#arma3_texture
1 messages · Page 17 of 1
Hey ive been trying to have a go at retexurizing some stuff
but ive been stuck on not having the models show
if anyone i willing to hop on a discord call with me to debug id apreciate it
Tell the error message and your config. VC is unreliable way to troubleshoot
^ Post your config so that people can help you faster.
Invisible models usually mean one of two things: 1. you didn't define the model correctly in CfgVehicles for the uniform or 2. you defined the wrong texture path for hiddenSelectionsTextures[] (also in CfgVehicles).
But it's best to just chuck your config in a pastebin or something (and pretty please don't take a screenie of the config). List what mods you're retexturing for too (if applicable).
Wait...
do vests lay in the vehicles or weapons in the cfg ?
this is an example for one of the backpacks
retexutring for military gear pack
Vests are weapons, also code blocks are three backticks:
```cpp
Config
```
Don't forget the cpp for syntax highlighting
shit it's getting flagged for spam 😂
class TAF_JPC_Assaulter_TDP: ItemCore
{
author="Wyatt._.";
scope=2;
weaponPoolAvailable=1;
allowedSlots[]={901};
displayname="TAF JPC Assaulter (TDP)";
picture="\TAF_VESTS\ui\icon_Vest.paa";
model="milgp_vests\models\v_jpc_assaulter_base.p3d";
hiddenSelections[]=
{
"camo",
"camo2",
"camo3"
};
hiddenSelectionsTextures[]=
{
"\TAF_VESTS\textures\tdp_vest_jpc.paa",
"\TAF_VESTS\textures\tdp_gear_01.paa",
"\TAF_VESTS\textures\gear_02.paa"
};
anything that looks wrong ? @tranquil mason
That a backpack or a vest?
If its a vest, you're not modifying the ItemInfo (or at least not including it in that snippet)
anything else ?
Looks fine on its own
well it's a big ask but would be cool looking thru the whole thing ?
just a 2 min skim
I mean all the relevant bits are there
Should check your pbo prefix if you haven't already
No, looks like you're packing your entire mod folder and not an actual addon
Addon builder builds the folder you pick as a single addon. You should be packing the TAF_VESTS folder inside your addons folder
i did I just named the mod and the addon the same shit
What are you using to build?
I assumed addon builder, but with how that prefix it appears to be you are packing the @TAF_VESTS folder and not the TAF_VESTS folder in the addons
yup addon builder
i'll try again with a different name to make it clear
Property Value
prefix @TDP_retex_v1\addon\TAF_VESTS
Show your addon builder options
Like what folder are you selecting
Also the folder name needs to be addons, not addon
yup just fixed it
slight improvement gear model and texture showing up still missing the actual vest
I have used Adobe Substance for a non Arma project in the past, but I have never used Blender's paint option. What are the pros and cons?
Blender = Free
SubstancePainter = costs money but has lot of ready tools that take time to set up in Blender
Thanks, I watched some demos and thought this was the case. I have adobe CC, so I will wait for a free trial and give that a try first.
Is there a guide for the resolution of map marker textures and icons?
Slightly more irritating issue, what might cause an 8 bit image with an approved resolution (1024x1024) to fail to convert to a paa and even fail to load in TexView? A 4k version with an almost identical name gets through just fine. Difference in name is that one says Icon in it and one doesn't, but isn't an issue with other images with the same relationship.
Umm...not sure. GIMP says it's 8bit and Windows Properties says 8bit. The wiki for ImagetoPAA also says to use 8bit but doesn't specify any difference between 8bit or 8bit per RGBA. And not sure that'd account for the issue since the larger version is the exact image just at 4k instead of 1k
Out of 330 items, 51 have failed and I don't have a clue what makes them different
I think Explorer (or Property) can tell the depth, but I doubt you export it differently
How do you convert?
Or ImageToPAA, my bad
Managed to fix it...by copying the existing image over a blank canvas and exporting it...I'm utterly baffled
Seems to be from some kind of visual artifacting but definitely odd
the root level emmisive (lol typo...) property does not use its alpha channel.
I'll use the alpha channel of that, as a multiplier in SuperExt's em texture.
hey im having some trouble packing and finalising my mods if anyone is willing to help :3
it's a small like 12 class retexture
been working on it for a while but nthin worked :<
emmisive[] = {0,0,0,1};
emmisive[] = {0,0,0,100};
emmisive[] = {0,0,0,1000};
uhh..
explain what is problem
show the paths behind the message box
I was about to say, the last value definitely does affect it
I just multiply the color, dunno where the green comes from
uh
Options button bottom left.
"Path to project folder", set that to "P:\"
To keep asking me questions that I don't have time to answer? No 😄
But you can DM me if you want, its open
This is so F'ed.
I multiply the emissive texture with 10000. The black areas are 0,0,0,1 black.. But they still become green when multiplied.
Why is my zero not zero 
Yeah if I swap the channel its in red.
The texture read is reading non-zero from the green channel 🙁
if you are able to fix this i got some very neat plans with it 
I think its just the fog
A multiplier up to 100 still works okeyish. Maybe that'll just be the limit then
Its not the fog, texture fetch is just F'ed.
Fetch a black texture == green.
Hardcode 0,0,0 black color == no green.
I don't know whats happening here 
once the texture drops below highest lod, it becomes green. I'm stumped. There is no green in the texture
thats kinda really weird
HOLY FUMB
THE FROBBER
The generated lower-res MIPs of my black texture, have a 1 in the green channel
WHAT THE FRÖP
guh?
@tranquil mason if you want you can try it out.
This goes into dta/bin.pbo, I think it should be a drop in 🤞
Just set emmisive[] = {0,0,0,10000}; in the rvmat.
Who else wanted this? @kjw.. oh right he's banned
I also wanted this 🙏 thanks gang
I asked u about this like months ago and never got it working prolly cuz of mikeros
@old bluff did
ill give it a try on these 👍
I also want this feature haha
on next dev-branch you'll also get a signed bin.pbo which you can then copy over to stable 😄
you were faster xD
wait
question that might be dumb
if i make a ground clutter that's a decal can i apply this emissive onto it
It works on anything that you can put a rvmat with whatever pixelshader on
the part that might be dumb is making a decal ground clutter
i havent rly seen anyone do it and idk how to even make the decal like model n stuff so 😭
I would use decals as objects
clutter patterning becomes obvious with objects that stand out
Am not fully sure if decals work as clutter either 😅
the old OnSurface draw types might
OnSurface is the one where it like projects right?
that's what i was thinking about
yeah the vertex property
so can i just make a plane with onsurface in the vertex property then try that as clutter?
lets see
yes
No I'm not!!!!!
u should be...
did you bring pizza?
That musst be a mistake
Dedmen plz fix
is this a fix for the emissive values on the emissive mask rvmats?
Not sure what you mean by that. Its a new feature
I meant it allows you to increase the brightness of the mask?
the emmisive stage 8 mask
Yes
Wasn't really a bug though
yeah i misunderstood - i thought it was meant to work that way but wasnt
Trying to figure out how to test this - should I just sit tight?
Search emissive in this channel
it’s just a stage8 and using texgens which dedmen posted examples of months ago
He knows how to use it, he means the shader edit
Nah, I've got that bit working, I'm trying to figure out how to get the shader edit in.
where does it go though, do I just throw it in a mod?
okie
I tried doing that earlier, but I think I just did it wrong. gonna test.
oh yeah, that did it
You absolute legend Dedmen. 
Absolute peak, lets go
@severe rune you should add to Stage1 - Stage7 the uvTransform
i did some tests now with this you did, works pretty well and i love it, ill show some screens with explains
the texgen is the uvtransform tho right?
right is the variant i did before you did that "fix", left is with your variant
with no uvTransform Stage1 - Stage7 this weird specular issues happen, and these issues also change positions when you place other objects close to ithttps://media.discordapp.net/attachments/605797044065533972/1441539339082272819/image.png?ex=692229a0&is=6920d820&hm=e3f15fc63f5be0020b40ea4f5a26fd652c94c12634581c20642e0ed772c70a4f&=&format=webp&quality=lossless&width=1219&height=686
https://media.discordapp.net/attachments/605797044065533972/1441539655580385330/image.png?ex=692229ec&is=6920d86c&hm=4f0d3df5de071cdfdc3f969d1a61f84c1388501a744d5a0fcece925c3ba7673e&=&format=webp&quality=lossless&width=1219&height=686
https://media.discordapp.net/attachments/605797044065533972/1441539788992938164/image.png?ex=69222a0c&is=6920d88c&hm=92bf64e599dcd106361e04776f71c920ef307a257922b51cff53a4bb8ff816d0&=&format=webp&quality=lossless&width=1219&height=686
and also the normal maps get deleted or washed
now with uvTransform Stage1 - Stage7
https://media.discordapp.net/attachments/605797044065533972/1441548694712221914/image.png?ex=69223257&is=6920e0d7&hm=63cfd36d31c66183c2ac1d542685c569149e0a4e2d38c7e68f45321abb738ef6&=&format=webp&quality=lossless&width=1219&height=686
https://media.discordapp.net/attachments/605797044065533972/1441548766048948357/image.png?ex=69223268&is=6920e0e8&hm=09dc02a42b77a3849528a21ac5d985bb9a221ca31f67c63c8b1f81fb25239366&=&format=webp&quality=lossless&width=1219&height=686
https://media.discordapp.net/attachments/605797044065533972/1441548837721473215/image.png?ex=69223279&is=6920e0f9&hm=e30a991ec8c383ec7bf0d1e45534e96a018bf2c020d713a3feb0e5c5142eb129&=&format=webp&quality=lossless&width=1219&height=686
normals and specular / smdi still keeps positions, not washed and no issues
i just did not added the uvTransform to Stage8
really love it, just add lightsources cast shadows and its perfect 
post rvmat and texture im curious how bright and parameters n stuff
cuz i want that same green alien glow on stuff
aa this is maybe texgen related
Yeah I had some issues when trying to use TexGen, some of the maps were seemignly rotated / translated oddly and I couldn't figure out why
My solution for now was to only use TexGen on the stage 8, and use the old method of just uvSource = "tex" in the other stages
Thats what i did above cause had same issues like on pics above
It is on there, via the texGen
Maybe a texGen bug, with repro I'll look at it on Monday.
It's supposed to work the exact same..
if you want ill PM you my plant as seperate addon / source
for repro with 2 variants
Yea
Sent it to you 
be curious to see the .rvmat on that one.
More config related, but your pathing isn’t right.
It’s structured more like
Mod_Base_Folder\vehicles\offroad\data\etc\texture.paa
Are you packing using the p drive
so thats what its suppose to be? I typically do missions and stuff like that, this is the first time im jumping into "texturing"
I'll go ahead and move this conversation over to the config chat so I aint polluting this one lol
@severe rune what's the proper suffix to use with an emissive map?
like should it be _em, _g, or somethin else
I've been doing _emissive_co.paa because his write up on shaders just said it was a diffuse map
I think his example is _em though.
Mostly commenting so Dedmen will correct me if its wrong
i was debating on em
i like _g
Why _g?
Single letter suffix seems odd, I'd probably do _em if it should be that when converting to paa
i just use _ca cause i did on my plants the parts transparent
You can just use black
the _suffix is for imageToPaa/ Texview conversion rules
_em _g dont exit in the rules
_co works since its basicaaly a diffusemap, unless there is also a Alpha component, then you want _CA
or custom rule
i made my own rule
class GlowMap
{
name = "*_g.*";
format = "DXT1";
dynRange = 1;
};
just that
👍
Didn't realise you could make rules, tools could probably get an update to add _em / _g to just basically be an alias for diffuse. Probably _em based on Dedmen's example
sure. but also for the game itself it does not matter.
_em doesn''t exist. Practically its a _co
We just discard the alpha we sample. I could make the alpha of the texture have an impact but don't think thats that useful
Oops, the example ive sent you is _ca but works too
😅
I would say its not a bad idea to give it a proper suffix so textures can stay ObjectName_suffix like
datamodule_01_CO
datamodule_01_NOHQ
datamodule_01_SMDI
datamodule_01_AS
datamodule_01_EM
for example, rather than something like
datamodule_01_Emissive_CO
Keeps things standardised
I added a custom rule for _em, having it official would be nice though
How does one add a custom rule, in what exactly?
Aside from naming convention/organization, would there be any particular reason to denote _em if it’s just a diffuse layer that gets passed into the Emissive array? Grey-scaling the image would make it clear that it’s effectively an emissive blackmask
but I’m also aware that specific colours can be passed in, so doing that would make it uhhhh
Not great
Purely for organization / convention, and it's not effectively an emissive black masks because you can add color
True
As a note of practicality, copying black masks from substance would make it easy to correlate emissive paints being scratched off in certain places, say, emissive iron sight paints
Lit windows with dirt on them would be another use case
Is there any specific way to make arsenal icons for gear/weapons, like through Buldozer or similar?
I generally load my models into blender, load the _co layer in materials, and export a viewport render that I downscale to 256x256
Got it
I'll give it a try, thanks
Also, is there a recommended resolution for those?
Depends on monitor resolution and gui scale, but 256 is probably overkill for 1440
Don’t quote me on that
I'm trying to make the small icons that appear in the arsenal next to the name, so 256 should work fine for that
So far as I’m aware, items only ever use one icon, so if you assign an icon, it’ll use that icon for inventory and arsenal
If you’re just concerned about the icons in the arsenal, 128 would honestly be overkill for that
But 256 will make sure they look good in the inventory slots
Is this like a helmet, a uniform, a backpack, or is it an inventory item like a magazine?
Sorry for the ping, but for loading the textures, do I need the png versions or can A3 Toolbox work with .paa files?
I load them through blender materials; you’ll need the PNGs for that
Materials->use nodes->image texture->path to file
And no need for the rvmat or the smdi, ti and nohq textures, right?
Got it, I'll give it a try, thanks
But the other three aren’t regular mesh maps
Then again, blender is a toolbox that’s constantly surprising me with exactly how much you can do; I wouldn’t be surprised if there were a way to give the computer parameters for reading the data
Tbh I might be able to get the materials close enough through blender alone. The icon is probably going to be too small to notice anyway
yeah, that's why I only use _co
there are some other material magics you can use, but like
don't go ham, they're just icons
Blender can use NOHQ, I use it + CO for making my icons
Personally I have .blend files for different types of things (weapons, helmets, vehicles, etc.) and use shader / render setups to make the icons. Then just resize them to the correct resolution in Photoshop
I sent my vehicle one here somewhere, it has camera setups for both the icon (top down view with black lines for different layers) and the picture (full white side view)
Think you could send me a picture of how your nodes are set up so I can have a general idea?
Thanks a lot, I'll give it a try
yeah, you just have to pass it through as a height/normal map
Hmmmm
Only taking a look at this now: for a met/rough workflow, you’d have to pass the _SMDI into the metallic and the roughness, and then you probably wouldn’t need the _AS layer I’d imagine
I might do some tinkering if I can’t find anything tbh, I think it would be really funny to get Arma 3 mesh maps working in blender
This sent me down such a hellish rabbit hole with several discoveries.
For one, the shader code actually only has 6 uv coordinates for a Super/SuperExt shader.
Diffuse, Normal, Detail, Macro, Shadow, Specular. (In this exact order, see texGen below)
The Emissive texture on Stage8 of SuperExt, does not have any uv information. Whatever uvSource/uvTransform you set is irrelevant.
It always uses the Diffuse/Stage0's UV coordinates.
The Stage7 env texture, also has no uv transform, because it is based on the reflection coming from the normal.
Stage6 also has no uv because its also based on reflection.
Note, even though Stage 6/7 uvTransforms are not used in Super shader.
If you set the uvSource="tex", then the engine code will still spend time and memory bandwidth to send them to the GPU, despite them not being used.
I said you needed texGen's for SuperExt because you need more than the 8 (up to Stage7) that are available.
But that's not true because you can just use any invalid one for Stage 6/7/8 and it won't matter, so you really only need 6 uvTransforms total.
The next discovery is texGen's.
the texGen number, directly corresponds with the UV information used by the GPU.
NOT the Stage number.
If you set Stage1 to texGen=0, that is only used by like half the engine code.
The GPU will still use texGen1 for the normal map.
texGen0 is always diffuse (Talking Super shader specific here), texGen1 is always normal and so on (order above)
And because I set texGen1 to be uvSource="none" in that emissive sample, and texGen1 is used for normal, its F'ed.
The reason the other variant here works, is because texGen=0 is removed.
And the half of engine using that and other half the other mess.
There is code that fixes when Stages are incorrectly set to uvSource="none". But it respects the texGen assignments, and in my sample its assigned to a texGen with uvSource="tex" and doesn't correct it.
In Sentry's fix there is no texGen assignment, so it instead uses texGen1, and finds the "none" and fixes it.
But the GPU side doesn't care, it always uses texGen1 for the normal, no matter what was assigned in the rvmat.
Now the question whether and how to fix it.
Its more CPU time efficient to send fewer uvTransforms.
My variant only sends 3 (It should go down to 1, but there is some not-yet-done TODO about lowering the minimum), whereas Sentry's variant sends 6.
But with how it currently works that all 6 are always used, it doesn't make sense to send less.
Would need to give the GPU a mapping table of which stage should use which texGen (which is how I though this originally was supposed to work, and maybe it was when it was implemented 20 years ago and we forgot about it on the switch to DirectX 11)
Or we can just forget all about this 
I'll be fully honest and say I read that and understood half, but is that be related to some of my texture maps being translated/rotated when trying to use TexGens with your example? Or was that a different thing
Yes it is
MultiMaterial only has 3 UV coordinate slots for the 4 detail textures.
So the 4th detail texture uses the same UV as the 4th Diffuse texture. No matter what you configure in your rvmat's Stage8.
In general there are only 8 max uv coordinate sets.
That's why Stage9/10 in multimat also just use the mask UV coordinates.
And the Stage11-14 normal maps use the diffuse UV coordinates.
Wiki says for multi material you need to use texGen's, but that's only half true.
Only for that one half of the engine that actually respects the texGen setting, as the GPU doesn't.
The engine half that respects the texGen's, is the one that decides which Mip level to load, based on how much of the texture is visible on screen.
That does take into account which UVSet is used and the scale of the uvTransform to calculate how large the pixels would be on screen.
This is so confusing.
Multimaterial wiki page shows this example
class Stage11
{
texture="ca\MultiTest\kostky_NO.paa";
texGen=0;
};
class Stage12
{
texture="ca\MultiTest\oblaka_NO.paa";
texGen=1;
};
It doesn't explain why the texGen numbers there are what they are.
You might assume you can change them, but you can't.
This, doesn't work
class Stage11
{
texture="ca\MultiTest\kostky_NO.paa";
texGen=1;
};
class Stage12
{
texture="ca\MultiTest\oblaka_NO.paa";
texGen=0;
};
Stage11's texture will still use TexGen0, and Stage12 will still use TexGen1
So digging a bit through history.
HG's comment is wrong #arma3_model message
PuFu's comment is spot on #arma3_texture message
Mikero's comment is wrong #arma3_model message
The bug Dedmen found in 2018 is still not fixed #arma3_tools message
I found why my original rvmat had texGen and uvTransform #arma3_texture message
The answer to Sentry's problem is this.
Don't use TexGen's (Well you can, if you consider that you cannot influence which TexGen a specific stage uses)
Set Stages that don't use UV coordinates, to re-use another Stage's UV info (its only needed for texture LOD computation) by setting texGen = 0;
(Attached file is wrong!)
My model monkey brain cannot comprehend
Too much blender, brain is mush
Your 7 years and 12 days late answer to that question.
Because its only in the samples as a reference for you to know what it uses. And the engine uses it for texel density (texture LOD) computation (Which is why you need to keep it in your materials).
Which one is actually used on the GPU side is hardcoded inside the game shaders and you have no influence over it.
And also this. Why is because what texGen you set doesn't actually matter to what arrives in the shader!
Very foolish of me to assume a Arma thing would do what you expect it to do... Of course it only half does it but not the actual half that matters to you..
I edited the Multimaterial wiki page to be more clear about the TexGen relations.
The other info might be useful for wiki too but I don't know where and how to write it.
Also btw the pos in uvTransform is only relevant for Terrain/TerrainGrass/Water vertex shaders.
All other vertex shaders ignore the position.
So for most materials, you can safely leave it out of your rvmats to save a few lines.
Hello, does anyone happen to have a seamless patch of the Russian taiga camo from Contact DLC?
There isn't an official one AFAIK. Only LDF Geometric + NATO Woodland MTP are in the Samples.
However, the Discord Camo Thread does have a fan-made swatch that you can grab that's fully tileable and is quite close in appearance to the official one. Just search for taiga hex in the Arma 3 channel and you'll find a poster who has the swatch.
Hi guys, a question about SMDI : I read once (can't remember where 😅 ) that the .paa is done with texview2 set on DXT. Does it mean that, texturing with substance painter, I should export my TGA with an A canal, like specular or glossiness ? Thanks in advance.
SMDI is R=white G= Specular map B=Glossiness
There are substance presets that allow you to export textures with the right setup. I’ve had better results saving anything that doesn’t have an alpha channel as a png and converting in texview
Hello, thx for the answer. I know about existing presets, but I'm not quite satisfied with them, especially when it comes to very bright metal rendering (ie : old car chromes, or aluminium planes). That's why I'm trying something "more" than just tweaking R G & B from the _co map. This DXT thing I read about TexView made me think of an A channel, and I was wondering if anyone had already tested it.
the channels only modulate the maximum values set in the rvmat parameters
chrome like surface usually needs more special attention
and may require its own rvmat instead of using same rvmat for whole suface with also less shiny details
Yep, that's already what I'm doing : as I only create artwork intended static props, I really don't mind about optimization and use as many texture sets as needed.
Hi all, run into bit of an odd problem
When in shadow I've noticed the underlying tris in the mesh become visible (seen here on the hands). Has anyone run into this before?
My guess is I've screwed up the normal or specular map somehow during the baking process. I'm leaning towards the specular as I've noticed normals tend to disappear in arma when in shadow, where as height (as defined in the specular map) doesn't
Which model is yours and trying to fix? Uniform?
All the models are mine, but the uniform is what has the issue
If you put no tex and mat on the uniform and if it still persists, make sure you don't sharpedge them
I didn't think of that. It should be smooth shaded already but I'll give it a go
Nope, didn't fix it
then it could be badly baked normalmap
Mm
I'll have to keep playing with the bake settings I guess
you can try disabling different rvmat stages by assigning neutral procedural textures on them from the p:\a3\data_f\default_super.rvmat
and it should be visible in Object Builders buldozer preview too which might be faster for testing
(Which essentially what I meant)
Huh, guess it's not the bake
It is smooth shaded when I export it which is odd
I'm exporting from blender so maybe that's causing the issue? Then again I've exported from blender before just fine
This is the file if you want to take a look
is it smooth shaded still in the p3d when you open it in object builder?
Yep, it is
Jeez man.
That doesn't work either (I handily "cleaned" it up before posting and after testing..).
If class TexGen0 does not exist, then only Stage0-Stage7 are loaded.
If you want Stage8 to load.. You need TexGen0 class to exist.
And if TexGen0 class exists, that means any uvSource/uvTransform info from the "Stage" classes is ignored.
So to get them to apply, you need to define all TexGen classes (that have anything other than defaults in them)
And, you cannot influence which texGen every stage uses, so you need to define all that are used (In this case actually only 5, because 6/7 don't use any UV info)
So... again
thank you for looking into it! 🙏
Thank you a lot will actualize my palmtreeEM with yours again and change all the others again
👍
// In this case we actually do not need to define these as we apply default values anyway. But if we changed anything from the defaults, we would need to define every TexGen class that is different from default.
class TexGen1: TexGen0 {};
class TexGen2: TexGen0 {};
class TexGen3: TexGen0 {};
class TexGen4: TexGen0 {};
class TexGen5: TexGen0 {};
class TexGen6: TexGen0 {};
class TexGen7: TexGen0 {};
Just to make sure I understand, all of these aren't required in an actual rvmat and are just here for demo / explanation purposes? (Bouncing between projects currently)
If you would have defaults in there then correct
I'm making a _cdt texture, anything special I should keep in mind?
_CDT - colored detail texture (colored detail map), fading in mipmaps, average color should be 0.5 in all components
not sure about the average color part
thats rvmat reference propbly
Well folks,
Having an issue gettiny my textures to appear ingame, I am 99.99% sure its how I am typing out the directory.
How would I type the directory to this folder to put in blender?
Put in Blender, to do what? Preview in Blender or so you can export them into P3D?
Same thing with you put in config. This is relative to PBO path
ahh ok thanks
And ultimately, this part is unrelated with you put in Blender to preview your 3D model
Yeah I am aware
I have all ok in blender
just trying to get the textures ingame
This is my first dive into modding hence the dumbass questions
Nobody makes a dumbass question, unless it makes sense we will tackle it
Double check the filepath ingame, in P3D and your PBOPREFIX. Which software to pack the PBO
PBO manager
Urm, throw that thing out of the window and at least use Addon Builder
Ahh ok
pboProject or HEMTT, if we want to make sure will work
AB is still a crappy software
Ill try one of them thanks!
The paths appear correct anyways, so maybe it is PBO related
just trying with AB there now
Would capitalisation be an issue?
Still getting the same error for some reasn
Turns out I am dumb and its a typo
First time texturing from scratch, does anyone know how I would go about making it so that the black texture isn't metallic but the gold is?
RVMAT and SMDI are the key words
I thought that I'd need an SMDI texture, I just don't know how to make one
Check pinned Moonie's post. That uses two colors and combined into one, that's not so hard
https://github.com/gerard-sog/arma3-macvsog-columbia-items this will help you 👍
It explains how to add textures and create basic arma 3 objects from blender to Arma 3
can someone recommend a woodland camo texture like ones used in rhs or cup? im trying to retexture vanilla vehicles and the ones that im finding online are too bright and dont have that type of texture that i need
Try changing your AO settings
those are screenshots of the AI models that wander around the arsenal; it's your video settings
it's most visible on white textures, but is present in like, the gussets of most pants
You can see her topology through her shirt
I thought I am familiar with it 😓 I actually forgot a PP could do it, nice catch
Bad handling maybe? I'm a model guy, I don't know much about the technical aspect of the engine. KJW told me when I was panicking about a model I spent a stupid amount of time on having the exact same issue
bad shading on model
not exactly but it’s the easier way to explain instead of the shader code 😭
Ah
This is the second time an Arma bug has driven me insane lol
I'm guessing this is something engine side that I can't fix
Negative, not that I’m aware of
Unfortunately, HBAO is the more comprehensive AO setting, it’s just not great for anything with a stark white texture. One of the guys I follow on Instagram that makes A3 screenshots, I think it’s Ajax, has it on for his scenes, and it’s been hard for me to unsee ever since
yup
shader issue that’s existed for genuinely as long as I’ve owned the game at least
generally only rly see it on skinned models and badly imported props
where something normal related breaks
Huh
At least this is easily fixable unlike the other bug I ran into
Thanks @mystic drum for the solution

Nw
Not really a solution imo, but HDAO is fine for normal gameplay; better to know it’s a setting rather than something model-side
Interestingly enough though, I first noticed it on the white variant of the PASGT helmet from the DLC assets a couple years ago
I thought the game was trying to make a liar out of me; couldn’t replicate it on that particular piece of gear for the screenshots lol
Good to know I wasn't the only one losing it lol
Hey everyone, I was a GTA V Fivem objector so I used to create liveries for GTA V.
I really want to now start making Liveries for Arma 3, is there anyone who can help me to lern the basics?
Rvmats are text, not images
To derapify them, you can rename it to .bin and then use the BinToCPP in the A3 Tools
you are not supposed to rip models
we have 0 tolerance for that
this is your only warning
I'm sorry, I was in a coma for 21 years due to an accident. I woke up recently and wanted to continue my passion – modding Operation Flashpoint. I remember how much fun it was digging through the game files, extracting models, changing textures, and creating my own models based on the ones from Operation Flashpoint. I had to relearn how to speak, walk, and use a computer. I learned that the world had changed a lot while I was in a coma, and it took me a long time to get used to the flood of information that was dumped on me. I apologize, I didn't know I couldn't do that anymore. I won't be modding anymore. Thank you!
You can do modding
just dont rip things
ripping is forbbidden
modding is allowed
ripping is not modding
I apologize again, this is very strange for me to hear after 21 years in a coma. In 2002, the guys and I thought differently, but apparently I slept for too long...
You were in a coma for 21 years, and were awake by at least 2002 per you. But your account was made in 2018
clearly someone prepared this account in 2018 for his arrival
There's some pretty decent retex tutorials in the arma 3 wiki, that can get you the basics, and the pinned should have useful information.
If you're making new textures for mods, make sure they have hiddenselections before you work on it, and I think most of the basegame equipment does, so you can always start there!
100%
It’s giving the same vibe as that navy seal wall of text back in the day
would anyone say the base game CSAT camo is more of a desert camo than med camo?
looks very yellow and sand like compared to the NATO multicam
the Mediterranean is arid/oceanic climate
so it kinda makes sense
dry hot summer so everything is bleached in the sun, mild winter
lots of long dry spells
CSAT camo doesn’t make sense at all but that’s my reasoning for why I think
guys i'm trying to download this gimp plugin (https://github.com/gruppe-adler/paa-gimp-plugin?tab=readme-ov-file) and it requiers grad_aff (https://github.com/gruppe-adler/grad_aff/tree/dev) and i have absolutely no idea what that is, there is nothing in readme about how and where to install this
Its not yellow though but yeah pretty much I'm surprised they dident make it just hex multicam
Anyone know the origins of this bis_klan.paa I found recently? Google search takes it back to a "Bohemia Dev Squad [BIS]" and the .paa files associated with it have 0 info online
It’s the Bohemia interactive emblem, just been the default texture for the clan sections on things for years
the thing is that very weird .paa files are in the same folder as it
ones that have no ingame anything
this thing
Very odd
they are just remants of tests and stuff that got cut out
dont worry about it
considering 85% of the assets from the "new" updates since 2019 DayZ are all in the April 08/2019 build of the game i'd say that most are used
AFAIK it's been there for more than two decades since OFP
You need the latest version from releases: https://github.com/gruppe-adler/paa-gimp-plugin/releases
And the exe get put into C:\Users\<username>\AppData\Roaming\GIMP\<GIMP version>\plug-ins
It only works with gimp 2 though
gimp 3 can't load it
grad_aff is only needed if you are going to build the plugin yourself
The installation information is right there in the readme for the plugin
Question! Does anyone know how to make a portion of a texture seem lifted? trying to place some patches (on the back/arms)/reskin a leather jacket from base arma. Thanks!
Make an rvmat with a normal (nohq) texture to add depth
Finally managed to get a model into Arma, it lets me place it down in 3DEN, but it's having troubles loading the texture and I can't really figure out why. Does anyone know if there's anything in particular you need to do in order to get a .p3d to load a texture properly?
Post the error mesaage
That means your texture path is not correct and the game fails to find a texture that should be found in the path
- How do you pack the PBO?
- How do you assign the texture to the P3D?
Addon Builder does the PBO, I've yet to have an issue with it.
The texture was put onto the model when I had it in Blender, I exported it to an FBX and imported it into Object Builder and it just stuck wanting it, there's no config that I've used for it. I've tried editing the .p3d to a few different options for file path formatting and nothing's worked so far
- Where is your working folder and the texture?
- What is your PBOPREFIX?
- Do you have P drive?
The texture is in the same place as the model, just one folder deeper.
I don't have a PBOPREFIX in my PBOs.
Yes, I have the P drive mounted, otherwise I wouldn't be able to run Object Builder, but I don't actively use it to store files.
- That means it's not placed in the same place though
- That likely mean you have unintended PBOPREFIX
- You better to learn how to use it after this peroject
Last I checked that's why there's a filepath, or are you trying to tell me that the textures and the models need to be in the exact same folder?
That's a largely unhelpful statement, I might not have a $PBOPREFIX$ file in the PBO but it's not like I don't reference the whole filepath where I need to. I just don't know if, or where, I have to for the .p3d to actually find the texture.
I've never had an issue from not using the P drive to store files before, but this is my first foray into doing models and textures so something may be different. I'm happy to learn, but when the official documentation is about as clear as a tar pit it's not the easiest thing to do.
- No, that was a statement where your wordings doesn't seem to be correct to describe that situation. Having different folder is fIne
- HavIng $PBOPREFIX$ in a PBO will not resolve anything, but assiging iT into the PBO in a correct way. I don't recall how $PBOPREFIX$ should behave regards of Addon Builder but AB should have a textboz to assign
That's part of what I'm trying to decipher, I've edited the .p3d file to direct to both relative and absolute filepaths and it doesn't seem to make a difference, it's still not finding it.
Addon Builder has an option to set an Addon Prefix, yes, but it says it auto-computes it if left blank and that's what I do, I always figured it just put the three letter prefix at the beginning of the addon name, which is what I do manually anyways
Open the p3d in Object Builder, check if the texture path is found there (green icons).
It doesn't, it's got a yellow question mark
So your path is wrong there.
For more help on that, you'll probably need to show us your file structure from p:\ and what you have set for the path of the texture in OB.
I don't even know how to check the path of the texture in Object Builder
RMB on the texture in that list, select "rename (in object)",
which gives you a window with the path to the texture
Okay, so the Current LOD doesn't have the right path, but the model folder has them just fine by the looks of this?
Would it be as simple as renaming it to reference the proper path?
Hard to tell if you don't show us the requested info
Except to answer your question directly. Yes, of course you need to use the proper path. Using the wrong path is, wrong.
Well as previously stated, I don't tend to use the P drive to store things just because I'm unfamiliar with it, but the path to the textures folder I'm aiming for is the following:
G:\160th Special Operations Regiment\160th SOR Source Files\SOR_Props\data\models\passport\textures
Also I might've fixed it by accident, I selected the model in the viewport and dragged the texture from the Model Folder section onto it and now it's green in the Current LOD section
I recommend using the p drive for your project files.
I also don't recommend using spaces or capital letters in folder names.
I don't use them in folder names for Arma anyways. I'm doing research on how to set up the P drive properly as well, I've just managed to avoid using it because I'm a bit paranoid about losing files
The p drive is just a “virtual” drive based off of a folder location
Usually documents/armawork
p:\ is only a map to a real location
I'll leave it with you Kenny, I need to go out for a bit
You just run arma 3 tools and it has an option in it to setup the p drive and it will do the work for you
Also I just realised that I thought I answered a question of yours earlier but didn't, the path that Object Builder wanted to use for the texture was just
\textures\sor_passport_afghanistan_ca.paa
I haven't found the spot to set where it aims for, best I found was mapFolders but that came up with a whole bunch of other references I wasn't too sure of
I was on that and then moved to the Work Drive page since it's meant to be more up to date
The wiki has me bouncing all over for info these days
Hi I'm tox I'm brand new to the modding community I just wanted to make a series to try helping new people like me. I'm probably going to get stuff wrong and if I do please let me know so I can fix it. Take care and stay safe out there.
mikero tools: https://mikero.bytex.digital/Downloads
special thanks to sokolonko : https://www.youtube.com/u...
From
2:33
There’s both a bat file and a gui option
I'll take a looksie, thanks
To be fair I think they're about as helpful as each other. On the bright side though, I managed to do something right and fixed the texture issue I was having!
Now to see if I can fix it having a massive box around it, though not even sure where to look for that
Yes now you have the p drive object builder defaults to appending p: to the start of file paths
You can see it in object builders settings
Technically you can change it
I wasn't needed whenever I take my dinner, then
What do you mean exactly by nohq? New to all of this, sorry.
nohq = Normal Map, if you're new to this word... I think you want to search a little bit research of 3D graphics
definitely - if you have any suggestions for somewhere to start for the A3 scheme do tell please. All I know is designing the actual outfits/livery schemes, not the modeling lol
You can read trough here:
https://pmc.editing.wiki/doku.php?id=arma3:texturing:basics
Or here aswell:
https://community.bistudio.com/wiki/Texture_Map_Types
Arma3 is using a old methode, its not like newer methode of PBR
thanks for the copypasta
plugin for some reason can't find libgimp😭
i have 2.10.36 version of gimp
its a rebuild for 2.10.28 so il try to download older version of plugin
it didnt worked
There are some issues with the gruppe adler paa converter which mean you may not want to use it.
#arma3_tools message
oh ok
ive already downloaded photoshop
its much easier to use tbh
Hello guys I'm having an issue when I try to retexture the AMV Marshall, there is the error : "picture /a3/ armor_f_beta/ apc_wheeled_01/data/ui/apc_wheeled_acrv_ca.paa not found"but i have this file in the pbo when i take the amv in virtual arsenal and i select them, the game crash. do you guys have any ideas?
Was hoping to make a quick roundel for a vehicle's texture spot, the GM Leopard I. However, I can't seem to get transparency.
Did you save it as with _CA suffix before converting to .paa?
and do you save the png/tga with alpha channel transparency?
I did see a Steam thread mention the suffixes, but it didnt do a good job explaining them.
I added _ca to the title, added an alpha-0'd layer to the background and saved as .png before converting using Gruppe Adler's online tool, but got the same result :/
if you look at the png in windows photo preview does it have white background?
what program did you use to make it?
Paint.net, the saving preview showed the transparent checkerboard - I was hopeful because I had previously defaulted to JPG and forgot that it doesnt handle transparency well then x_x
I have a plugin for .paa files, and it opens as transparent. Hrn.
does it show transparency in texview2
how do you pack the pbo and why not use the texview2 or image2paa to convert the texture?
PBO is unpacked, I'm just working with an image file in the mission directory. And because it was slightly faster than spooling up Arma Tools, and has worked out for my replacement helicopter textures so far.
Probably the plugin
I had issues the the GIMP plugin from Gruppe Adler not doing transparency properly (white artifacting where there was partial transparency)
Texview2 could read the file properly, but there was artifacts on the transparency in Arma
Opening and saving the file using texview 2 fixed the paa
Ill have to give that a try; I used the official imageToPaa and still had issues, but now Im afk and wont be able to work on it for some time.
Its a minor issue anyways, a throwaway detail that will drive by the players, and I can at least remove the west german cross to make it neutral. Or dig in hard and make a full texture replacement and just bake it into the skin.
any decent free alternatives to Adobe substance painter? ya boys broke lol
I haven’t tried them yet, but Blender has it’s own texturing capabilities I think
You’d need export settings would be the big thing
I’m not sure how compatible (if at all) substance painter export presets are with blender, but even if you have to make them from scratch, it’s something to look into
You can use mari for free it would appear
But probs would need to create your own export presets
^
Took a quick peak
The good news is that 4k is all that arma can take anyways as far as I know, and that’s in 8-bit rather than 16, so the throttling there isn’t a problem
The one thing they’re not very clear about is the object count and texture sets?
There is a limit of six UV texture patches per object, but unlimited channels and layers.
You can work with a maximum of five objects at once
I’m used to nothing I work on having more than three texture sheets anyways, but if that’s only six material assignments per object maximum, that could get problematic
In a single file
Can you hide individual mesh sets?
Unsure but you can always split larger models with many uv sets up I guess
Like a tank, you can do the turret and body separately
I mean that if your carrier plate and your radio are separate meshes in the same object and material, I know that Substance Painter won’t let you hide the radio, but a buddy of mine has something on his tablet that allows him to hide a mesh without hiding the whole object or material assignment
Blender can be used for texturing no problem.
The thing you get in paid tools like substance painter are the ready made tools for the process.
In blender you have to set up more stuff yourself or get addons that add you more ready tools.
Hi All, how do I go about changing plane background image?
class Plane_Fighter_03_dynamicLoadout_base_F: Plane_Fighter_03_base_F
{
class Components: Components
{
class TransportPylonsComponent
{
uiPicture = "\A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_A143_3DEN_CA.paa";
};
};
};```
@lethal condor You are epic!
That path is definitely not right, it starts with 'picture' and continuous on too list a BI pbo....it should be more like "mymod/data/x.paa"
Actually it might just be unclosed brackets or qoutes in the config
Pylon images are 75% opacity btw
If you want to match vanilla at least
Looking to make some custom designs onto the armor plating of ODST uniforms. How would I go along with that?
- Export the said file using a PBO unpacker software (BankRev from Arma 3 Tools can do it, IIRC)
- Convert the said PAA file into a PNG
- Do whatever to the PNG using a image edit software
- Make a config and proper config and folder structure
- Pack it into a PBO, load it as a Mod
- Enjoy
Whut
Ok thank for you answer, i found this in config file picture = "\A3\armor_f_beta\APC_Wheeled_01\Data\UI\APC_Wheeled_01_ACRV_ca.paa"; the code line is good no ?
What's the best way to be able to tell the dimensions of a blank texture object in the editor so I know how to size my custom textures in photoshop?
there is no way to tell texture dimensions in editor I think
is there a way to tell at all?
Is that square User Texture the object in question?
Yes, as well as the leaflets
User Texture is just a 1:1 texture
Leaflets texture is accessible in one of orange PBO
Technically, aspect ratio doesn't usually matter if you apply a tex into an P3D object
nice, ty
are there any up to date and easy to understand guides on how to create custom uniform textures? never personally tried anything like this before so the most idiot-proof guide would be best
I recall someone made a youtube tutorial which may have been posted here a couple times 🤔
Are we talking custom uniform textures as in like
Yoink the .paa, multiply layer it in 2d, and import as a reconfig
Or full on 3d viewport retexturing in like substance
One of these things is not like the other, and depends on…
A lot of things tbh, but mostly licensing
did you unpack a BI pbo and repacked it again? D:
what's the recommended texture size for a player uniform (new, not a retexture of an existing asset)
I recall most uniforms are split to 1 material for top/shirt and 1 material for bottom/pants+shoes
resolution wise most Arma3 stuff is 2K tops
mods CDLCs push 4K
👍
Nothing is limited to 1k, but 4k (4096 to be exact)
There are plenty of signs/pamphlets that are in non 1:1 aspect ratios
ie here's the signs from tanoa
"I'll make it fit"
ehehehehehehehehehehhhh
yeah 😃
And what was supposed to happen? Not blue?
its supposed to be a woodland camo
but ts turned into teal
Resolution of the tex?
oh yeah I was thinking that might be the error
1080x1080
Invalid
it has be a power of 2 right
Yes
alr thx
What do you guys recommand as texturing software, Quixel Suite, or Substance Painter,
1024x1024 or 2048x2048
?
you should find all the needet info in that post or in the link he includet:
https://forums.bistudio.com/topic/150842-retexture/?p=2391653
What is "good"
Looks good to me lol
well if you compare your texture and the original texture you can probably start seeing differences in how they look
We don't share the "difference" anyways. We don't have a crystal ball
oh yeah
okay well what about these white linse
where teh seams are
how do I fix this
its like one has more details
like fabric texture
but mine doesnt have anything I thought nohq added this
It is just about your texture doesn't cover that part
I see
@lethal condor you see in here it looks dark but in arma it becomes a bit cartoony and light
did you compare it to the original?
yes
and what does it look like compared to it
so if you compare the saturation for example the original is more desaturated
this is typically needed for Arma as the engine lighting needs that kind source as it "blows out" color
I see
next up is the biggest challenge of retexturing which is that when small details are baked into original texture they can be very hard to recreate in a new texture drawn over it
the original texture is made in a way poorly that it does not seem to have any color bleed set up
so you can find youself a most common color like a green or brown and fill the background with that
or black is better than white/grey you got
but also preferably solid ring of color bleed around it
@full quarry
YO bro
Actually I got it to be good like you said
But how do I have teh quality like this oen the right
They're same resolution btw
do you apply same RVMAT on it?
Also yours has less details drawn on it like if you compare these areas
man I dont even know how to add those details tbh
how did they add ti man
the making of 3D model process is a lot different from retexturing process
oh yeah they probably used substance painter
those kind of details exist in a high poly model and they get baked on the simplified game model as textures
that too
hmm
retexturing is different kind of process and great results require more manual painting
Is tehre anyway to like get the p3d file and use it in substance painter also with the texture and retexture it there
no
cause I know how to use substance painter
so you can only retexture on a 2d scale?
yes
except in rare case where author might make the source model also available
but as said
that is rare
hmm I see
So what about these small details?
Do they just require a lot of hours to etch in or is there an easier way
time and effort is the key
retexturing is easier if there are template files that separate color and details into different layers
so you can basically just swap color under details
but in your case that does not exist so you have to do it manually
I perfected it
Hi All, quick question. Why do I get these white lines on the edges even though I have added 20px overspill to the textures?
Does anyone have retexture templates for the Vanilla Mohawk helicopter?
Foxone: Substance Painter and Substance designer, unless you've spent yonks texturing in Photoshop and can't move from it.
Honestly I think it´s just the game being broken. I added a 20px margin to my UVs this time thinking it would fix this issue, but it still didn´t do anything
Close-up there is no issue, but if I zoom out the glitches become more apparent. This is all within one singular LOD.
I am starting to think the game requires some minimal thickness on all meshes so it doesn´t glitch out like this. Can´t really explain it in any other way
No minimal thickness
But are those merged/welded mesh edges or separate?
They are both separate meshes. The tit is welded on with a normal map, while the hatches are, well, hatches 🤷
Not sure but somehow the beige colour of the interior is leaking out around the edges of the meshes at longer distances
I was hoping increasing the margin would help, but it doesn´t seem to have done that much
Strangely enough I have never had this issue when it came to statics, it only started occuring in the case of vehicles with interiors
So I am not sure if that is due to the interior base colour leaking out, or the lower overall texel density or what
My guess is that there is a gap between the mesh
Can it also be caused by badly formed normals? might be mis-remembering that
I honestly have no idea how to diagnose that 🙁
But given how these are very simple meshes I don´t think there ought to be any issue with their normals
I also can´t figure out how to make normal maps work well on objects obstructed from direct lightning by the shadow LOD. No matter what I do practically everything inside a vehicle looks almost comically flat and with visibly sharp edges.
And I really don´t feel like including bevels into the low poly just for the sake of trying to fix this.
normalmap dont work without light to shade it
generate a height map from the normal map and overlay it onto the diffuse
or use curvature filters in painter
Could someone please give me a hand? I am losing my mind at this point.
All the meshes are on the same texture set. The texture has no beige colour on it. Why are the ingame textures still messed up?
Everything is properly unwrapped...
I pressed sort faces in OB and it became even worse lol
even in OB it gets displayed correctly, what the fuck...
does your texture carry alpha channel?
No, it is a _co.
I threw in the towel after 3 hours of trying every solution under the sun. New UV, new Blender material, new texture... The only thing that worked was moving the P3D and the textures to a completely different mod, building it and then starting the game
Basically no matter what I do in this particular mod, I can´t fix it.
does the source file carry alpha channel?
are the white faces the other side of the hatches? are they inverted to also face up or do they face down?
can you see them if you hide the top green faces?
_CO can still carry 1 bit alpha channel
sometimes that can mess things up
Basically it is only the hatches that are breaking, the hull itself is fine.
It is almost as if multiple texture sets were overlayed on them at the same time
why is there such a surface there facing up?
or do you not have backface culling on?
Uhm I am unsure, this is what it looks like in Blender. Just a standard hatch
Not a face direction issue
ah that was picture from in game so it definitely is a face that faces up
so you need to find where that face comes from and delete it
it exist on your model
What does the UV itself look like in blender with those hatches selected?
It´s perfectly fine, I re-unwrapped it multiple times
I´s like there are three different texture sets overlayed on top of one another on these particular faces. The dark green is the exterior texture set, the beige is the interior texture set, and the wood/bright green is a texture set of all the knicknacks that are inside the vehicle
I just ended up deleting all these meshes since there is no point in having them on the last resolution LOD anyway
thats what I said
There is some very, very odd issue happening with these meshes on all the LODs. I went back to think about why this issue was happening, and originally I thought it was just a LOD issue, or the issue was insufficient padding.
But then I created a test vehicle that only had a singular resolution LOD (highest quality) and the issue persisted, so it was not caused by that.
So I assumed it was a padding issue. But then I thought to myself - the particular texture set the affected meshes are on has no beige / white colour, so even if it were a padding issue, it should not be manifesting itself with a colour that is not present on the texture set.
and you should not have any mesh like that facing up anywhere inside the hatches
there should be just the outer green surface facing out and inner white surface facing in
Arma3 does not draw the backside of a face
so if face is shown it is facing that direction
my guess is you have accidentally closed all those pieces with extra mesh
If I may, material assignment in the P3D is also something to double-check
Technically I should delete the back face of them, yes, but I don ´t think this is necessarily wrong, no?
If a face is linking to the wrong .paa, it doesn’t matter what the UV shows, it’ll show the wrong texture
Well, I did everything in Blender, and I tried multiple solutions. Triple check the paths, create a brand new material with the same textures, move the textures to a different folder. Change the texture name. Then move it to a different folder. Nada.
Based on what I see on the screenshot ingame the are 3 different .paas linked to these particular faces
Somehow...
Just looks to me like it’s all the bluish green pieces that are getting the wrong textures; are you using Mr Clock’s blender addon?
I am using the Arma toolbox
Yeah originally they were dark green, but then I re-unwrapped them and moved them to the brighter green texture set, since this is the last resolution LOD and I want to eliminate as many sections possible.
Have you tried testing the textures in blender?
No, good idea, I should do that
are you using hidden selections
There are for camos, yes
because you might have these parts assigned to the old selection
Check the vertex groups that define your hidden selections, yeah
Hmmmmm. Let me test that. What confused me was that in OB everything looked okay. It only broke once it was ingame.
yeah that's probably hiddenselections then
as presumably you set your textures in config
and if the vertex selections are wrong you'll end up with what you have there
That sounds logical, I will give it a shot.
Vertex groups can be aggravating lol I had a set of NVGs a week or so ago that wouldn’t show up until I zoomed out and saw them poking out of the thighs
“Gee, weighting it to the head might help” lol
yeah that's probably the most common thing posted in this discord at least model related lol
There should be no backfaces
thats wrong way to model things
only faces that can be seen
Yeah
One could argue that technically the last LOD should maybe not even have interior, but then again there are openable doors / hatches, and that would then look weird
If this is a lod that’s being seen from 300 meters away, you might as well axe the interior and blot out the windows, yeah
one can bake flat planes with interior visuals
or just dark planes closing the openings
are there flipped faces inside this?
is there interior face that is facing inside the hatch?
this face that faces down can not be seen from upside
this face has to be inside the hatch
None
Ah, how can I check in OB what texture is assigned to a particular face? 🤔
The UI is killing me
I’m a little late to the game, do you have an interior on the last lod ?
Yes
I progressed a bit in identifying the issue.
These two sort of "turret base" meshes are exactly identical when it comes to geometry. But one of them is glitchy and the other one is not.
They have different UVs (albeit the pixel margin and etc are identical on both of them), and they are also on different texture sets (same set as the respective vehicle´s turret).
Everything else is identical between the two vehicles.
So this is not caused by the mesh, and neither is it caused by the interior of the vehicle.
I am not sure if it is possible, but what I wanted to verify now is that whether there exists any sort of possibility that I would somehow have more than a single texture assigned to any face at the same time. And that the beige texture set is below the green one, and is somehow leaking through due to mipmapping
Best practice, especially with a last LOD is to not have any interior or any major features for that matter. It should essentially be a simple object that resembles the shape of the vehicle with a single material. Typically a diffuse bake from the highest poly to the last lod. You could also bake a normal map for more detail
For example here at the front there is no interior modelled below the "hatch". So it can´t really be that.
For the sake of testing I created a test vehicle with only a single highest quality LOD and it did not solve the issue.
There is something very specific happening, because across all the vehicle variants I created only two texture sets are messed up - The one with the hatches, and the one belonging to the turret of the bottom vehicle.
Everything else works fine, even though the baking settings are identical across all of them.
Anyway I leave it for today, I´ll try some other stuff tomorrow.
As a test, change the rvmat for the textures affected to:
\a3\data_f\default_super.rvmat
so that it doesn't reference your _nohq, _smdi or _as map textures.
Any change?
I shall check once I scramble out of bed 
Not possible to face have 2 textures
Does anyone have the same texture but without the camouflage? Could you send it to me?
broooo how do i make patches not break bruhhhh everything was in order and arma decided to f it self and gives me inverted colours in game
use acceptable power of 2 resolutions
check if it really is
also thats insane resolution for tiny patch
1k is already high
I’m almost convinced that a patch that high-res would be impossible to actually see, like
4096 over three square inches would be something like 537.5pixels per cm^2
iirc, I think the highest I was ever able to get a texture on a 4096x2048 texture was something like 45 or 50px/cm^2?
Unfortunately this did not solve it.
But I moved one step closer to a solution. I applied the base colour texture in Blender and compared it to what I see ingame:
Just to make sure I nuked all the other materials from the blender file, there is only one present in the whole vehicle´s file, the one with the linked texture.
Somehow, the damn game is still pulling different textures from somewhere else. For example the logs still have the old texture applied to them??
No other texture in the P3D
No log texture on the _co itself
Where is it coming from???
The same is true for the interior of the vehicle
Is this some cache/hemtt issue?
The usual head-banger that has happened to all of us, is that we have accidentally changed the path for where the pbo is built and the changes are not actually being loaded into game.
So make doubly sure that the pbo loaded is the new one.
For pboProject, I'd suggest deleting the temp cache. For HEMTT, no idea.
Is there a command that would bring up all the textures present on a model ingame? 🤔
Yeah, I deleted the cache, didn´t help.
I then removed all materials from the 1st LOD:
There´s still textures in-game on it...
You removed materials or textures? or both?
How are you verifying that your built pbo is the one being loaded?
I removed the Blender "material" that holds the texture info.
I know I am loading the correct PBO because if I make it load the 2nd LOD the textures come up
Well blender has nothing to do with Arma. It's the p3d that counts.
Well, I export the P3D from Blender, no? So if a LOD has no texture assigned to it in Blender, then the exported P3D will also not have a texture. At least that´s what I assume?
You know what they say about "assume"? 😉
Well, if I select the 1st LOD it doesnt mention any textures present on it
I´ll try removing all the textures from all the LODs then
So what I would do if I was trying to understand this is:
- add a new box in LOD 1 and verify that I see that appear in game
- remove all TEXTURES from the P3D, and see if any textures show in game
- if there are textures, I'd guess it's hiddenSelections, so I'd be looking to remove all "camo" type selections
That sounds sensible, I´ll try it
Yeah, it was the hiddenSelections.
Though now it leads me to wonder how the hell can hiddenSelection be causing graphical glitches on the model. You can see how initially there is no beige colour around the edges of the turret on the 2nd LOD (where I removed the hiddenSelection vertex group), but when I make the game load the 3rd LOD (where the vertex group is still present) the glitches appear
Obviously removing the hiddenselections vertex groups makes no sense because that will make the vehicle be unable to change camouflages
Ohhh it’s that thing
If it’s hidden sleections you can get issues where a vertex is on two or more camo selections
If you have them not split, and assigned it can override the intended camo assigned
So in blender when setting up camo selections, I select the material, split the selection (I think it’s alt + M) and then assign the vertex group to it
Repeat for all other camo selections
If you’ve got this problem already, you’ll need to remove everything from the camo selections and start again to be sure
All your textures/materials should be on discrete mesh (can be separated). Then when you apply camo1 to texture1/material1 and camo2 to texture2/material2 you don't get the problem Kenny describes. He's quite right, you shouldn't have camo1 and camo2 sharing any vertices/faces. But that's similar to checking your model for "sum of vertices not equal 100" in the binlogs too with regards to animation bones.
Yeah I checked and this is actually not the issue
I removed all vertex group assignments, then assigned the whole mesh to camo1 and it did not fix the issue 🤔
I´ll leave it for today 
Hey! i was wondering if someone can help me out
Nobody because nobody knows what help is required
I just need help retexturing helmets and vests
youll have to explain more what the problem is so we can give guidance how to proceed
Well the problem is that i find the textures, i just dont know how to do it
do what
like for real
more words needed to understand
Retexture the hrlmet
Im sorry im still half asleep
So i exported a helmet texture from an arma mod (VSM) and i want to retexture it, put a flag on mostly and put it into the game as a different mod
that would involve turning the texture (paa) into png/tga via saving it as one via texTools2 (Arma tools from steam)
then editing that image in your choice of image editor (paint etc)
converting that image back to paa and writing a config to go with it that paths the helmets hiddenselections to use your new texture instead
could you maybe show me?
there are info about that in the channel history and on the internet. I dont have the kind of time to hold your hand through it 
well ive been looking trough the channel and watched multiple videos, cant figure it out but also im willing to pay for it
if you can be more specific what part you dont undertand that can be easier to answer
the texturing
the only thing im trying to do is put a flag on a helmet and a name on a vest
what goat said was pretty clear I think, unless you have more specific questions. you can just download the import/export tools off of steam, and the actual image editing is up to you in whatever program you want. writing a config and making a .pbo with it is what actually gets the exported file into the game
Am I correct in looking at the ground textures that they don't have an AS or SMDI unless that is taken care of in the NOPX?
Correct, just _CO and _NOPX for terrain textures. I have used _SMDIs for roads though but that’s different
i want to retexture NLAW but i dont see a value in config where texture is and hiddenselectiontextures doesnt seem to work?
it might not have any
yea just checked, the model is not hiddenselections capable
can not be retextured
shucks, i guess imma hack ace's dragon or smth
I have a texture thats a decal with a _CO texture and I have another version that is the same texture but with a alpha channel, so _CA. The _CA comes out darker then the _CO. They are using the same RVMat. Is there a stage that is needed in a _CA texture that I am unaware of?
What shader type is it?
_ca can behave diffrently sometimes
I think I just found the problem. I had super selected for both Pixel and Vertex. I switched it to Normal and Basic and that seemed to fix it
anyone know why there is no shadow on the zulu? the shadow LOD is casting on the ground and everything else but no shadow on itself
check your rvmat that it is A appliead/loaded B valid C no broken ambient settings/AO texture
also it should be supershader type
the rvmat is identical to the heuy on the right, ill confirm one more time
does the cobra texures contain alpha channel? are solid and transparent surfaces mixed in same texture files?
nope
the cobra is made up of like 5 textures, and its happening on all those sections
also this is happening
its AO
it goes away when i dissable AO in the video settings
tthis means you have alpha transparency in the solid texture
oh
what should i do?
remove alpha channel from the source _Co textures and convert to .paa again
wilco
i am getting this error when trying to open a normal map in textview2, any help?
where is it from? what resolution is it?
a model from 3dma, 4096x4096
its a heafty 60mb file and i tried downscaling it to 2048x2048, but that throws the same error
could be its not suitable bit depth
Try opening it with GIMP. I've had decent success with getting bad files to work that way
(Check the bit depth, as HorribleGoat suggests)
2048x2048 is fine for texview2, there are many textures that size already in Arma (the vanilla uniforms are mostly 2048x2048
4096x4096 will work as well iirc
it opens fine in GIMP, i was trying to open it in textview to save as .paa
What bit depth does it show in GIMP?
idk if this is it
That might be the issue
You can try changing it to a lower bit depth
Image > Encoding > whatever bit depth you want
I don't know if texview2 supports 16bit colours, but 8bit worked
The manual I found said 24bit TGA (32bit with alpha) is supported
switching to 8 bit worked, ty
What would be the best way to change a multicam pattern to a flat black in photoshop?
Best method, just don't
Find a black or other single colour texture to start with
Then it's just recolouring
If you don't have a single colour, then use the NOHQ, SMDI, and AS to aid in cutting out the shapes, and use the recolour tools to make multicam into black
It's tedious to do in GIMP, probably tedious in photoshop as well but maybe not as much
Hi Everyone, after taking damage my model turns black colour, what could be causing that?
full black or just darker?
full
and what type of object is it and what kind of damage effects have you set up for it?
For example: when I shoot the glass, the rest of the model turns black colour but glass stays the same.
building? vehicle? how have you set it up to behave?
black usually means broken rvmat
plane
I have the HitGlass1, HitGlass2 etc setup in the Hit-points and in the config.cpp in the class Damage under mat[] = {} I have rvmat entries setup. Is that what you mean?
Show us your class Damage code, and then post the code inside the damaged rvmat.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Do you have a zbytek selection name assigned to textures with the rvmat plane_g4supergaleb_default.rvmat?
Is zbytek in your model.cfg sections []?
Not the cause of your issue, but you shouldn't have a trailing comma (,) after the last array entry in class Damage.
Is the code below class Damage for Soko_G4_Super_Galeb_body_1_damage.rvmat?
Try replacing the code with this as a test (there should be no change when damaged):
{
"Soko_G4_Super_Galeb\data\textures\default\plane_g4supergaleb_default.rvmat",
"Soko_G4_Super_Galeb\data\textures\default\plane_g4supergaleb_default.rvmat",
"Soko_G4_Super_Galeb\data\textures\destruct\Soko_G4_Super_Galeb_body_1_destruct.rvmat",
};```
So when I did as you have suggested, model does not get black anymore and i get damage only on certain sections, eg: that part of the cabin, horizontal stabilizer, flaps, aileron and nothing else. And zbytek is in model.cfg sections[].
So that probably means that your Soko_G4_Super_Galeb_body_1_damage.rvmat or the texture maps used in it, needs improvement.
First of all, put your class Damage back as you originally had it.
Then try changing in your damage rvmat
specularPower = 60;```
If that doesn't help, swap the normal for a procedural:
```class Stage1
{
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";```
and then swap the smdi for a procedural:
```class Stage5
{
texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";```
That will tell you if either of your nohq or smdi damage textures are bad.
did that, no change, however, when I try to blow it up with rpg, the rocket passes trough those parts that damage is no show. Its smomething in the Fire Geometry but I can't figure it out.
any1 got any idea can you use substance painter to create .ca maps ?
As for new model/texture maker i can say that substance painter works for me and im totally noob what comes to creating textures...
just look for tutorials how to handle alpha maps in substance painter, _ca textures are nothing else then diffuse textures with alpha channel
Hello everyone, i'm making a tank mod and i'm having a problem with my textures not loading when i place my tank in the editor. I made the camo using Substance Painter. Do i need to have a model cfg first or will the textures work just by being assigned in Blender (Object Builder addon) ?
My problem is that my textures even though they are assigned in Blender materials, dont show in Arma Editor and get an error "cannot load texture : "path" ". Is it a config, model cfg or just a path error? I tried many different paths and made all letters lowercase in the virtual path in Blender, but still did not load the PAAs. TexView2 opens the PAAs fine. I haven't got a model cfg, only a cfg vehicles. Is there a possibility that the textures don't show because there is no skeleton ?
This is the error
Do a search here for details on setting up a "p drive", "mikeros pboProject", and even if not the cause of the texture path errors, you will want a model.cfg for your mod.
I have a P drive, i don't think that is the issue, as i gave a relative texture path on each material tab in Blender, with all sorts of changes, from P drive location, to shortened relative path, even changing all letters to lowercase.
The game just wouldn't open my texture. If you have no other ideas about the cause of it, i will try after i give a model cfg. If that doesn't work, i will try to reproduce my maps from Substance as a last resort and watch about stuff like DTX and all that. If that wouldn't work either then i don't know i will probably dump the mod cause i can't texture my tank from the start. It already took me a lot of time.
Your path is wrong, it's that simple.
Suggest you show your drive and folder setup, the path to texture in Object Builder p3d (not blender) and use pboProject to pack it (because it will tell you errors rather than pack rubbish).
Okay, i will send it on a while. Hope it's this simple issue and I'm just to dumb to resolve it for a whole day now 🤣
Bad uvmapping maybe
But you want to make sure you are using the right UV
Especially if you have multiple of them
Im guessing we can try debug it from the beginning. wheres the model from and whats your experience in 3d modeling
I changed some path files and the P setup, though Object Builder still says "Missing Textures"
Μy Driver and mod path:
P:\t_64\data\textures...
Blender Material path
You shouldn't have the P in those file paths, they should be the "arma" path to the file
My texture file setup
It auto-assigned it AFTER it was made P3D, because my mod is in P Driver for now.
Object Builder gives me missing textures when i press "Check Textures"
And when i use PboProject i get this:
Files exist though
It is because of the relative path. Before it was made P3D it was like this:
the path in object builder can have P: its removed on export as far as I remember
the paths dont seem to match what you try to pack though
I believe that even if i pull the mod out of the P drive and is in the arma 3 folder it still wont work. Cant understand why it cant see the files
I saw that also. Will check inside the RVMAT
But i think that even if i correct the RVMAT i will still get missing textures
mod files should be on P drive in the file structure of your mod so that when you pack pbo the solder structure matches what you put into the pbo
and write in configs etc
since you have not packed with pboProject your pbo is probably broken
fix errors so pboProject can make you a proper pbo
Will update in some minutes... im really curious
object builder might not see your paths correctly if you have messed up settings
like in OB options (file menu) you need to have path to textures as P:\
I did not get any texture errors or rvmat ones in PboProject now
Will check if OB can see the textures
Path for Textures in Options
Pressed Check for Textures
same thing
🎉
Point is, i don't know if the game will load them after i pbo the file and throw it in the Arma 3 directory
Should i load the mod as local from P drive ?
you still have to make a local mod folder for it and add it to the mod list in the launcher
dont put pbo in p drive
only modding files on p drive
yes
Cool, thanks a lot ... But im not too optimistic 🤣
@full quarry So, tested it and something ridiculous happened. Game crashed when trying to spawn the tank with no errors. Just closed
I have placed the tank before, when it was just the white P3D model. But now even though i get no texture error, game crashes. Is it a memory issue or does it need a model cfg ?
dont know. hard crashes like that are not exactly common
you can check if the rpt log of the crahs has any info
I think my game only ever crashed if the path to the .p3d was wrong in the config
After finding any script errors i could, i got these texture errors.
here starts loading them
Then here is where it finds the error i suppose
your rvmats are made wrong then
Checked the rvmats. No more errors. The error is on the PAAs. This one specifically. Do you think it would be good to turn all of my PAA into 8bit ?
its wrong bit depth
Tbh i don't much about this stuff, but as far as i understand, the bit channel depth should be 8bit per channel ?
yes
also rgb
does anyone know where i can find the directory for the caveat font? tried looking in uifonts_f_data but it isnt there
a3\ui_f_enoch\Data\CfgFontFamilies\Caveat
But there is nothing to do with the PAA files on your end?
thanks, also no, i just wanted to find the directory for it to see what other fonts were available
You don't want to peek the files like that, but check config. Everything is listed there, if there is nothing else, that's the dead end
Config always is your first goto to see anything
got you, thanks for the tip
(Please note: even if the config states nothing, there can be some unused files... but very unlikely)
Hi guys, i'm looking at making skins for Sabre's Mil Aviation Mod but saw the images on steam have better skins than the mod. Does anyone know how you get these or how to contact Sabre?
Replying here for posterity, the issue was fixed by setting RenderFlags[] = {"NoZwrite"}; to the transparent material's RVMAT
Is there any known differences going four 512 textures, compared to just one 2048?
From what I understand that it would become four section counts going with the first method. Which the community consensus is worse. Though, a 512 color texture = 128kb, same texture at 2048 is 2mb and both at DXT1. It should be better, no? Considering the memory overhead is lower
(size values taken from texview)
Trying to search for answers in forums and discord only comes to the conclusion that it doesn't matter as the quality would be the same (same amount of pixels), but there are none that mention that increased texture size, means increased memory usage
in grand scale of things the 1 texture is better
but what kind of texture setup you should use can depend a bit on what you do
so on paper one would prefer as an example; a vehicle that has decals baked down, rather than having the body texture and then a shared decal texture- focusing on performance rather than the fact it's easier to work with
as I understand even doing shared textures doesn't matter in the end due to it being still a draw call
ohh small backtrack, could just reduce section count on the next LOD
well purely from performance standpoint sure
but for better visuals and easier decal use, one would use actual decals
decals having a shared texture is the best compromise
Having decals separate from the main textures also allows for easier re-skinning, either by the mod maker or third parties.
Indeed, but as I said, focusing on performance to understand the limits of Arma 3. As now returning back to modding as a hobby while in the industry really shows that arma has some interesting conundrums, or at least the information available on the wiki isn't sufficient. Like I can't even find information about texture compression beyond that NOVHQ uses DXT5.
The importance of texture sizes is more important in today standards, due reading from the harddrive is SLOW, and of course things like that can be circumvented by making texture sizes lower or caching a detailed material that will be reused several times.
I don't have anything I am implementing yet but got curious on performance as looking back to my older stuff, felt overkill doing 4k things for the smallest stuff when I am now doing 512 for a pair of shoes
might do a drastic test of comparing two 4k vs sixteen 512 to see difference between section count vs texture size
its more in grand scheme of things
like if you have lot of assets on screen with sixteen materials instead of 1
single one probably does not have noticeable effect
Yea had the intention to spam equal amount in the scene and compare performance between them
youll likely need a lot of different ones.
not sure if its worth the hassle
All fixed now, thank you for all your help @full quarry @stray relic
it does matter huh
ur not gonna see a performance difference on 1 draw call versus 4 draw calls 😭
just stick with one usually tbh or do 2 and have a main texture and a lower quality decal sheet
well from searching and asking it seems no one can agree on anything, as even the wiki encourages to minimize section counts
no one can agree because it's a non negligible difference unless u make something so incredibly unoptimized and then you'll notice lmao
less section counts is better but will like more than 5 section counts kill u? no
well still no one can provide a good answer overall ¯_(ツ)_/¯ and I'm curious on aiming for optimization in general.
as one thing that's odd is the wiki mentions this
To highlight the impact of section count, a quote from modeller "P1nGa" about a test he did with a Performance Testscript created by JonBons on reddit: you can find some surprising results, like my Minimi Mk3 has almost 5k more verts, than the most common used M249 at the moment, but in almost all of the tests i get 5-10fps better, essentially because the other one has like 13 sections, and mine as 4 . That is 5-10 fps for just one weapon.
but nothing on whether those 13 sections were all 4k or anything about it
just a nothing burger of an answer
I see normal maps in general are DXT5 at least so that shit gets pretty expensive if there's several of them
but I also got console optimization engraved into my mind
if you want optimized you dont use normalmaps at all
the moment you consider visual quality with normalmaps you can drop any compression considerations
otherwise its just waste of time
you are overthinking it like 100x
there is no X number of sections a model should have
basic formula is. lowes possible impact with the visuals you want to achieve
(additional clause, no need for 4k textures everywhere)
alright perfect, that's a good answer for me
asset development can be a rabbit hole
😅
ah could be worse tbh
or just put 4k textures everywhere and notice how no one ever notices or blames it for anything
DDS compression formats decodes the same way




