file

ambient[] = { 1, 1, 1, 1 };
diffuse[] = {0.9999999,0.9999999,0.9999999,1};
forcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = {0,0,0,1};
specular[] = { 1, 1, 1, 1 };
specularPower = 30;
PixelShaderID="Super";
VertexShaderID="Super";


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


class Stage1
{
//    texture= "#(argb,8,8,3)color(0.5,0.5,1,1)";
    texture = "\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\UVFundament_nohq.paa";
    texGen = 0;
};

class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    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(0,0,0,0,MC)";
    texGen = 0;
};

class Stage4
{
    texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
//    texture = "\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_as.paa";
//    texture = "\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\CzechHedgehog_01_new_F_as.paa";
    texGen = 0;
};

class Stage5
{
    texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
//    texture = "\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_smdi.paa";
    texGen = 0;
};

class Stage6
{
    texture= "#(ai,32,128,1)fresnel(3.5,1.22)";
    texGen = "none";
};

class Stage7
{
    texture = "\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\UVFundament_co.paa";
    texGen = "none";
};

Yes, its messed up from try&error

stray relic
# manic roost Thats my file ```sqf ambient[] = { 1, 1, 1, 1 }; diffuse[] = {0.9999999,0.99999...

Use this one instead, changing your_path\your_texture to suit of course

diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 40;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1
{
    texture = "your_path\your_texture_nohq.tga";
    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(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "your_path\your_texture_as.tga";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
class Stage5
{
    texture = "your_path\your_texture_smdi.tga";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(1.33,0.5)";
    uvSource = "none";
};
class Stage7
{
    texture = "a3\data_f\env_land_co.tga";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
/*
class StageTI
{
    texture = "your_path\your_texture_ti_ca.tga";
};
*/```
manic roost
#

Im on this since 3 weeks and no one is able to help me... at least @full quarry helped me

manic roost
stray relic
#

Your texture is broken. You ask how to fix it.
You show your rvmat. Your rvmat is broken.
I supply a working rvmat.

manic roost
#

Im really thankfull for that. But I would like to understand. I know that knowledge is expensive and everybody is poor because the rich keep everything.

But I dont care. I want to be creative and give something to the world.
So I would like to understand whats going on. What in detail broke my .rvmat

full quarry
#

you didnt set the the stages right

#

you have basically invented your own formatting

manic roost
#

Okay, in detail?

full quarry
#

yea I meant what you had after that

#

default_super.rvmat is what you would want to use as base

manic roost
#

I did

#

Then I filled in the blanks and it turned black

full quarry
#

well yours looks nothing like it

manic roost
#

AFTER 3 DAYS!

#

Of try and error

#

I cry

full quarry
#

sometimes one goes to wrong direction

#

main thing is you turn the donkey cart to right direction

#

if you take the rvmat apollo posted as base and work through that, is there difference?

stray relic
#

Once you are using the correct format of rvmat, and if it still doesn't look right, then we can examine with you if your as, nohq or smdi maps are perhaps broken.

manic roost
#

Apollos also dont work

stray relic
#

please post the rvmat that you used

manic roost
#

Meanwhile Ive connected to known lakeside modders and own game devs
They dont have a clue

#

.rvmat comes

#
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 40;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1
{
    texture = "EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_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(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_as.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
class Stage5
{
    texture = "EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_smdi.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(1.33,0.5)";
    uvSource = "none";
};
class Stage7
{
    texture = "EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle\Fundament_co.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,1};
    };
};
/*
class StageTI
{
    texture = "your_path\your_texture_ti_ca.tga";
};
*/
#

(I copy pasted all paths/ names)

stray relic
#

Is your project on a p:\ drive at
p:\EBER\Medien\Texturen\rvmat_Sammlung\SuperShader\SteinSingle\SteinSingle

manic roost
#

Dafuq

#

the path

stray relic
#

two steinsingle?

manic roost
#

Aiii

#

Aiii

#

Aiii

#

I

#

go

#

puke

full quarry
manic roost
#

6 people starring at it

#

No one sees

full quarry
#

well

#

this is one of the most common mistakes to do

manic roost
#

Ill delete my discord acc

full quarry
#

so you are in the club

manic roost
#

Thanks for not loughing

#

Im ashamed as hell

#

Sorry for wasting your time

#

I really want to apologyze

stray relic
#

This should be obvious in Object Builder if you know how to look.
Use the Resource Library window and look for green icons against the textures (means they are found at that path), or yellow question marks if they are not found.

manic roost
#

but it loaded in
Ill restart the .p3d

rare ginkgo
#

does anyone know how to get subdivision surfaces with displacement to show up in object builder

#

i know i cant use actual height maps but is there a way to turn them into portable meshes

rare ginkgo
#

nvm

full quarry
rare ginkgo
#

i was just wondering if i could change it into an actual mesh somehow

#

i know its possible because i saw some props with it but im not sure how they did it

#

or just baking it into actual geometry

rare ginkgo
#

nvm found it out

#

applying the modifier didnt work for me the first time around but now it did for some reason

#

thats why i originally asked

full quarry
#

If you are making a thing to use as ground surface cover, remember not to make it too detailed so it stands out from it's surroundings

rare ginkgo
#

making it less stood out wasnt the only problem though

#

a flat plane had like 157,000 fucking faces by default 😭

#

almost crashed my pc trying to apply the modifier without knowing

full quarry
rare ginkgo
#

i decimated it though thankfully after i noticed

#

not before my pc crashed once and my gpu overthrottled

full quarry
#

Fry breakfast eggs on gpu

worldly parrot
#

Hello there ! does anyone have the texture template folder as the forum are down ?
I need it but can't find id

median jacinth
worldly parrot
prisma olive
#

Anyone had luck with importing a _co file and it lays ontop of the P3d fine in blender? i really cant crack the code

whole haven
#

Does anyone know where these shading artifacts are coming from? The model is triangulated already and looks fine. I believe it's something to do with the RVMAT's, but I'm unsure.

#

Also I'm trying to attach a picture but this chat will not let me.

full quarry
sleek temple
#

Good evening, gentlemen). I added a macro texture to rvmat in the second uv set, but now there are artifacts (a lot of black stripes). How can this be fixed?

full quarry
#

building models are not really supposed to be textured via supershader anyway

#

you typically do this kind of large objects with multimaterial and tiling textures

sleek temple
full quarry
#

this is all wrong

#

I dont really have time to waste for bad practices. sorry

sleek temple
#

the problem is solved. I don't need any help thank you

ebon charm
#

if i wanted to add my own textures to clothes like e.g. cod ghosts rangers,How would i approach that task?

shy quartz
#

hey guys im trying to set up live texture reloading like in the pin, but how do I actually load the mods? Launching diag.exe onlyu loads vanilla arma

Also, how are you supposed to make the PBO with the global drive speciifers, ig et errors:

lethal condor
#

Read and refer to the pin, also its refered post

shy quartz
#

neither of these issues are discussed in either pins

lethal condor
manic roost
#

moved post:
09:46]HorribleGoat[ARMA]
: chromatic shiny look is possible. but often may need its own rvmat for extra shiny parts and another for more rough/matte parts

anwser:
Thats a really great and creative solution. Ill try and test it out after Ive solved my current problem wich is described in
https://discord.com/channels/105462288051380224/105462541215358976

manic roost
#

Ive to confess you something @full quarry...
I havent stopped to work on the multimat. I just wanted the training and the
experience with this shader type. But I havent managed for success. Im on this since
4-6 hours now, did talks with topic related people, did talks with game developers and so on

We werent able to detetect the issue...
I will do it finally with the SuperShader and an TextureAtlas. But my inner monk suffers on multimat...

The issue is that my second normal map isnt going to be apllied correct. (The wood desk on the picture)

full quarry
#

well you are trying to use it completely wrong way blobdoggoshruggoogly

#

I dont know what to say

manic roost
#

Thats how Ive interpreted things

how hard can it be?
FACEPUNSH

#

I will search for an existing multimat my existing files

#

Ive found shed_multi. The major diffrence I can detect is my "missing" uvTransform.
If Im right, uvTransform only reposit the already exisiting UV. But Ill need to figure out how
I precise allign the UV.

manic roost
full quarry
#

for multimaterial puposes this is for the RGB mask

#

NOT

#

for textures

full quarry
#

you use the 2nd uvmap/uvset for the TILING/REPEATING textures

#

NOT

#

Baked textures

manic roost
#

aiiii

full quarry
#

as in the basics of multimaterial

manic roost
#

OH MA GAWD I should have known this... Ive assembled the nodes in blender for it

full quarry
#

yes

#

and why I was confused why you were trying to do complete opposite

#

and use multimaterial like supershader

manic roost
#

Now my inner monk is quiet again. Lets do 10 mins of break and then Ill need to find out how to use sertain aspects of SubstancePainter and how to assemble a texture atlas etc.

full quarry
#

substance painter is not really that effective for multimaterial making

manic roost
full quarry
manic roost
#

Im awake since 3am. Thats also kind of the time Ive investigated into learning and going on (now its 6.30pm)

I was missing the forest because of all the trees...

#

I need a brake. Im on this since ~14hours
Ill be back.

full quarry
#

makes modding easier

#

max 10 hours of modding in a day for you

manic roost
#

George is the sleep

#

But fun aside -> Your right. But 10hours? For learning: Okay. For processing: Maybe

lethal condor
#

You cannot make progress without learn. You are not doing right

manic roost
#

You are not understanding right.
I say that learning is more intense then doing

full quarry
#

you fry your brain

#

do less

#

and success more

manic roost
#

**I agree to 100% ** slower times will follow
Its like becoming a rabies dog sometimes. its not efficient in succeding only for stamina and roughness

dusk nest
#

Hello, I've been trying to get into texturing, specifically for the HGU-56/P helmets from RHS. However, after all the guides I've read and seen I have one major problem: I can't find the paa files for the Helmet in the RHS files, much less the Config file. If someone could help me out here, I would really appreciate it:)

full quarry
dusk nest
#

Thank you, I'll have a look

marble pasture
#

Hello! Lately I've been struggling to improve the way my collimators' reticles look like in arma. Specifically when playing on winter maps.
The problem is whenever the lighting is too bright, for example, when the sun is at it's zenith and the weather is sunny, the reticle is barely visible against the snow.

As far as I understand the way Collimator shader works it takes the color texture assigned to the mesh and uses it to produce light, meaning no matter what the final result will never be completely opaque.
I've been trying to use other shaders like Super, for example, but the problem is that it makes the whole plane with that material opaque when using the NVGs or Thermals.

Currently my rvmat looks like this:

ambient[]={50,50,50,1};
diffuse[]={0,0,0,1};
forcedDiffuse[]={1,1,1,1};
emmisive[]={370,330,350,0};
specular[]={0,0,0,1};
specularPower=8;
PixelShaderID="Collimator";
VertexShaderID="Basic";
RenderFlags[]=
{
    "NoReceiveShadow",
    "AddBlend",
    "NoZwrite"
};
class Stage0
{
    uvSource="texCollimator";
};

Is there a way to improve the contrast of the collimator reticle for such occasions? Thank you in advance.

manic roost
#

Ive switched now to the Super Shader but Im not able to load my
texture_co in. All _maps are loading in but not not the _color

lethal condor
#

_co is not a part of RVMAT

manic roost
#

That was a really acurat anwser

#

Thanks a lot 😄
Ive added the texture now to the texture slot lol

But my result is kinda bright, ive assigned an aluminium fresnal with an 20 specular
My mate gues that the normal map is to extreme. What else, engine related could cause this

manic roost
#

I would like to solve this area in final with an Alpha. What do I have to take care of?
Is it okay to have an double face? Is there any source to read about the textureMap_ca?

full quarry
#

the model is already very simple so few more faces wont really affect anything

#

and you can easily close it off in next distance lod

#

in case like this few faces is better than turning the model into transparency calculation

manic roost
manic roost
full quarry
#

anything that is mechanical and has joints or parts that fold around an axis look better when modeled accurately

manic roost
#

Yes but no. So yes for visual. No for usage.

Ive decided to focus my learning on:

  • Seating function (player can take a seat with ace/ addAction)
  • Diffrent viusalLOD stages
full quarry
#

you dont have to make it animate folding or stuff like that

manic roost
full quarry
#

but if it looks like it could then it serves the purpose

manic roost
#

Now Ive got you. Just make it looks like it works so the people more get immerse the game

full quarry
#

for transparency the chair might not be the best test

manic roost
#

Okay so:

  • Diffrent visualLOD stages
  • Seating interaction

(those will become the focus of learning)

agile topaz
#

Hello, I just finished a repaint of a Hummeve, I used Arma tools to extract the .pbo file, and the image viewer to convert the texture to .png, after the texture is done, what am I supposed to do?

#

I mean, to replace the repaint inside the .pbo file

full quarry
copper helm
#

If I have a paa that is a ca file and I copy paste it to another folder do I need to resave those paas again for them to work properly?

agile topaz
#

Bc I'm having a lot of trouble doing that

stray relic
copper helm
manic roost
#

First day message for me in here haha

Ive learned about addon prefix https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon#Addon_Prefix and fixed it
that people arent able to open the mod. Now they are receiving the model but no texture.

I followed the problem and gues that its caused because Im still using the original path in my Blender before exporting with ObjectBuilder/ ToolBox.
Do I also have to type in the prefix\path in there to "transfer" the .rvmat path?

lethal condor
#

Yes

manic roost
#

Do I also have to do the same with the surface_sound texture?
That would also mean that I have to pack that into the final.pbo so the user download it -> would make sence

lethal condor
#

a3 PBO is always there. Even if you don't pack into. Is that you ask

manic roost
#

I think Ive left some informations for you. It was unfair from the beginn haha sry

Z:\ is my mikero drive. Thaths where Ive took the surface_sound texture for making the right stepsounds

Do I have to create a folder in my P:\Prepared.pbo that contains the texture_sound and link it via prefix in the Blender file?

full quarry
#

what

#

what

#

how

manic roost
#

the "workspace" ?

full quarry
#

does not compute

manic roost
#

Thats how Ive setled it up

#

Thats what I receive

full quarry
manic roost
#

Is that wrong?

full quarry
#

yes

manic roost
#

How should it be?

#

Should that be part of my P:\ Drive?