#arma3_texture

1 messages ยท Page 19 of 1

ancient smelt
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Ah, yeah environment is added to specular like this:

vec3 output_specular_environment = PSC_GlassMatSpecular * 2 * fresnel *
    environmentSample(world_reflection, inputs.tex_coord, specular_exponent);

vec3 specular_result = output_specular * direct_shadow_channel + output_specular_environment;
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I must've been using a really neutral environment map.

fresh hill
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I just used the a3 env map and overlaid some golden-tint.

leaden meadow
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What did you use for finding the argb color for diffuse and ambient in the rvmat ?

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And Also when i load in an Rvmat into Object builder and open buldozer the object turns black

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Okay it was a white detail map causing the problem, but how on earth did you get your buldozer to render the normal maps and secularmaps

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mine one render the texture (co)

nocturne lake
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there's an option to display materials (i.e. .rvmat data) in View\Viewers\Buldozer

leaden meadow
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OK thank you.

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Not seening the option and still comming up black

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My Object builder is so fucked xD

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It gets annoying haveing to compile everything and load into arma to view the model.

nocturne lake
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Yeah, seems you don't have it set to Hide Materials so I would think it should work

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Do you have path to textures set to your P:\ drive in your ObjBldr options?

leaden meadow
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yes

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does that spesify where the texture from the curernt object loaded into object builder wil load from becuase All of my project are on a seperate drive

silver adder
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paste an rvmat in pastebin or somewhere similar

leaden meadow
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found this on arma 2 epoch gold bar

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It works fine ingam

silver adder
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so it works fine in game .... with epoch loaded aswell i would assume?

leaden meadow
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No, I got the Rvmat from the gold ingot in arma 2 wpoch folder

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epoch*

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and added my own textures with my ingot.

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I used it just for the speculare power and deffuse amd abient map stuff because I still ahve no clu how to config them.

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ambient*

silver adder
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when you try to load the model with buldozer, it is looking for textures on P:/ drive
if you have

texture = "rev_ingots\data\bar_ao.paa";
it will search for "p:\rev_ingots\data\bar_ao.paa"

leaden meadow
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ok

silver adder
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if your source files are not on p:/drive then it wont find them..........you should for the sake of sanity work with source files that are on p

leaden meadow
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So if I have it onmy Desktop for EG I would spesify "C:\Users"UserName"\Desktop" ?

silver adder
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well you could, but then when someone else loads your model on their computer, will it find the same path? it will only work for yourself

leaden meadow
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I see.

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Ok 1 sec I will move everthignt o my P drive

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Can I make afolder on my P Drive and Name is something liek Projects and have it spesift to that ?

silver adder
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yes

leaden meadow
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Ok

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And why does buldozer load up when I sater Object builder ?

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Sorry for all these question i just want to sort everthing out so I can do everthing smoothly

silver adder
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i guess there might be setting somewhere to load it on startup

leaden meadow
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Yeah I'm trying to find it xD

silver adder
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in Options, 'Start Viewer During Startup Time' i found it on your above screenshot

leaden meadow
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Yes, thank you man, I relly appreciate your help.

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and I

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moved everthing.

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it loads buldozer fine now but the rvmat is not displaying.

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no speculare or normals showing just diffuse.

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My buldozer if fucked xD

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is*

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So I'm fucked ?

leaden meadow
nocturne lake
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Not mapped just means there's a face with no assigned texture

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If you have proxies in the model they'll add a not mapped texture group, since you don't usually apply any materials to the proxy triangles

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yet they are still a face

leaden meadow
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nvm fixxed it.

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it was project locaion

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I have a folder inside my P drive and I have to adda texture location in Object builder to "P:\Project\ " instead of "P:\Project"

frozen blade
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actually it should be "\Project" instead of "P:\Project"

dull tusk
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which program is best to directly paint textures on your model?

dull tusk
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nvm i found the same question I asked some time ago ๐Ÿ˜„

leaden meadow
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Hey guys is their a shortcut to focus on your object in Object builder ?

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I lost my object in the left view xD

unreal magnet
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cloe and open againn

leaden meadow
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Guys what is this I accidently pressed a button and this happend ๐Ÿ˜ฎ

silver adder
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Not enough info, I would say it looks like something drawn in MS Paint

leaden meadow
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Nvm

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That image I uploaded is from object builder xD

dull tusk
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does anybody here use quixel suite 2 for his texturing work?

clear sapphire
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I do, and I'm not the only one here.

dull tusk
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is the albedo texture the same that will have the _co tag in arma? (i've just started testing the 30 day test version)

clear sapphire
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Yep.

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(Cue someone correcting me for misunderstanding how it works in 3.... 2... )

dull tusk
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thanks ๐Ÿ˜„ but why is every texture for a shiny metal black?

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it's the specular texture that is colored in that case

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how can i make that work in arma ?

dull tusk
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because imported in arma it's just shiny black

clear sapphire
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Well, that's something you'll have to work around. I don't know if you can find it, but there was a whole discussion in this channel a few days ago about making 'gold'.

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You'd have to mess with the environment map to get coloured specular effects. (So if you want gold, you need to tell the game that the terrain it's reflecting is gold-coloured)

dull tusk
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oh ok, i'll search for it thank you ๐Ÿ˜„

silver adder
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Negative, that is not correct at all

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If you want it too reflect gold you set the Specular color too gold, add a night spec power, and find the right fresnal values for gold

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Never any reason to mess with the environment texture

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You do also have too have the right color in the diffuse texture as well, but take a look in A3/data_F for the brass shell casing and work from that

clear sapphire
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Just repeating what I read here, but I believe the point was made that then you'd only have yellow 'highlights' from the specularity, while you'd actually expect some near-white bright areas. But whatever, I haven't tried it myself.

fresh hill
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Yep, messing with the specular color array in the rvmat will change your highlight colors, which you'd want to be white, even for gold.

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You can use that array to dim the overall specularity by setting all values to 0.5, but a similar effect can be reached by tweaking the fresnel values. It's all a giant net of interwoven dependencies, and there are a bazillion ways to do to something, simply because the entire way of dealing with specularity is... suboptimal. There is no per-pixel-specular-color map.

granite kindle
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Still trying to find an MX to M4 retexture.

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Even though, I'm sure that's damn near impossible.

ancient smelt
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@fresh hill @silver adder Yeah, went and rechecked my GLSL shader; the environment map is multiplied by the specular value in the RVMAT, before anything else happens to it.

ancient smelt
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How do you get specular highlights that are a different colour from the reflection, anyhow? Would seem like you'd have to have a non-linear BRDF for a single incoming/outgoing angle for that to actually happen.

fringe vortex
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Not sure if this is the place to ask this.. But I'm trying to create a uniform pack. However when I try to launch the mod it says Include xxxx\BIS_AddonInfo.hpp... Still can't find anyi info on this.

hollow shoal
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Is that a .hpp file of yours? The new mikeros tools excludes .hpp files from pbos by default.

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so if a script is trying to include one it'll fail with something like that

fringe vortex
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I didn't use mikero tools. I'll try as again using them.

dull tusk
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I don't know what I'm doing wrong....the textures on my weapons just look like shit

fringe vortex
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I haven't done weapons yet. But with uniforms it seems to deal with the image size and how hq the image is.

dull tusk
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i don't mean in terms of resolution and blurriness but in terms of specularity and such things

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it's not even close to what I wanted lol

nocturne lake
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Don't rely on the spec/gloss to do all the work. Arma doesn't have PBR. You will need to change the abledo base colour of the scratch etc. layers that Quixel makes

gritty pasture
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does anybody have a supershader rvmat template for paper?

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asking before fiddling with values, maybe I'm lucky

gritty pasture
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well I fiddled, I guess this works fine, had to create my own _cdt texture though

ancient smelt
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@dull tusk What specular power did you use in the RVMAT?

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Oh, actually that looks like mostly diffuse actually. Set the diffuse to near-black in your RVMAT. You'll want the specular power up high to get the kind of highlights you want but then for the exposed/rough metal you'll want to turn down the specular power by making the blue channel 255 for the black metal and something much lower for the exposed/worn metal.

crude skiff
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is it possible to add a texture in game, that is not in a mod, or in the mission?
for instance maybe the same way its done via a Squad xml, but for something like a vehicle texture

strange thicket
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No

dull tusk
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@ianbanks thanks, will check that as soon as I get home ;)

fringe vortex
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Has anyone here recently done textures for uniforms/backpacks/vests?

unreal magnet
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yes

brittle depot
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Did some one have an template or know which size i should be use for Textures used on the "Noticeboard" and "Infostand" so it will not be shrinked or look squashed

fresh hill
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Has anyone here recently done textures for uniforms/backpacks/vests?
Yep.

ancient smelt
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^ Some nice newly released concrete substances.

dull tusk
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what is the best export target in quixel suite 2.0 when making textures for arma?

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or is specular PBR ok?

dull tusk
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also any idea why I have some white faces randomly on the model?

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like this

nocturne lake
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I get the white/chrome faces in 3Do when model isn't one single group/selection

dull tusk
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it's only on one of the parts

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but what should I do? I do not want to make it one part

nocturne lake
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Just make it one part while you're texturing it. Doesn't have to be the exact same file as you import to ObjectBuilder

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So long as the UVs don't change, the suite outputs will still match the mesh

dull tusk
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yeah but I'm applying different materials to the different selections

nocturne lake
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How is that relevant to Quixel suite?

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You use a 2D selections map to make materials groups in Quixel

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You only need your selections in Object Builder

dull tusk
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oh okay....how do these 2d selections work?

nocturne lake
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it's called an ID map or something

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basically you paint solid colours for each material you want, and where on the UVs they are located

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each colour is a different material

dull tusk
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does quixel recognize the different colors automatically?

nocturne lake
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yes

dull tusk
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oh that's cool

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I'll try that

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thanks ^^

nocturne lake
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When you create a material, you can right-click the mask window and it'll bring up a window with your ID map on it, you can then select the part you want and it will create a mask from that colour selection

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there's a way to do it in the 3Do previewer as well, but I forget

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But it is possible to work in quixel without making an ID map, it just makes creating the layer/material masks faster if you have them ready as an ID map

dull tusk
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hmmm it's one object now but the white faces are still there ๐Ÿ˜ฆ

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weird....model would look awesome if those faces were colored lol

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i just saw....they aren't white

nocturne lake
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Are the normals okay? No backfaces or something?

dull tusk
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a part of the material is on it

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yes they are

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yeah the details are visible

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but not the other parts ofthe material

nocturne lake
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Not so sure what it would be then. As I said, I only experienced it when there was something with the selection names not matching the Quixel project, or if I import a model with multiple UV sets

dull tusk
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the face also seems to have no shading on it

dull tusk
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that's an annoying hold up....still doesn't work

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always the same faces

dull tusk
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well actually it is not that much of a hold up

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the texture is fine

ashen granite
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Yes, even if some faces are mesed up in Quixel, it will write on the correct UV Map anyway, it will work good on Object Builder. So no worries.

dull tusk
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how do I combine the specular and the gloss texture that I get from quixel so that it works in arma?

clear sapphire
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You'd want to combine them into an _smdi file that has the specular in the green channel, and gloss in the blue one. But if you're using Quixel, I can recommend this: https://github.com/p1nga/RV4-Calibration which will do it for you.

dull tusk
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thank you I'll check that out

silver adder
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I should really update that to ther version on my PC that fixes a couple of things......

silver adder
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Which i just did ^^

dull tusk
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i'm going to just give up on texturing my weapons....there's just no bit of gloss on the fu**ing thing lol

ashen granite
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Use the specular then

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There is a filter in BI Editing Tools, use it in TexView with your specular map loaded to render the smdi.

ancient smelt
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If you want gloss you have to have a high specular power (it goes up to 1000ish), high specular power in the _smdi channel, and proper fresnel.

dull tusk
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I'm going to jump off a bridge.....I'm wondering why my smdi texture isn't working while the line in the rvmat is commented out

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for about 4 days

ancient smelt
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Running Eliteness on your binarized files and using the in-game config viewer to make sure things are being binarized properly is always a good troubleshooting sanity check.

nocturne lake
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@silver adder Thanks for updating the RV4 tools for Quixel. Something you might want to fix though, is that it's currently export the normal map as "_nohg" instead of _nohq

dull tusk
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any ideas where I can find custom materials for quixel?

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or better said: does somebody know of a good smart material for tan colored weapons?

silver adder
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fark must of copied pasted an old code block....

bronze stone
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applaus

unreal magnet
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Thanks pinga ๐Ÿ˜ƒ

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@dull tusk just use the standard weapon camo and put a couple of color layers on top

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Usually there's a layer called "color"

silver adder
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i just checked the code on github on my phone, there was a line that had nohg in the past, but it was fixed, so i can only assume it is fixed, i have used it recently and it worked

unreal magnet
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yeah it should

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@dull tusk just scrolled up - If you use 3ds MAX, download Textools Toolbox

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It can render color ID maps automatically

dull tusk
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Thanks but I'm using Blender. Best way to do it is to apply a different material for each ID and bake Colors to Texture

unreal magnet
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yup, that works too.

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I also use this method if I want to quickly adjust the colormap to my liking

nocturne lake
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@silver adder Sorry, was my mistake - the release version in the green "download" link wasn't updated to v1.1.0 that has the latest .jsx file, so I was downloading v1.0

dull tusk
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any ideas what might be a reason for materials not working sometimes?

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sometimes when I start the game the rvmat works for one weapon but not for another

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which is basically the same model but different rvmat and textures through hiddenSelectionsMaterials and hiddenSelectionsTextures

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sorry for so many questions ๐Ÿ˜„ I'm into texturing since I tried Quixel

silver gull
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check for typos in your paths if rvmats dont work

dull tusk
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they work but sometimes they are gone like the game did not load them on startup

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this only happens with the ones where I changed the materials with hiddenSelectionsMaterials

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i could probably have a workaround by just having 3 models and change the rvmats in the p3d but that would not be the best way I guess

silver gull
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still sounds like a path or packing issue

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look in rpt, it will show lacking rvmats

dull tusk
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no it doesn't

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this is my config where I have the hiddenSelections

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and I doublechecked the paths

fresh hill
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Are you using P:\ in your path?

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(in the .rvmat)

dull tusk
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no

ashen granite
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define the hiddenSelections, textures and materials in your base class and try again

dull tusk
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did not work unfortunately

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it's just a random bug lol....i started arma went into the arsenal, tried the three weapons -> black with rvmat, tan with rvmat, olive without rvmat

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tried again without changing anything -> only black with rvmat

ashen granite
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Apparently hiddenMaterials doesn't work

dull tusk
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the rvmat for the black one is the rvmat applied in the p3d

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so I'll have to have 3 p3ds?

ashen granite
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If this is the only way it works, yes

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Otherwise, keep experimenting

dull tusk
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i think I'll test out what happens if there is no rvmat applied in the p3d

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first run worked

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yeah second run as well

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reminder: "If you work with hiddenSelectionsMaterials do not apply an rvmat to the hiddenSelection in the p3d"

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and a third run worked as well

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hours spent for such a simple problem ๐Ÿ˜„

ashen granite
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Welcome to arma

brittle depot
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hello, is it possible to make an Objetct (e.g. Shooting Target) constantly visible on Thermanl and NVG View?

ashen granite
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Does anyone has solid documentation about the parallax mapping ?

nocturne lake
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It only works on terrain

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as in it is used for ground textures on islands.

ashen granite
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Oh

fresh hill
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Quixel is 40% off today.

brittle depot
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I don't know if i am in the right Section, but maybe someone can help me. I was read that it should be possible to retexture a Proxy in 1.56 but i don't find how i place my Texture on a Proxy

rare dove
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I'm still struggling with a blue colour mixed in the texture on the ground floor of the Nimitz. I've added a cube, used e and selected the texture and while the side faces of the cube look correct, the top face has a blue base color. Any advice on what's wrong there?

silver adder
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because the way the Wrecks work is it is not really a proxy, it replaces the normal model in the world, with the one defined in the config and properties in the p3d.

nocturne lake
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It works on general-use proxy parts in the same way (like for vehicles) But Pettka says it makes the model slightly more resource-hungry.

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No idea if it works for proxies like weapon attachments though

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Since you don't use cfgnonaivehicles for those

rare dove
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on the blue texture, seems it's a shadow problem. when I place the rooms on land and remove the ceiling the texture shows perfectly

silver adder
frozen blade
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i wonder if 4k is still max

ancient smelt
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Substance 2 has scripting support too, I'm hoping it means I can now export RVMAT's based on all the Supershader settings in the Painter UI...

dense peak
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I tried tga and png as source so far with no luck

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the artifacts are still there

frozen blade
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what file format are you converting it from

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what are you using to convert

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is your tex file 2^n pixel format?

dense peak
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hey pufu, im tried to convert from png or tga. no difference there. artifacts remain. the source image is 2048x2048. I tried to convert from imagetopaa and from texview with no difference at all.

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i do get rid of the artifacts if i increase the contrast/brightness of the image tough.

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did you use the correct tags for all textures while converting?

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which tags do you mean?

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exampletexturename_CO.tga

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then you convert it to a .paa

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same for SMDI and NOHQ and whatever textures you use

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im at a loss, what does a naming convention have to with the conversion result? Nevertheless i just tried it wit co as suffix. The artifacts remain.

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there is a very subtle light fall off in the source image from left to right which seems to be causing this issue at compression trough paa

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explained in the link i sent you:
textureType is predefined suffix, that allows to choose proper compression and other transformation for the texture. The actual transformation is defined by TexConvert.cfg (used by both Pal2PacE and TexView 2 tools).

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use the correct tags for all textures on your model, the artifact does not have to be produced by the CO texture but also by the SMDI or NOHQ or any other texture type you use

dense peak
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unfortunately the artifacts are still there even if use the a suffix for the texture which will be an ui element. the only explanation i have right now is that the paa compression is messing up the areas where similar colors are used.

silver adder
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^ as you said compression does not work great with large areas of similar color, you can add some noise which will break the compression up into smaller areas and reduce its effect

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You can also try to export the image from Photoshop using Save for Web, and let photoshop handle the compression, img>paa should then do virtually nothing to the image

ancient smelt
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@dense peak That looks like quantization is the issue, the only way you can deal with that is noise either in the _co (which has to be high enough to get over paa's 5/6-bit quantization) or noise in the normals (which can be pretty subtle and still have an effect)

dense peak
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hi @ancient smelt how would I do that? I assume noise has to be added to the source image? Just to make sure. This is not a texture for a model but a gui element for a radio.

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ah ok, i think i got it. i just added 0.5% noise vie photoshop to the source image. after paa compression the results are better. not perfect yet but i assume i have to play with the values.

ancient smelt
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Yeah, the other thing you can do is dithering.

dense peak
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cheers mate you just saved me from doing tons of work all over again

dull tusk
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how do I make a rvmat that renders everything black, non transparent and reflective?

silver gull
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black and non transparent is not in the rvmat, thats the diffuse texture which is seperate

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use procedural "textures" (aka colors)

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go in OB and select a color instead of a diffuse texture, and you will see the "code"

nocturne lake
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well, you can make a texture all black in the rvmat is you set the ambient, diffuse, forceddiffuse etc. way down to {0,0,0,1}

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we used to use that for making reticles that were illuminated at night, but black in the day

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but after OA came out, rvmats stopped working in modeloptics

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would work on other kinds of models though

eager wedge
honest pagoda
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so if i get it correctly, those assets from https://www.humblebundle.com/cryengine-bundle can be incorporated into any engine / game / mod project:

Plants and Shrubs
Trees
Environment Props
Prototyping Kit
Textures, Decals, & Visual Effects
Audio Kit
Vehicle Pack SE
City Pack SE
Weapons Pack
Vehicle Pack HQ
City Pack HQ
Character and Animals

Humble Bundle

Create your own game using CRYENGINE with loads of environment and character assets!

silver gull
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"texture pack": there are textures in it. What a great description

honest pagoda
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better than not-so random colors of pallete in digital format ๐Ÿ˜‰

serene needle
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Not sure if this is the best channel to ask but its sort of texture related, anyone know what could cause //dll Unknown throw Error
Derap: Missing name for class or array in eliteness when I try to unrap a RVMAT? Also any ideas on how to get arround this problem?

dull tusk
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how can I get a higher intensity on the normalmap I'm using?

frozen blade
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duplicate layer and overlay is the simplest way

unborn river
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Can someone tell me how to make ambient shadow maps?

frozen blade
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AS maps = Ambient Occlussion maps

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with all channels white but the green on

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that said, if you feed a texture_as.tga (with the correct naming) into O2, either buldozer or texview will convert that one correctly (as in make RB channels white)

unborn river
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Thanks!

ancient smelt
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Check how it looks at night though, when the ambient is virtually nil. If things look too flat at night you can use an _ads or bake a tiny bit of AO onto the _co.

frozen blade
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yeah, i always bake AO/AS into CO

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simply because arma is using diffuse, and diffuse is not albedo

unborn river
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Ok, I am already baking a little AO into the texture. So maybe I don't need AS maps at all? I'm very new to this

unborn river
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One more question. How high resolution textures can/should I use?

bronze stone
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Depends on

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You dont need a 4096x4096 Texture for a tincan

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and using a 512x512 for a huge Building is also not the best choice

unborn river
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but is it ok to use an 8k res texture on my aircraft fuselage? I want the tiny text on the decals to be readable

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does the game have limitations?

bronze stone
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1 thing, you have to ask you everytime: How often do ppl look at it?

unborn river
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That's true, but Im a perfectionist. I wan't it to be as detailed as it possibly can within the limitations of the game engine

bronze stone
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perfectionist vs Memory.

dense peak
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i think you shouldn't go over 2k

unborn river
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so 8k is ok, but not recommended if you have a low end computer then

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hmm.. 2k is really low isn't it? most of the aircraft I've studied use 4k

bronze stone
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Just my guess: 4k for a Vehicle is more than enough.

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Just imagine: Your Vehicle might have 8k. Thats okay. But: Now imagine 30-40 other Vehicles with 8k (or even 2-3 8k) Textures on it.

dense peak
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would be best to check arma 3 vanilla textures.. but i don't think they use more than 2k

bronze stone
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@frozen blade You got 4k Textures on the RHS Ural's, or?

dense peak
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rhs only uses 2k afaik

brittle cosmos
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Has anyone used a 4096x4096? I didn't even think you could

bronze stone
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And they look awesome.

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Sure Penny, its possible.

dense peak
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they do the texuters in 4k and scale them down to 2k

unborn river
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many of the top rated aircraft mods on steam uses 4k

bronze stone
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Top Rated != good.

frozen blade
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@bronze stone - dunno by heart

bronze stone
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Hell, i've seen some crappy SUVs in Steam Workshop... they looked just terrible.. but... top Rated

frozen blade
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@brittle cosmos - 4K works without issues on most modern GPUs. (3GB Vram+) On older ones you got them mipmapped, so as long as it is possible, we dunnot use 4k

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@dense peak - we do have some 4k textures in, that someone forgot to downsample...and some that are so by design (the fewer part of the whole)

bronze stone
unborn river
#

good to know. Anyway Im making them in really high res, and will scale them down if I have to. I want high res textures for Arma 4 when I need to port my mods ๐Ÿ˜ƒ

bronze stone
#

Even that is too much, tbh ๐Ÿ˜›

unborn river
#

it looks really nice

frozen blade
#

@unborn river - lol..what are these mods you'd want to port later on if you don't mind me asking?

#

@bronze stone - multimap?

bronze stone
#

one tex

#

Don't ask me more pls, Schultz did it.

unborn river
#

I was just thinking when people port mods from arma 2 to arma 3 they often have to make new higher res textures. I just want to make it easy on myself if Arma 4 comes out

bronze stone
#

Arma 4 = Years away

frozen blade
#

@unborn river - everyone i know actually bakes higher rest maps then scales it down

#

so although all the maps i used for my own content is 2k

#

i still have the 4k PSDs

#

for the content i aimed for 4k, i worked with 8k and so forth

#

although truth be told, my 24GB workstation did take a beating with quixel and these 8k textures. Everything above that is not aimed for games anymore, and it is in MARI's lands

unborn river
#

ok good to know. Seems I have to downscale to 4k at least

bronze stone
#

make it 2k

#

And with this words, i say n8 peeps. o7

frozen blade
#

dude, make them 4k. get them 2k in game. 4k textures is something that most games don't even have, or even support

#

4k is gonna be enough for next generation games either way

#

unless everyone moves to 4k screens in the next 2 years (which it won't), there is no point in having more pixels on the textures than what your monitor can display

unborn river
#

I dont necessarily need it for my whole aircraft, but the decals and text looks so damn ugly if I dont buff up the res.

#

Any suggestion how to go around that?

brittle cosmos
#

You could always have the decal or text with its own section, you just add to the section count doing so

unborn river
#

do you mean making a new flat mesh on top of the model where I want the decal to be?

frozen blade
#

no, he means using a secondary uv set for these

#

parts of the mesh

#

and use an mc map

#

i think that is what he meant anyways

brittle cosmos
#

Uhh not really, I was suggesting a separate section/texture for it

unborn river
#

but wont that overlap? I dont understand

frozen blade
#

yeah but then why nit simple use mc on tex1

#

damn phone ^^

#

that's precisely the point of mc

brittle cosmos
#

You'd use it on a vehicle with text?

unborn river
#

Im sorry but Im very new to this modding business. I only started a few months ago with no prior knowledge to this. what is MC map?

#

yes thats right

frozen blade
#

yeah, on a diff uv set

#

well, unless you'd want these decals to change

#

either random or manually

unborn river
#

lets say I have a panel line below the decal using 2k res texture. Are you saying I can have a highter res number above it without making a new mesh?

#

number og logo or whatever

frozen blade
#

yes

#

MC map (or Macro map) purpose is precisely this

brittle cosmos
#

PuFu knows alot more than I do, so if he thinks that's the best way to do it I would side with him.

frozen blade
#

you can overlay stuff on top of the existing texture

unborn river
#

thanks alot mate

#

I will check it out

frozen blade
#

bear in mind that for this purpose (overlay text on top of existing texture)

#

you'd need a secondary uv set to work

#

otherwise you'll end up with the same stuff, same res

#

you can use MCs to colorize (in fact that is what it is used for in multimaps shaders)

unborn river
#

you wolden happen to have example files where this is beeing done?

frozen blade
#

yes i do, but i don't share personal files

brittle cosmos
#

My thought process was just that instead of having one large texture because you wanted text to be readable, to have two smaller ones.

unborn river
#

maybe it's in the arma 3 sample files somewhere

frozen blade
#

but i can knock a simple p3d in 20 mins

#

under 20 tbh

unborn river
#

I would be forever grateful. You guys rule

frozen blade
#

@brittle cosmos

#

you want the files as well?

brittle cosmos
#

That'd be great thanks ๐Ÿ˜ƒ

finite zealot
#

Anyone here who can teach me Substance Painter?

#

If so, please send me a PM

silver gull
#

wouldn't using a MC texture for decals and font prevent stuff like a damaged texture?

frozen blade
#

good question haven't tested, but depends on how you setup your damage

dire laurel
#

Any one here have experience with substance painter and multi tile uv maps

#

or how to make them work?

silver adder
#

By putting each one on a seperate UV set I guess, there is no UDIM support yet

dull tusk
#

So I want to buy Quixel Suite 2 for texturing weapons for ArmA but I'm not sure if I need to buy a indie licence or if a academic licence is enough

nocturne lake
#

If there is zero possibility you will sell models textured using Quixel Suite, then Academic is acceptable

#

"modding" is rolled in to the indie license because you have various games that have pay-for mods

#

like the TF2 hat industry

#

Indie license provides you that oportunity to sell items, where academic is strictly non-comercial

dull tusk
#

ok, thanks ๐Ÿ˜„ I hope the 40% discount lasts for a bit ๐Ÿ˜„

sour sphinx
#

what's the best way to make a new TI_ca for the BLUFOR uniform guys?

silver adder
#

if you really need too, i guess make a mask of the different material types, and then do some overlay/screen of AI / Cavity, but you shouldnt really need to change the Thermals for a uniform unless you are well, making it all metal or something

sour sphinx
#

I want to get rid of the Shiny knee pads

silver adder
#

well i wouldnt go redoing a entire thermal map, just get it in photoshop and hand paint it

sour sphinx
#

yeah that's pretty much what I would be doing, just wanted to make sure there was no specific special needs to make one

low helm
#

how do i make my model to use several UV maps? Do i have to uvs to go seperate uv channels or...?

unreal magnet
#

yes

dull tusk
#

So I bought Quixel Suite 2 now ๐Ÿ˜„ How do I change the amount of gloss and specular for a certain smart material

frozen blade
#

check the specular and gloss channels

dull tusk
#

lol

#

thanks

#

i did not realize the color thingy that appears when switching the channels -.-

#

if it only would look like this in ArmA

nocturne lake
#

yeah, would be nice if Arma had better per-pixel specularity/gloss

dull tusk
#

yes I'm using it for export

dull tusk
#

also for some reason the normal maps exported from quixel suite seem to have a very small intensity and I need to add some overlaying layers to it so it has the proper effect in ArmA

frozen blade
#

that was always the case for any sort of normal bake and arma behaviour

dull tusk
frozen blade
#

quixel doesn't create textures by itself, not rvmats

dull tusk
#

so what do I have to do? because I know it doesn't create rvmats but what are the rvmat settings that are important?

nocturne lake
#

I don't recommend previewing any textures in the Virtual Reality island/Virtual Arsenal

#

do it on Altis/Stratis

#

but other than that, the important .rvmat settings are specularPower, the Fresnel stage (stage 6 usually) and the specular[] colour array

#

As I said though, Arma's per-pixel specular rendering isn't great. You often need to include a bunch of highlight/lowlight detail in the diffuse _co texture - so change the colour of scratches in your Albedo to make them lighter than the base metal and stuff like that

young hound
#

you need shading parameters ๐Ÿ˜ƒ the green part seems like a simple diffuse

#

when it could be a specular / reflective material

dull tusk
#

It is supposed to be nearly without specular/reflection

#

Where do I need shading parameters?

young hound
#

Your rvmat define the shading, not sure exactly how it works : but in this image http://i.imgur.com/RRsfvMZ.png you have fresnel + specular + reflective surface on the green part. The 2 engines a(arma 3 and quixel renderer) are differents

#

could you post your rvmat and a preview of the textures your are using in rvmat ?

dull tusk
#

those are the textures

#

and the rvmat

#

this is the first weapon where I'm trying to have all those maps and rvmats instead of just color so thank you for your patience ๐Ÿ˜„

young hound
dull tusk
#

yes it is actually there but the intensity after export is extremely low

#

I will edit it real quick and see if it looks better

young hound
#

well, if the normalmap is just a pattern tiled, it won't enhanced your model

#

did you just textured it in quixel ? without any baking process ?

dull tusk
#

yes I did

#

if I duplicate the normalmap layer and set it to overlay the detail is visible

young hound
#

another tip : you can multiply your ambiant occlusion in your specular map, to force the lighting to not shine on darker area, sometimes the render is cool

#

the pattern on the normalmap even boosted will not change they way light bump on your model, you should try to make a quick high poly from your gun, and bake the normalmap to the lowpoly

#

because right now, the uniformity of the textures is causing the lighting to be uniform

dull tusk
#

i have never done this before :S

young hound
#

it's not that hard

#

if you have a low poly model (the one you are using), try to bevel and chamfer all edges

#

then once you're happy with the shape, install Xnormal : it's a program where you import 1 high model and 1 low model, then ask for a baking on the uv's. Very easy to work with

#

but keep in mind it wont change the way arma lighting works ^^

#

it will just enchanced a bit the render

unreal magnet
dull tusk
#

seems a bit better, doesn't it?

young hound
#

very good ! rendering in an island looks better than in VR ^^ What did you do exactly ?

dull tusk
#

i baked the normals with xnormal

#

and used the normalmap from there instead of the other one

#

also I set specular[] = {0.1,0.1,0.1,1.0}

#

and specularPower = 200;

nocturne lake
#

I recommend you overlay your ambient occlusion bake on your _co texture a bit - set to multiply and drop opacity

#

in fact, if you're using Quixel and have the ambient occlusion and normal map defined as inputs, there's a "Base" smart material that will add those on top of your Albedo and usually adds some decent definition in Arma

dull tusk
#

thanks, trying this ๐Ÿ˜ƒ

dull tusk
#

I guess it looks kinda good so far but for some reason everything is ultra glossy when having a shadow on it

nocturne lake
#

If it's very glossy in shadow, it's often the fresnel

dull tusk
#

it actually was very glossy anyways and looks better now but what actually does the fresnel?

nocturne lake
#

controls the amount of reflection given by the environment map

dull tusk
#

is there any documentation on what all the values do?

nocturne lake
#

gives stuff a glassy/chrome-like effect if it's high

dull tusk
#

which would be best for polymer?

nocturne lake
#

dunno about the k value, but aparently the n value is around 1.6

#

for ABS plastic

dull tusk
#

but I guess I'll need at least one extra rvmat then

#

one for the plastic stuff and one for the metal stuff

#

but if this makes my weapon look good: why not ๐Ÿ˜„

nocturne lake
#

I wouldn't bother with that. Just try to get something in the middle

#

Adding a separate .rvmat adds extra sections

dull tusk
#

i guess this looks alright

#

so I need to add another material for the metal parts

#

and then I can start painting some details on the weapon

#

although the specular power seems to be a bit high

#

anyways: I need to go to bed now thank you for your help ๐Ÿ˜ƒ

ashen granite
#

The specular power seems ok

#

Nice work there tho

dense peak
#

Hey guys, does anyone know how to get the UV mapping from custom vehicles. Right now I am just putting random color spots all over the car to figure out where things go lol. Any thanks would be appreciated!

frozen blade
#

yeah open the vehicle on O2, open UV editor, save image as EMF

dull tusk
#

i think I like it

#

or should the green be darker?

unborn river
#

Any suggestions on what's going on here? I don't think there's a problem with the rvmat because it's in use on another model and works fine there

unreal magnet
#

Select the canopy

#

go to Faces -> Move top

unborn river
#

thanks. I didn't know glass needed reversed normals

#

hm when I do that the whole aircraft becomes transparent

nocturne lake
#

That's because you have faces selected in object builder

#

Buldozer shows all un-selected faces as transparent red when viewing models from Object Builder

#

if you deselect everything, or select everything it'll show it all as solid

unborn river
#

ok

#

but faces->move top in OB is the same as reversed/flipped normals right?

nocturne lake
#

no

#

it's for Z-sorting

#

Faces\Reverse (or press the W key) is what flips your normals

autumn osprey
#

Hello guys, i'm new at arma 3 modding (3d artist). i came from unity3d, i made a c4 model for a friend and i need some help to how import to arma 3 enigine.

#

I downloaded the arma 3 tools and launched the Object builder, imported the model and the diffuse texture, but i can't find a option to add the normal and specular map.

nocturne lake
#

You apply the normal and specular map in a material file called an .rvmat, then apply the .rvmat to the model

autumn osprey
#

theres is a template for this .rvmat?

#

or a tutorial showing each config?

#

Model viewer*, only with diffuse.

nocturne lake
#

I usually just decompile the .rvmats from the game. But I'll stick one of mine up on pastebin in a sec so you can use it as an example

frozen blade
#

there are a few on biki afaik

#

in the supershader part

nocturne lake
brittle cosmos
nocturne lake
#

do you have specular/gloss maps too?

autumn osprey
#

i made the texture in Substance Painter and exported the maps for non pbr shader (diffuse, Normal and Specular)

nocturne lake
#

okay, well to make the _smdi map, you only want the Specular information in the Green channel. Red and Blue should be solid white. If you had a gloss map too, that's what would go in the Blue channel

autumn osprey
#

oh, ok. like in unity3d, wheres use the specular of a alphamap from the diffuse map

#

in the .rvmats, the paths, where is the root folder?

nocturne lake
#

Should create a root folder on your P:\ drive that is part of the tools suite.

#

So e.g. my normal map would have been in P:\RKSL_EOT552\data\RKSL_EOT552_NOHQ.tga

autumn osprey
#

the p drive is a "mirror" of my main drive (eg C:) right?

#

in my case, the texture are in C:\Users\TocaFita\Google Drive\3D Models, License, Plugins, Scrits and Stuff\3d Models, Libarary\Weapons\Breach Charger c4\Textures

nocturne lake
#

Well the P:\ drive is a virtual drive that gets mounted when you start the tools. Basically it creates a symlink to the folder you designate in the tools settings

#

If you start the tools app on Steam and go to Preferences\Settings (ini file)

#

Then click the P Drive tab you can choose the folder that will act as this virtual drive

#

Then when you mount the drive through the tools it'll create the symlink

autumn osprey
#

the folder i create in p:. will showing where in my real drive? in arma3 folder?

nocturne lake
#

Wherever the folder is in the settings.ini. Mine is set to M:\Users\User\Documents\A3Work

autumn osprey
#

oh. got it

nocturne lake
#

I think by default it uses the Steam Arma 3 Tools installation folder, you have to un-check the "Use Default" box to move it to a custom location

autumn osprey
#

yeap. if i will make more arma content, i will need fix my second hdd :/

#

btw, each stage in .rvmat are for a texture map, right?

#

i have 3 maps, diffusal, normal and specular. this will be 3 stage in .rvmat file?

nocturne lake
#

If you're using supershader you have to use all the stages

brittle cosmos
nocturne lake
#

if you don't have a physical image/file to represent one of the maps/stages you generate a procedural one

#

the link pennyworth gave has the codes for the procedural substitutes for each kind of map./stage

autumn osprey
#

this is complicad for me at the first look, in unity is basic drag and drop :D.

#

ty everyone to help ;D

nocturne lake
#

Yeah, it's a lot to get used to at first. Once you have the initial setup going for one model though it's often just a matter of copy& paste

autumn osprey
#

i think so ๐Ÿ˜ƒ ty again.

#

btw, i cant export as a pbr shader in substance painter right?

#

i see a reddit post showing the new apex jeep model, and are in pbr shader. So arma 3 uses PBR shader?

young hound
#

Mb tanoa :p ? (edit : i mean, maybe apex uses it )

nocturne lake
#

It doesn't use PBR

#

IIRC somebody made some histograms that adjust Substance Painter outputs for Arma, but I don't remember where it was posted

#

Sometimes you'll need to adjust values in the .rvmat, like specularPower and the fresnel stage (manages the strength of the environment map reflection)

#

And sometimes adjusting the specular[] = {R, G, B, A}; array at the top of the .rvmat to adjust colour and brightness of the specular highlights can help

dense peak
#

Anyone know how to open Binarized files to get the UV mapping for it?

ancient smelt
#

Just the UV? Or the model too for painting?

sour sphinx
#

Intersting use of colour for the TI stage, never knew about that, now I know why I'm getting TI errors after deleting them!! as Supershader needs those!!

low helm
#

is it possible to paint mesh with multiple UV channels on substance painter? If so, how?

frozen blade
#

google has all the answers

low helm
#

exactly what i did before but those materials doesn't work with arma, correct?

frozen blade
#

what doesn't?

low helm
#

in video, author assigns diffrent material to diffrent faces of cube in maya, if I also do so to my mesh, those materials won't be assigned to diffrent UV channels but all UVs are on only 1 UV channel, no?

#

that do work with substance but not in Arma, yes?

frozen blade
#

depends on the way you have it setup and the uv set that is selected

#

class StageNo
{
texture="path\data\texture_suffix.paa";
uvSource="tex";
};

#

uvSource tex means uv set 0 (or first)

#

UvSource ="tex1" means uv set 1 (or second)

#

and so on

low helm
#

yes

#

but let's say i have 3 UV channels but they show up as 1 uv set on substance

frozen blade
#

what file format do you export as to substance?

low helm
#

so i have to take the model back to maya, assign materials correctly to each UV channel and import new model file to maha

#

FBX

#

*import new model file to substance

frozen blade
#

yeah

low helm
#

sounds dumb that i HAVE to have maya in order to use multiple UV channels on substance ๐Ÿ˜

#

Thanks again PuFu!

frozen blade
#

no dude, you can have whatever

#

as long as you assing materials for each UVs before export

#

it could be anything that supports FBX export

low helm
#

alright

dire laurel
#

@frozen blade im trying to texture model that saunatyyny has uv mapped for me in substance and im hitting wall with these material and uv maps, currently theres 3 materials/uvmaps and so on. The problem is when im trying to normally edit these areas like selecting uv faces for substance black / white maps it only allows me to change materials for the whole material/map selection ? Any idea why this is happening?

frozen blade
#

inages i don't get what the issue is from above

dire laurel
#

there might be some issue with new substance 2 because it seems to work in substance 1.73

#

when i save and open it in substance 2 it works..... lol

dire laurel
#

btw how do you create see through material in arma? rvmat?

dire laurel
#

thx

young hound
#

Hey, i have some trouble figuring out what is the exact purpose of _MC textures, seems like I'm using it but I don't understand why either I should or shouldn't use it in my multimat ? Can you explain me ?

#

And how to best use / create it... Right now, i thought it was a baked version of the _CO into the second Uvset (like a _AS map but for colors instead of shadows), but in game it sucks. ๐Ÿ˜ฆ

frozen blade
#

macro texture can be used for a number of reasons

#

one of the uses is to overlay on a secondary UV set things that would otherwise require a shit ton of tex resolution

#

type on planes comes to mind

#

it works as an overlay

#

for multimats, you can either use it to color some textures, or parts of textures

#

or, as it is mostly used, to have some sort of shadow when distance is above 50m (i think) and the shadowlod is not drawn anymore

#

it is a RGBA texture this one. RBA acts as either color, shadow of sorts (can be full black, or mixed), Alpha acts as a mask for where you wanna have the overlay present

#

hope that helps

young hound
#

oh, ok i think I get it. Might be indeed usefull for typo and symbols. I'll change what I've done !
thanks again captain @frozen blade !

frozen blade
#
Bohemia Interactive Forums

Texture Map Help - (CO, SMDI, AS, NOHQ) - posted in ARMA 3 - MODELLING - (O2): I have searched and searched and have been unable to find a straight forward answer to this question.
ย 
Im working on retexturing and need to make new texture map files as im changing the RVMAT values.
ย 
Some of these files I have, some I need to create, but I do not have proper information on what the CO, SMDI, AS, and NOHQ files are, or how you create them. For example If i run the 2 specular map fil...

young hound
#

My AV is blockign that site ^^

frozen blade
#

which one? that one that i used for hosting it?

#

ahhh, wrong one anyways

fresh hill
#

RGBA in _mc texture: Make sure to use the _mca texture suffix if you intend to use alpha gradients, else the texrules in texview will reduce your alpha channel to values that are either 0 or 255 when converting a _mc texture to .paa.

#

Have a look at the TexConvert.cfg inside of the texview folder. The purpose behind these rules are to save filesize.

#

You can use this file to adjust your texview conversion to match your PBR output and do the channel swapping for example either in substance or texview.

frozen blade
#

@fresh hill please develop arpund the texconvert thing

fresh hill
#

?

nocturne lake
#

Also, nowadays it would need to be the TexConvert.cfg file in the ImageToPAA folder as well/instead. Right?

fresh hill
#

yep. TexConvert.cfg. The tool itself was just rebranded ๐Ÿ˜„

#

Tho I believe the new imagetopaa doesnt have the ability to run scripts.

nocturne lake
#

I have both installed but only use TexView to do as the name suggests, and view the PAA files ๐Ÿ˜„

#

But anyway, I think the man Pufu wanted you to expand on the way in which you meant you can modify the texconvert to match PBR output

#

I assume it's just automation of the basic brightness/contrast kind of adjustments one might do to the channels in PS after exporting from Substance etc.

fresh hill
#

Its very crude really. For example some time ago my output from quixel required me to invert the blue channel in PS after export (I was using the unity preset). With texconvert rules I automated this by changing my _smdi rule to channelSwizzleB = "1-B"; and I wouldn't need to manipulate the texture through PS first.

#

Substance's exporter is far superior to texviews convert. I believe that would be obvious ๐Ÿ˜„

nocturne lake
#

You had to invert the Quixel gloss output?

frozen blade
#

yeah the question was not about the automation, but matching PBR to RV

fresh hill
#

Yeh, quixels gloss map output needs inverting.

#

PBR -> RV is a path full of tears. There's no one right solution. You have to tweak and tweak and tweak. Also need to understand RVMAT and what (surprisingly silly) things it does.
Lock down the Fresnel values to one set and never ever ever touch it ever again. Instead adjust blue and green channels. Same applies to the specular power. Lock it down and then go. Otherwise you are trying to zero in on something that is influenced by three values instead of just a single one.

nocturne lake
#

Weird. I thought gloss was one thing that Arma actually did the same as most engines - higher gloss = tighter specular width, so figured the spec map output should be the same

fresh hill
#

SpecularPower acts as a "global" modifier for this. Like a scale factor for the effect.

#

The pair of values in the fresnel texture modify this value yet again.

nocturne lake
#

I know that, but still white in _SMDI_B = SpecularPower from .rvmat, and black in SMDI_B = SpecularPower = 0, so I'm not sure why you'd invert it.

#

I know Arma somehow makes per-pixel high specular intensity is more apparent with low gloss than it is on areas with high gloss so possibly better to invert it for the high intensity areas

fresh hill
#

Quixel spat out files where it was inverted.

nocturne lake
#

Oh. I've never experienced that

frozen blade
#

i cannot confirm the inverted gloss

nocturne lake
#

mine have always been high-gloss = white from Quixel

frozen blade
#

for quixel, that said i am using non pbr preset for both input and output

#

same here ^^

#

for the fresnel thing, the nk might be more advanced but i cannot get my head around it anyway. i cannot translate that into real values, unlike IOR fresnel

fresh hill
#

In quixel I only had it for the Unity5 export preset.

nocturne lake
#

n = refractive index, k = extinction coefficient

fresh hill
#

Possibly some other, not sure, its some time ago. ๐Ÿ˜„

#

the n and k values were in the beginning kinda similar to reality, but by now real values are just a rough guide at best.

nocturne lake
#

and it's pretty hard to find n values for opaque materials

frozen blade
#

@nocturne lake - yeah i know what it means, but i have no idea how to deal with it

fresh hill
#

We deal with it by having them fixed for anything thats not glass, and then solve everything over blue and green channels.

frozen blade
nocturne lake
#

been ages since my Physics degree so I'm not sure how best to describe it ๐Ÿ˜„

#

IOR would be the same as n. k is basically how much the refracted light is attenuated by the surface

frozen blade
#

well, i prefer to actually understand the how to reach some values for N and K

#

and while for metals it is easier, for things like wood, concrete (so less reflective and spec mats) is a bitch

fresh hill
#

Assuming the simulation of n and k via rvmats are even correct.

nocturne lake
#

Well the n value will determine the angle at which an observer will see fresnel reflection from the surface. The k value is the "strength" of the fresnel reflection

#

so for non-reflective surfaces you want k to be high

#

the higher the refractive index n, the further the angle from the surface normal where incident light will be reflected

frozen blade
#

yeah but neither N or K seems to be defined between some boundaries. they aren't 0-1 or 0-10. while i understand the non limits i do not understand how to set orrectly

#

it's such a hit and miss system

young hound
frozen blade
#

what's the issue? besides the very obvious seam?

#

the black dots?

young hound
#

the seams / shading issue on the white wall parts

#

The problems appeared when I added SMDI and NOHQ textures

frozen blade
#

yeah that makes sense. the smdi seems that is not seamless, and that there are big diffs

young hound
#

( the dots are my MC map)

frozen blade
#

also seems the wrong size

young hound
#

wrong size ?

frozen blade
#

hmm, just lockedm you haven't scaled anything there

young hound
#

the SMDI texture is seamless btw

frozen blade
#

class Stage12 {texture="EMOGLOBINSKY\EM_buildings\Data\textures\bricks_red_horizontal_NOHQ"; texGen="1";};

#

missing the file fromat

#

class Stage11 {texture="EMOGLOBINSKY\EM_buildings\Data\textures\plastic_wall_white_a_NOHQ"; texGen="0";};

young hound
#

omg

frozen blade
#

same here

young hound
#

that's why we really need a visual interface for all this modding stuff ๐Ÿ˜„

#

40 minutes i'm trying to understand

frozen blade
#

this multimap layout is a lot better than the other one

#

see if that fixes is, if not see the gloss/spec uniformity as well in your smdi

young hound
#

thanks a lot, i'll check that

silver adder
#

You do know you can open rvmats with a GUI editor that is in ABuilder, doesn't get more visual than that

frozen blade
#

shities thing around ๐Ÿ˜‰

silver adder
#

It is pretty bad, I use notepad++ it is faster

fresh hill
#

Anyone know what happened to Quixel Megascans?

silver adder
#

development alpha, you can get access if you know people, or work for a AAA studio

#

i did hear that it was litteraly on the cards for the next few releases of Suite at some point before middle of the year

fresh hill
#

Yeh, that was my latest info on it as well. But now all info about it has disappeared from their website.

coarse tree
#

How does one use dDo anyway? I tried using it very briefly to learn some things, but it was so incredibly slow

frozen blade
#

it depends a lot on SSD/HDD and ram available. and yes, it can get slower for anything above 4k

#

and yes it seems to be slower than substance, but not by a lot, and not making it unusable

coarse tree
#

I guess I'll have to try and run it on SSD then. I don't really know any texturing but wanted to give it a try because it seemed like a nice program to work with. Waitinhg 15 seconds on every button press was getting frustrating really quickly though ๐Ÿ˜„

frozen blade
#

there is something wrong there, it's def not 15 seconds. that said, find it weird you would be willing to spend money (even 40% off) on a piece of software you have no use for..;)

fresh hill
#

Oh right, its currently on sale ๐Ÿ˜„

#

Also, if you have no idea about the texturing process to begin with, I'd recommend going with the basics. Photoshop alone is already an investment difficult to get a return on if you're not using it professionally.

frozen blade
#

yeah, but 50EUs a month, it's not bad at all

coarse tree
#

I was just using the trial. Didn't realize they had one because it's not mentioned anywhere, but if you install it you get the option to use as trial for 30 days instead of using license.

#

Photoshop I use a lot and understand. I've done texturing in photoshop itself as well, so that's not the issue ๐Ÿ˜„

silver gull
#

if you use ddo the first time you better only use 1K or 2K (or if using dDo, use lowered work resolution) ... otherwise, yes it will take ages - unless you have a very good machine

#

If you want to work in 4K in quixel you definitely need more then 8GB ram

torn mesa
#

i have a question, what is stageTI in the rvmat config and how do i create wounds config for my unit? looked in the samples, found the config but couldn't get it to work

silver gull
#

TI is short for thermal imaging - so that's the texture it will use if you use thermal vision

torn mesa
#

oh okay, is it really needed for let's say prop object or i can just ignore it?

#

and what about the wounds configuration?

silver gull
#

you can use texture="a3\data_f\default_ti_ca.paa"; if you dont have a specific texture. i THINK that it then uses information from the ambient occlusion channel and some specularity values

torn mesa
#

thanks

#

how do i make the camo selection work

#

i'm trying to create another uniform class of my uniform with just inhereting from previous uniform and change hiddenselection but it doesn't work

#

that model has the camo selection

#

okay nvm, got to configure the soldier for the new uniform too, forgot about that

#

the last question remains, how to make the wounds work

frozen blade
#

you need to define names selections

#

have a look in the samples, for both model.cfg and named selections

torn mesa
#

for wounds?

frozen blade
#

do you know how the wounds work?

torn mesa
#

i have an idea, when the game calls detect the damage, it asks for the new rvmat to apply the new stage over the unit

#

okay i see injury selections

#

they do exist on my new soldier too

frozen blade
#

hm, what are you inheriting from

torn mesa
#

i'm making a uniform, config inheriting from C_man_1, selections are in place and everything else works fine

#

apart from the wounds, they just don't show up on the model

frozen blade
#

can i see your config (pastebin)

#

do you have wounds rvmats?

#

and wounds MCs?

torn mesa
#

sure one sec

#

if you want to look at the p3d you can, it's an unbinarized version

#

i tried to add wounds class from samples but it did nothing

unborn river
#

Hi guys. I'm having a problem with the glass on my canopy. It does not shine at all in the sun. I am using the exact same .paa and .rvmat that another aircraft is using (and it shines beautifully). I did select my glass in OB and clicked face->top. Please help

brittle cosmos
#

Could you post a picture of it "not shining"?

unborn river
#

Im comparing it to the f-35 and f-14

#

and it not the angle either. It wont shine no matter how I move the camera

silver gull
#

what does your smdi texture look like?

unborn river
#

class Stage5
{
texture="#(argb,8,8,3)color(0,1,1,1,SMDI)";
uvSource="none";
};

#

I've tried that, and this one

#

class Stage5
{
texture="a3\data_f\glass_air_512_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

silver gull
#

check your .rpt for errors - i assume that it couldnt find the rvmat, in which case it only displays diffuse texture

unborn river
#

I'm sorry, but I'm very new to this

#

where do I find the rpt?

silver gull
unborn river
#

I don't think it's saying anything about the rvmat

#

but look at this

#

could it be something with my mesh?

#

it seems to shine a bit when looking at it from that extreme angle

silver gull
#

well you have gloss = 1 in your first rvmat example -> only a very small highlight point reflects. Try a gloss value of 0.7 and see what it does

#

gloss = blue channel

frozen blade
#

@torn mesa = you need to define wound rvmats, and in these wounds rvmats have a new MC blood textures

torn mesa
#

@frozen blade so for example i need class wounds { "path_to_orignial_rvmat", "path_to_damage05_rvmat", "path_to_damage1_rvmat" } is that correct?

#

also someone on the ace slack told me that wounds work inconsistent with hidden selections, not sure what he meant

#

i tried a few cup uniforms and some of them had working wounds and some of them not, i checked their configs and all wounds were configured properly at it seems

frozen blade
#
        {
            tex[] = {};
            mat[] =
            {
                "rhsafrf\addons\rhs_infantry\data\flora.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_w1.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_w2.rvmat",

                "rhsafrf\addons\rhs_infantry\data\flora_bz.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_bz_w1.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_bz_w2.rvmat",

                "rhsafrf\addons\rhs_infantry\data\flora_vydra.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_vydra_w1.rvmat",
                "rhsafrf\addons\rhs_infantry\data\flora_vydra_w2.rvmat",

                "rhsafrf\addons\rhs_infantry\data\6b23.rvmat",
                "rhsafrf\addons\rhs_infantry\data\6b23_w1.rvmat",
                "rhsafrf\addons\rhs_infantry\data\6b23_w2.rvmat"
            };
        };```
#

there is no issue with classes using same model by different textures via hiddenselections

#

dunno about what ace told you, but afaik, they have no characters released in A3

nocturne lake
#

wounds stop working is you use hiddenSelectionsMaterials to change e.g. the normal map of a model, but work okay with hiddenSelectionsTextures AFAIK

torn mesa
#

okay thanks alot, will try

torn mesa
#

well, it worked!

#

but

#

it worked only after i change rvmat to
PixelShaderID = "Super";
VertexShaderID = "Super";

#

and now all the uniform looks weird as hell

#

with the old
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
the wounds just don't work

#

which is the strangest thing

#

is there any detailed info on what how stages work or how i can test the rvmat without restarting the game each time?

nocturne lake
#

what info do you need on the stages?

torn mesa
#

yeah found that link too, looking at it atm

nocturne lake
#

shaders need all of the stages that BIS use for a given shader type, but if you don't have a .tga/.paa for a particular stage you code the procedural texture="#(argb,8,8,3)color(R,G,B,A)"; lines quoted on that page

#

as for testing .rvmats, I do it in Buldozer since you have your own model

torn mesa
#

oh yes the buldozer

#

forgot about it

stable heath
#

Hey guys, i have a weird and private request

#

im shit at photoshop/gimp, whenever i use any of those i get a ptsd. Didn't find any easy way to do it otherwise.

#

So basicaly: I'd like to import my face into game

#

does anyone know how to do it easy way? or can point towards program/tutorial how to cut stuff step by step?

silver gull
#

no, it's not easy. You need to make multiple pictures from multiple angles and then blend the various bits together onto a distorted UV-layout for the head. If you get ptsd from using photoshop base functions... look for other things to spend your time on.

torn mesa
#

well, me and my friend figured everything out about the rvmats and the wounds system, thanks to everyone who helped there guys!

#

but we have a new question

#

we're making a hostage uniform

#

and we want to randomly generate a prisoner number on the back of the unit

#

can this be done in arma?

#

also our result

dense peak
#

i think that could be done with a hiddenSelection and a randomisation script that uses setObjectTexture or setObjectMaterial

torn mesa
#

roger, will try

#

i'm thinking about making 5 selections for 5 different numbers

unkempt fulcrum
#

damn really got that james foley looks going on

torn mesa
#

we aimed for mgsv gz hostages kind of look

#

hmm, when i spawn unit it gets the randomized number, but if i choose the uniform via virtual arsenal it doesn't, is there a workaround for that?

dense peak
#

how do you trigger your script?

torn mesa
#

class EventHandlers {
init = "_this execVM '\mgsr_units\scripts\init.sqf'";
};

#

in the CfgVehicles

dense peak
#

i don't know how units work but could you add that to the clothing class instead of the unit class?

torn mesa
#

i tried, didn't work

#

closing is configured in the CfgWeapons and you can't add an event handler to that

dense peak
#

hmm that would surprise me

torn mesa
#

unless i'm missing something

#

well this thing here says there's no event handlers class for the CfgWeapons

dense peak
#

i wouldn't count too much on documentation

torn mesa
#

as bohemia once said what is not documented do not exist ๐Ÿ˜€

#

it's somewhere on their wiki

dense peak
#

๐Ÿ˜„

nocturne lake
torn mesa
#

oh yes sure, i forgot aboutthat

#

it says dev, is it available on the 1.56?

nocturne lake
#

yeah, it was added in during like 1.54 but the page hasn't changed

torn mesa
#

roger, thanks alot

silver gull
#

which one of them is caiden?

torn mesa
#

who's that

silver gull
#

the one who eats babys

ashen granite
#

lol

frozen blade
#

i cannot get a sight to be emissive only during night, and be black during day. (collimator not model optics)

#

anyone knows any way to do that

torn mesa
#

i so wish arma had proper pip for scopes, rhs 3d scopes feel so natural

stoic urchin
#

Then depending on how you model it ideally blend linearly between the two 2D scope textures or change opticmodel at a certain darkness level

frozen blade
#

@stoic urchin - i am trying to find a mre direct approach, without scripting where possible

ashen granite
#

Maybe modifying the emmissive in the model config with clockHour ?

frozen blade
#

that might work, although i need to average it out

nocturne lake
#

"old way" didn't work?

frozen blade
#

nein

frozen blade
#

fixed it, in case anyone wonders is actually pretty easy, if you don't forget to take alpha in consideration as well (thanks to @nocturne lake is solved)

stoic urchin
#

doubt this is possible without scripting

unreal magnet
#

It is - Pufu just proved it ๐Ÿ˜‰

frozen blade
#
diffuse[]={0,0,0,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={25,25,25,1};
specular[]={0,0,0,1};
specularPower=8;

PixelShaderID="Collimator";
VertexShaderID="Basic";
RenderFlags[] = {"NoZwrite"};

    class Stage0
    {
      uvSource="texCollimator";
    };```
#

not really sure why you doubt that is possible though...

stoic urchin
#

Just didnt think that you could do it through rvmats...

ashen granite
#

model.cfg my friend

nocturne lake
#

That'd be no good since you can't animate any attachments besides bipods, which only have 2 working animation sources specifically designed for them

dense peak
#

I am looking for a texture maker for my server

frozen blade
#

what's the pay?

dense peak
#

5 dollars a year? ๐Ÿ˜›

distant rose
#

plenty of free image applications on the internet, go forth and create your textures

frozen blade
#

[1:27 AM] marines4never: 5 dollars a year?
yeah thought as much

dense peak
#

๐Ÿ˜›

#

I won't have time

#

i'm gonna be away for about a month

young hound
#

Hey, could someone point me to a vegetation rvmat or a tutorial, in use in A3 of course ๐Ÿ˜‰

frozen blade
#

there is no such thing afaik

young hound
silver gull
#

why dont you look at the game's files? plenty of rvmats...

frozen blade
#

speed tree is fine and all

#

but you need to have a look at how both textures and faces normals are handled

young hound
#

Binarized rvmat can be openned ? I'll try to see if I can open A3 ones.

brittle cosmos
#

Arma3P should unpack them all in the a3 directory

nocturne lake
#

I use Kegety's old unRAP tool for opening binarised .rvmats and config.bin. Still works

young hound
#

thanks, that worked @nocturne lake ๐Ÿ˜‰

silver gull
#

just drag&drop the binarized text file onto cfgconvert.exe in the tools folder ... and voila. Debinarized

nocturne lake
#

with unRAP I just set file association for .bin and .rvmat, and it converts it to a readable .cpp next to the original file when I double-click the binarise file. No dragging or dropping to other locations. Haven't tried doing file association for cfgconvert but maybe that'd work the same way too

unborn river
#

I got no clue as to what causes this. Most of the markings look fine, but a very few of them looks like this

unkempt fulcrum
#

does anyone have any texturing guides

#

mostly not trying to do anything super complicated

#

just replacing vehicle textures using preexisting textures

tender fjord
#

with unRAP

#

kegs and I wrote unRap for the XBox elite. we got most of it right except for delete and enums. since then the world has moved on, and you should be using deRap.exe (functionally identical).

#

las time i checked the bis tool to do similar would not decode enums

modest dragon
#

Hey Mikero, would just like to say thanks for Eliteness. Great tool

tender fjord
#

appreciated

silver adder
#

When did @tender fjord finally join the dark side .... I mean discord

tender fjord
#

that's coz i missed you pinga.

frozen blade
#

oh shit mikeros about

silver adder
#

How are the goats???

#

Healthy and numerous?

cerulean sandal
#

@unkempt fulcrum I have some guides on how to get started replacing textures for uniforms but the process still applies to vehicles. https://youtube.com/ma77h3hac83r

unkempt fulcrum
#

steakG you @cerulean sandal

cerulean sandal
#

@unkempt fulcrum If you need any more help or explanation just PM me here.

twin bane
#

๐Ÿ˜ @tender fjord

#

i knew he loves us.

tender fjord
#

everyone except those who find 'undocumented features' in my tools.

primal spade
#

The optre mod has a number of models that may be pretextured, does anyone know a way around it?

woven storm
#

What do you mean pretextured?

dull tusk
#

i guess he means no hiddenselections

woven storm
#

Oh

dull tusk
#

just textured inside the p3d

woven storm
#

Got it

primal spade
#

basically ya, they already textured the model before putting the textures in the config.

stuck geyser
#

can anyone make a hook model?

modest dragon
sour sphinx
#

has anyone had issue with their rvmats not being loaded recently?

nocturne lake
#

With hiddenSelectionsMaterials? Yes, it's fucked

sour sphinx
#

yep, that's the culprit, I can no longer see the details of my nohq's in custom uniforms thanks mate

unreal magnet
#

yeah, I tried contacting @crisp edge about it so he redirects me to someone in charge, But no answer yet

sour sphinx
#

Has BIS changed the way/format of their RVMATS since the Splendid visual update then?

unreal magnet
#

it doesnt even work with the old lightning

sour sphinx
#

the uniform addons I made before, using the same config.cpp there's no issues, but anything new, it's fucking mince

#

It seems pointless for the guys now making custom uniforms, the likes of RHS and Cunico, as they wont work

unreal magnet
#

not even uniforms, but also weapons...

sour sphinx
#

I hadn't notice the weapons as I haven't made new ones for a while.

nocturne lake
#

They seem to be hiddenselectionsmaterials-able if they are applied to one .p3d. So you can swap textures and materials sets between models, but not call new .rvmats

sour sphinx
#

yeah, it's wank! I've ripped apart several uniform sets I've made, and still no joy, but the old ones made 2-4 months ago are fine... argghhhh

nocturne lake
#

Yeah, I'm starting to wonder if it's an issue with how the updated tools handle .rvmats. Haven't tested whether leaving them un-binarised (i.e. put in the "list of files to copy directly") helps

sour sphinx
#

they fixed the DLC icons, and break the rvmats hahahahaa

#

now there's an idea!! don't binarise, and maybe use the old tools from A2?

nocturne lake
#

old tools wont handle stuff like v70 p3ds

sour sphinx
#

The new sets I'm making were done with the A3 tools

#

not so much for the p3d's but for the rvmats for uniforms?

nocturne lake
#

perhaps, if it's just textures and config it might work

sour sphinx
#

I shall give that a try , yeah all texture and config shit

nocturne lake
#

something to raise with @crisp edge if the old tools work but the new ones don't, certainly

sour sphinx
#

back in 5 mins, will let you know if there's any success ๐Ÿ˜„

#

yep, I used binPBO and didn't binarise and the HiddenSelectionMaterial worked @crisp edge can you take a look at the way that's structured please?

#

it also stopped the error "13:33:48 Deinitialized shape [Class: "CRYEGEN3_Tan_01"; Shape: "a3\characters_f\blufor\b_soldier_03.p3d";]

#

bollocks that deinitialised error is still there !

crisp edge
#

@unreal magnet I replied to your message :)
@sour sphinx Are you talking of binPBO from BI Tools 2.5+? A shape deinitialization is not necessarly an error.

Ps: Be aware that I'm not reading the Discord chats on a regular basis

#

@nocturne lake rvmat are processed by CfgConvertFileChange and it wasn't recently updated

sour sphinx
#

Yes Tom, that tool works fine when you make the pbo, using the HiddenSelectionMaterials, but the new updated A3 tools will not work, the deinitialization doesn't seem to be a show stopper

#

when I think back, I used BinPBO to create my previous uniform addons, that used the HiddenSEelectionMaterials, and not the A3 addon maker

#

but appreciate you taking ther time to respond

crisp edge
#

Could you send me all intel you have on your issue, I will try to go through it (by PM otherwise, I will probably loose track of it)

#

As the old tools are dicountinued, using them is not a proper solution ๐Ÿ˜ƒ

sour sphinx
#

For sure yes, I will put them into a PM for you, I actually asked about this on the forums, I shall give you the link for that as well for your perusal

#

Whatever algorithms are used in the Old BinPBO's with regards to the hiddenSelectionMaterials, hasn't seem to have migrated to the A3 Addon builder in the A3 tools

#

there's maybe some conflict when it binarises as well, I'm not savvy enough to understand the process and procedure

crisp edge
#

Oh, I already have this topic in my list. As for the algo, add it in the PM, I will double check. As for the deinitialization, in brief and English, it's unload ^^

sour sphinx
#

you've lost me, I don't know the algorithm used, I just hit "make addon" and let the tools do their thing lol

#

Da12thMonkey suggested trying the old tools to see if the errors were there, and low and behold, the old tools created the rvmats, with the hiddenSelectionMaterials, so there's maybe something not quite working with the A3 addon maker, that BinBPO seems to rectify?

sour sphinx
#

Anyone any ideas what would make my rvmats crash? when I open them and go to select the texture for the nohq, the rvmat crashes

nocturne lake
#

Crashes what? Material editor? I just do .rvmat editing in notepad

sour sphinx
#

yeah the actual rvmat just crashes, normally I could edit it by opening it, but it's crashing now as soon as I select the drop down box, so yeah have had to start editing in notepad++

dusk bone
#

its curious , the mirror.rvmat from A3/data_f/mirror.rvmat : i try to UV maping a box, the top , bottom, front and back are really fine , both of side are reversed like the sun are in bottom not in top of the face .( i tryed to mirror it on Y axe or X axe , but nothing happen ) any one know why this uv mapping dont change any visual ?

#

if i take off the rvmat i can UV mapping this really fine , but with this rvmat im almost stuck to this image

dense peak
#

maybe not mirror but rotate?

dusk bone
#

no, finaly i found

#

i need to smooth (keybinding : i )

#

just after a smooth all was placed exactly where i wanted

primal spade
#

Is there a video tutorial that talks about making new maps and rvmats?

frozen blade
#

no, but there are written tuts on the matter

torn mesa
#

i have a question, sometimes hands loose material for the hands (they start to look flat with just a skin texture on it) of the unit if the unit was loaded first after the game starts, what can possibly cause that?

torn mesa
#

after hours of testing i found the problem, it was requiredAddons section, i didn't wait for the proper pbo that has all those materials and textures, never underestimate the power of requiredAddons

unreal magnet
#

based on the philipine service gun

frozen blade
#

0/10 ๐Ÿ˜‰

twin bane
#

๐Ÿ˜†

silver gull
#

i find camoed guns look a bit poor ingame unless they are very heavily weathered (just general observation)

#

or maybe i'm just no fan of fully sprayed guns in general... pure metal please ๐Ÿ˜„

ashen granite
#

Typed "philipine service gun" on google, and found this:

#

Please someone explain wtf is going on in this picture

dense peak
#

I guess the tape is to prevent that dirt gets into the barrel

silver gull
#

lol xD

#

particulary the taped grenadelauncher...

worn jasper
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Hey guys, is there anyone on here who would help me texture a cockpit?

silver gull
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which vehicle?

worn jasper
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EA-18G

unreal magnet
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I'd lvoe too, but I already have enough projects ๐Ÿ˜ฆ

silver gull
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@worn jasper do you look for somebody who does the work for you, or do you look for advice how to create cockpit textures (labels, dials, etc) ?

worn jasper
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Ive never done it before, so I was looking for both, so I could learn along the way.

silver gull
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well i have too much to do to do the work for you, but i can give you advice how to do it

worn jasper
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I have never done a base texture in my life, so anything at all would help

silver gull
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max or blender?

worn jasper
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max

silver gull
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ok good

worn jasper
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its basically all unwrapped too, just on the texturing stage, and dont even know where to start

worn jasper
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Anyhow, if anyone could help me that would be great, really eager to get this plane out for you guys

unreal magnet
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Message me in direct.

dense peak
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I have one of the ArmA 2 samples for the Blackhawk helicopter. I would like to make it green. Would you say using Photoshop's selective color replacement is the best way for this?

silver adder
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The best way? deffinatley not! the easiest and fastest sure, but far from the best

hardy atlas
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Hey, can anybody help me export from substanec painter to rvmat?

frozen blade
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@silver adder had an exporter for SP2

hardy atlas
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Thanks

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do you have a copy by any chance?

frozen blade
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nope

hardy atlas
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do you know how i can contact pinga other than discord?

nocturne lake
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I thought Pinga's exporter was for Quixel Suite rather than substance?

hardy atlas
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can i send somebody 2 models and they port it to A3 for me? just the mesh and texture (no LODS or whatever)

twin bane
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mr rampling did the one for SP

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i have it uploaded somewheres, i'll find it here in a minute..

dire laurel
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how do these exporters work?

primal spade
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Any tips i can follow to get a semi-worn down paint on metal? Im working on retexturing OPTRE's ODST armor but im having a hard time getting the armor feel like its been through a lot.

unreal magnet
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Just take a look at Russian tanks

silver gull
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@primal spade For rusted paint - Step 1: Create a base rust materials consisting of diffuse, specular and gloss texture (the darkish brown areas here http://www.traveladventures.org/countries/south-georgia-and-south-sandwich-islands/images/grytviken09.jpg) Step 2: create a base paint texture with diffuse, spec, gloss. Use a mask to blend between base paint and rust. How the mask is supposed to look depends on what state of "been through alot" you want it to be. Once that is done, add rust-colored-streaks that run downwards (this is due to the rain "washing out" the rust) onto the base paint layer

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warthunder has some very nice textures on their tanks. It's F2P, so you can check all the models in the menu viewer for free. They don't have alot of rust though. Only chips and dirt.

daring mauve
frozen blade
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multimat

silver gull
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multimat + tiling textures

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multimat due to higher calculation efficiency and blending between textures, tiling textures due to allowing detailed textures on large objects

nova hatch
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Anyone know of a program or a way within arma to see an object in 3d while you are retexturing an object in arma? It would be like retexturing a hatchback by using hiddenselections rather then it being a brand new model

brittle cosmos
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Retexturing a binarized model? Otherwise I can't see why you couldn't load it into a 3D modeling program or OB

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Worst case if it is a binarized model you could include the texture in a mission file and keep reloading the mission after you made changes to the texture

nova hatch
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Binarized, yea

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That was my guess

silver gull
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too bad tanoa terrain textures will likely be in an EBO ... would have liked to create more bunkers with those textures. The church also looks pretty dope

frozen blade
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these textures will most like will open up at some point

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1 year away though

dense peak
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Couldn't one use a dummy texture with the same path and it will show up ingame?

frozen blade
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not sure tbh

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but working that way is gonna be a bit of a pain if you ask me

dense peak
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Yea...

silver adder
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if you create some fake files at the correct path on p:drive you can deffinatley utilize stuff from inside ebo at runtime, but you will never see it outside of the engine without doing some 'frowned upon' things

brittle cosmos
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You could get creative to find the textures and see what they look like without doing anything frowned upon. You can find the model path from the config browser, then check the data folder for every possible combination of characters for let's say a length of 20, and use the loadFile command on it. If loadFile returns "", then you know the texture doesn't exist, but if it returns something else you now know the path to the texture and can just display it using a dialog

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Practical, no
Possible, yes

silver adder
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yeah, but if you want to texture over the top of it...........dxdump........

nocturne lake
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doesn't always work with some alpha textures and .rvmats if they're not unpacked to your P:\ drive though