#arma3_texture

1 messages ยท Page 20 of 1

nocturne lake
#

if you path to a BIS alpha texture without it being on P:\ it'll often show up black ingame

silver adder
#

dont you just need to use a proper _ca.paa alpha texture, as opposed to a dummy file that is just named _ca but is really _co or something else?

silver gull
#

not going to bend over backwards to get access to some textures... If i don't have easy access, i simply won't do it. I have enough on my TODO list as is anyway.

nocturne lake
#

I suppose that could work @silver adder since AFAIK the issue is that the .p3d needs to reference some sort of alpha texture when binarising in order to make the alpha background transparent

west nest
#

hi guys. where i can get apex logo texture? mean that cell layer in logo

odd juniper
#

what would cause a model's texture to just show the base color of the texture? like i have doors on this motel that are wood but it only shows the brown not the grain. same with concrete, shows the gray but not the other parts in it.

frozen blade
#

image

#

i have no idea what you are talking about

#

@odd juniper

#

there is no such thing as "base color"

clear sapphire
#

My best guess would be messed up UVs. Sounds like it might be spreading one texture pixel across the entire surface

frozen blade
#

that or improper suffix

twin bane
#

seeing as how this is a 'motel', i'd assume you're using multimats. perhaps you don't have .rvmats assigned properly? that could lead to seeing a solid material ID color.

astral linden
#

Anyone got any good HD grass and concrete textures ?
and any recomenation on making your own sat map like application wise ?

hardy atlas
#

Can anyone give me Substance Painter settings for A3 export?

brittle cosmos
silver gull
frozen blade
#

pretty cool actually

silver gull
bronze stone
#

2

distant rose
#

yeah 2nd imo

silver gull
#

its a bit less busy, thats true... might help in combat

silver gull
silver adder
#

You can use lots of emissive tricks to make the edges look like they glow, it can be a massive pain too setup though I used a second alpha plane slight behind the first for some vortex optics

#

You have the reticle also on the plane behind, expand its edges slightly, make it 99 tranaparent, so you will barely see it during the day as a slight halo maybe, apply a glow rvmats to it, alpha sort it to always be at the back, and so lots of tweaking

silver gull
#

i use a different view mode to switch reticles (so user has to cycle it manually), so that is not the issue for me

dire laurel
#

substance painter and designer users, i see that there is another steam sale going on and i was wondering is there any advantages converting textures from designer to arma than from painter? Iยดm thinking bying designer if so.

full quarry
frozen blade
#

why don't you simply ask the bloke directly

#

in any case, do try working with unpacked data

#

it is a lot faster

#

and you don't need to reload anything

full quarry
#

Have not been able to make contact with him. Dropped a pm on the forums a while ago.

#

but yeah I've noticed using unpacked files tends to be faster. ๐Ÿ˜„

silver gull
#

this effect was once on the VR soldiers. However, they removed it at some point

#

had the same idea, but eventually forgot about it :/ , until they removed that effect

frozen blade
#

ahh so they changed smth so is a no go

silver gull
#

you sure? they might have just changed the rvmat to something else, because that effect was quite distracting and a bit pointless (bit over the top)

#

maybe it's still in the VR pbo's? one could certainly hope...

frozen blade
#

they usually dont change shaders

#

unless needed

#

in any case, was more directed towards @full quarry

#

maybe he needs to expand the try outs

full quarry
#

Yeah gonna keep at it since it works on static objects

silver gull
#

how did you make it work for static objects? with the mission script one guy posted?

full quarry
#

made a test object

#

and it works on some VR objects that have hiddenselections

#

have not tried them all

frozen blade
#

if it works on static

#

it should work on everything else as well if the approach is via rvmat

silver gull
#

yes, but what did you do specifically? apply a particle script? or apply a rvmat?

#

h ok - reading

full quarry
#

apply 0-alpha texture and rvmat

#

with appropriate shaders

#

ho

#

got it to work

silver gull
#

i strongly suggest also testing it on altis/stratis because VR map might cause bas looks that do not show on a real map

full quarry
#

though need to test if this causes some other trouble

#

have tested on other maps too before

silver gull
#

ok

full quarry
#

gave the rvmat renderFlags[] = {"NoZWrite"};

silver gull
#

could be a problem when infront of, or behind a glass panel (or any ca texture for that matter)

full quarry
#

no dont think so, have experimented with that. The noZwrite kinda works.

#

maybe not from all angles though

silver gull
#

what do you mean by white sheen btw? Do you mean that the object does not become completely invisible?

full quarry
#

yes

#

I think this shows it the best

#

left is a big static box with the same tex/mat combo

#

and on the right testman with same tex/mat on his body and the same cube copied and scaled added to the mesh

#

the large cube is noticeably less visible

#

with the noZwrite I might have something working well enough to try to apply this to a actual unit.

#

Its not suppose to be fully invisible anyways, but if it blends in its surroundings at all, its a win.

frozen blade
#

do write about it someplace if you figured it out ๐Ÿ˜‰

full quarry
#

yepyep!

#

got the noZwrite from A3 glass.rvmat. If it works there. why not in this too.

full quarry
#

hmm still a negative im afraid.

#

Im just spitballing here but judging by how different static object and moving object handle these materials for me it seems they are drawn differently.

#

the noZwrite glass texture looks kinda like glass on static obejcts, but on moving objects it draws through all objects behind it and shows the mesh only with ground texture and it still does the lighting/darknening when looked at on the move.

#

I'll call it a night and take another jab at it later. Gotta dig through where all those vehicle glass materials are.

full quarry
#

Can't seem to get anykind of alpha textrue to look normal on man or vehicle.. Whatever I try the objects behind are all white. Tried with all glass textrures I could find in the vanilla Arma files.

#

I've set the whole mesh to be on top alpha and in buldozer it looks all fine

summer path
#

how to extract 4wd textures from tanoa ?? i wanna make textures for cops

#

on life server

strange thicket
#

you cant yet, theyre still encrypted in their .EBO format

acoustic dove
#

life server ๐Ÿ˜‘

silver gull
#

๐Ÿšซ

full quarry
#

@honest pagoda Are static objects and men/vehicles rendered the same? Been experimenting with "refracting" pixelshader but even when completely same texture and material is applied to my test objects behave completely differently in game.

frozen blade
#

@full quarry - dwarden BI's community manager, i doubt he'll be able to answer that

#

but yes, all objects are rendered the same afaik

full quarry
#

worth to ask I suppose.

#

But I think I'll have to find a way to do what I want some other way.

#

Alpha just does not seem to function the same with all objects

frozen blade
#

there might be some differences in terms of the shadow type

#

between objects other than that, not sure

acoustic dove
#

in the image the vehicle looks like still has the AO

full quarry
#

it kinda does yeah

frozen blade
#

did you test it on a model that has no ao in the rvmat

full quarry
#

yeah the test man I have

#

hmm or does it actually

#

there is just a plain color at that stage of the super shader

silver gull
#

HBAO or whatever that gimmick is called? maybe graphic settings can mess with appearance?

#

it's a very special shader after all ... (propably only meant for particles)

full quarry
#

theres another refracting shader for paricles listed

#

but yeah you may just be right

#

dont think the refracting shader is actually in use anywhere ๐Ÿ˜„

silver gull
#

do you have extracted game files? I would notepad++ search them for refract shaders, if there are some vanilla refract rvmats

full quarry
#

worth a shot

#

nope. seems that its not in use anywhere

#

oh wait

#

had bad keyword

#

there is vr_soldier rvmat with refract shader

#

same thing though.

#

static object becomes transparent, but man only partly and is mostly white

silver gull
#

where is this rvmat located?

full quarry
#

\a3\characters_f_bootcamp\Data

somber pier
#

@summer path mate if you're going to make police skins for the fuckin love of a god please make the text on each side of the vehicle the correct way, sick of seeing 'police' on one side then 'ecilop' on the other... Not that I play much life servers

#

Also as old mate said above, their encryted so good luck bruv

acoustic dove
#

thats because UV , because mostly it is mirrored one side

silver gull
#

@full quarry have you tried changing the environment map to a custom map with different colors? i wonder if the _ca environment map in the bootcamp folder can be used.

full quarry
#

@silver gull Have not, I'll try that next. messing with the different stage values did affect the effect a bit, but not in better way. ๐Ÿ˜„

silver gull
#

and what about the settings ambient, specular and diffuse? Have you tried messing with those?

full quarry
#

yeah they maybe change the tone for a moment or two when the man move, but when he stops the white comes back

#

the blurry effect while moving is quite nice but it maybe picks too much black from somewhere

#

on the right the static target on left my testman. both have same texture and rvmat applied via setobjecttexture/material

silver gull
#

have you checked it with gear? If a vest or headgear shows correct behaviour you could use special equipment... somehow doubt it though

full quarry
#

hmm

silver gull
#

i will eventually use this effect for energy/forcefields, there it isnt really an issue for me, as the bubbles will be static. What also remains to be tested for camo usage is how graphic settings affect this shader.

full quarry
#

if it was about graphics settings then its no good. people would exploit it

silver gull
#

exactly

full quarry
#

I was thinkinh of attaching smaller static pieces with this material to different parts of a man to catch at least some of the body movement with the effect

#

as plan B

acoustic dove
#

on that man , do you use the diffuse map as _CA?

silver gull
#

did one test and _ca or _co - no impact on characters

acoustic dove
#

well when you use _ca , you must also change that in rvmat to get that effect

#

transparent effect

silver gull
#

?

acoustic dove
#

ambient[] = {1.0,1.0,1.0,0.2};

#

last numbers controls how transprarent it will be

#

0.2

#

if you set that 0 you get 100% transparent

silver gull
#

if you set it to 1.0 and use an alpha map you can also get 100% transparent

acoustic dove
#

not in my testing heh- if i set that to 1 , i get no transparent texture

silver gull
#

just with this shader, or in general? on my vehicle track textures i have ambient={1,1,1,1} and use an alpha map without any issue whatsoever (standard supershader)

acoustic dove
#

well in general , but that also depends how you create the alpha channel

silver gull
#

and how do you create the alpha channel that it doesn't work?

acoustic dove
#

magic ๐Ÿ˜„

silver gull
#

then dont use magic and make it properly ๐Ÿ˜›

frozen blade
#

lol

acoustic dove
#

well i mentioned that so you try messing with that settings , so you could get proper transparency with that Refract shader

frozen blade
#

in any case, when using a 32 bit paa

#

the value at the end of the {1,1,1,1} doesn't matter, since transparency is controled by the alpha

#

but yeah worth a try either way

acoustic dove
#

well it does work for me

#

๐Ÿ˜„

frozen blade
#

just tried, it does indeed

silver gull
#

supershader or refract shader on human?

frozen blade
#

i was testing on a supershader

silver gull
#

but only the entire material, not just bits of it, or not?

frozen blade
#

rephrase ^, i don't get the question

silver gull
#

nvm

full quarry
#

Back. had to take a break and grill 2kg of meat.

#

seems that you guys have been busy

#

Have tried adjusting all values in the ambient diffuce etc. did not affect the man. On static it may have made it even more transparent. The .p3d has _ca texture to begin with as I read somewhere that to use _ca with hidden selections the mesh should originally be set as _ca

pale radish
#

Hey, anyone know of a tool that can batch convert png's to paa?

#

I have 90 512x pngs and i can only seem to open one at a time with texview

full quarry
#

Arma 3 Tools\ImageToPAA

pale radish
#

Your a gentlemen, thank you.

full quarry
#

no problem

full quarry
silver gull
#

@full quarry looks pretty dope, how did you do it?

full quarry
#

the blue thingie is a simple static object that I just attached multitude on memorypoints on the man and the ran timed script to change materials around and finally hide the man model from under it

#

had to insert memorypoint from manskeleton_pivots so that they move with the animations

#

but it does kinda work

#

although attached objects dont rotate with animations it is not a problem since they are indistinguishable

#

For proper optical camo ghillie Im thinking of making a ghillie like suit, then attach the effect objects with the effect on and with simple alpha textures phase out the ghillie suit from under it

#

as activation sequence

silver gull
#

interesting... idk how good accuracy of attached object positioning is in MP

full quarry
#

well since you cant really see if they are exactly in place it should not matter

#

adds to the camouflage

silver gull
#

ok true, since you hide the guy anyway, there is no accurate form-fitting required.

full quarry
#

yeah

#

on vehicles it could work too. Nod stealth tank comes in mind. with something like that could attach this kind of effect blocks on it and then hide the tank from under it

full quarry
#

Could try if this works on proxies though

#

because that would save some attachTos for other use

#

since our mod at least has plenty of those already

acoustic dove
#

@HorribleGoat#7823 Holy Crap - actual Stealth Camouflage ๐Ÿ˜ฎ

full quarry
#

@acoustic dove Indeed! In a good old fashioned hacky way mods are suppose to be! xD

pale kraken
#

lil OT but the SP2 is on sale on Steam, would it be much cheaper to upgrade from SP1 to 2 through the sale now or straight from their site

full quarry
#

whats SP?

#

and isnt it all relative to the current cost of the items?

#

as in if it cost less on steam its cheaper right?

#

I may not understand the question though. :C

frozen blade
#

SP = substance painter

full quarry
#

ah

#

thanks ๐Ÿ˜„ morning slowness..

frigid escarp
#

@full quarry very impressive work and presentation was pretty cool too ๐Ÿ‘

full quarry
#

Thank you! It was nice to finally find a decent way to do it. ๐Ÿ˜„

#

Its not good for actual mod progress but things like this that "should work" and don't keep bugging me until Im satisfied that it can't be made or I crack it.. ๐Ÿ˜›

#

hard to move on otherwise

frozen blade
#

nope

ashen granite
#

inb4 nanosuits

full quarry
acoustic dove
#

lol that helmet

full quarry
#

oi! nothing wrong with a fancy hat mind you ๐Ÿ˜„

silver gull
#

hat? let's call it what it is - bucket ๐Ÿ˜„

full quarry
#

buckets are weird where you come from if they look like that ๐Ÿ˜ฎ

silver gull
#

designer buckets ...

#

with conical bottom for maximum instability and one asymmetric handle attached to the bottom

full quarry
#

I see you are from the modernist village

dull tusk
#

does anybody know if there's a way to retexture the always green parts on the warrior in arma 3 vanilla?

full quarry
#

If it does not have hidden selections set up yet then its impossible

dull tusk
#

yeah I guess it doesn't which leads to my next question:

#

WHY?! ๐Ÿ˜„

full quarry
#

who knows

dull tusk
#

noone or BI I'd guess

full quarry
#

there is a forum topic somewhere on the BIforums that you can ask for retexture selections to be added

#

or so I remember

#

have you tried different selection numbers with the texture switch command?

dull tusk
#

I looked at the selection names with eliteness

#

nothing there but I thought there may be another way to retexture it

full quarry
#

don't think so.

#

I guess theyve just forgotten to add a selection for them

#

you could report it so the know

dull tusk
#

do you have a link to that topic maybe?

full quarry
#

oh not bookmarked sorry

#

just remember having read one like that

#

there is a search in the forum, and google could find it too. keywords like hiddenselection, retexture, request might work

dull tusk
#

yeah I'm already searching

#

can't seem to findd it

#

is the feedback tracker the right thing to report things like that?

full quarry
#

I see why not.

odd juniper
#

im trying to retexture a diving suit. Does anyone know which p3d i should be references in my config?

silver gull
#

look at the base config of the suit... it says it right there ๐Ÿ™„

odd juniper
#

actually it doesnt but i found it

#

B_Soldier_diver_base_f and I_Soldier_diver_base_f for anyone looking for it

#

also hiddenselections is Camo1 not camo

silver gull
#

it does, you just looked wrong

worn jasper
#

is there any good way convert a psd to a readable file for gimp without using photo shop?

versed raft
#

not that I know of

#

im sure that theirs some type of converter online

worn jasper
#

it imports, but eh, I heard its not a good practice to do it that way

versed raft
#

why not just use photoshop it self? no point in using gimp imo

worn jasper
#

$$$ haha

versed raft
#

not gonna name any places or anything, but theirs free versions.

frigid escarp
#

is there a decent tutorial out there for setting up model reskins?
like mainly the named selection part in the p3d is important

frozen blade
#

it should be pretty straight forwards really

#

any named sel existing in p3d can be used as retexture selection as long as it is defined in the configs

#

in general the retex ones are named camo, camo1 etc

frigid escarp
#

well for example which LODs need it (all Res LODs, not all - other LODs) or any recommendations how to select the vertices/how to define the named selection area, or the min/max size or number of named selections

frozen blade
#

all visual lods

#

ideally vert selection should be based on the part that needs to change or texture used

silver gull
#

use ressource library to select all faces that have the same textures, create a selection for each of them, done. There is no min/max number of named selection, afaict(130 named selections works just fine...)

frigid escarp
#

thanks guys!

outer bramble
#

from what I understand named selections are a set of vertices with a name, right?
does it matter in what order the points are selected? how is it determine how the texture is applied/orientated on there?

#

like selectionPosition shows only the center(?) for the selection, yet i want to indicate the area if possible
my current idea is to ask mikero to expand dep3d to dump the points of the selection in addition to its name

#

also looking for suggestions how to filter all selections to get only the relevant ones for hiddenSelections definitions
camo* and num* seems somewhat standard naming, yet its obviously not limited to those necessarily.
proxies selections would be easy to filter though due to their special naming

frozen blade
#

named selections are just a set of selected vertices yes, order doesn't matter

#

texture is applied based on the UV coordinates

#

of these vetices

#

again, the names doesn't matter

#

could be "kju_is_awesome" for all the engine cares

#

as long as it is properly defined as hiddenSelection

frigid escarp
#

what about the number of vertices/positions? i assume those with less than 3 dont make sense for hiddenSelectionsTexture

frozen blade
#

less than 3 what?

#

ahh, faces with less then 3 verices

#

yes of course they don't

frigid escarp
#

like i could think some just use 1 or 2 and those would not be relevant

frozen blade
#

because basic geometry - you need 2 point for a line (edge), you need 3 points to define a face

#

yeah they are irelevant indeed

bronze stone
#

It could also be a Single Point.

brittle cosmos
#

I also don't think selectionPosition shows the center, from my experience it was inconsistent so I assumed it was just showing the first vertex in the group

bronze stone
#

hm

#

Good point, never tested it

#

OR center when more then 1 Point

brittle cosmos
#

I definitely remember using it on doors and it being shown on the corner

#

And by shown I mean when you draw an icon at the position of the door selection it was at a corner

frigid escarp
#

@bronze stone but there is no point in a named selections for hiddenSelectionsTextures

bronze stone
#

Just answered to:
from what I understand named selections are a set of vertices with a name, right? ๐Ÿ˜›

frigid escarp
#

ah alright. thanks ๐Ÿ˜ƒ

dense peak
#

@brittle cosmos selectionPosition searches only in the Memory, Geometry, FireGeometry, LandContact and HitPoints LODs so selections in the resolution lods ignored by that command.
i also did play around with that command for doors and you most likely was getting the position of "door_X_rot" or "door_X_handle"

#

iirc it should return the "center of mass" of all vertices in that selection

brittle cosmos
#

selectionPosition might only search those LODs but you would need to know the name of the selection. In my testing I used selectionNames which appears to only return named selections from the resolution LODs, so door_X_rot and door_X_handle would not be shown.

I specifically remember the selection for door_X moving when the door was opened so I guess it's possible that it was showing the door_X_handle position but I'm unable to test that at the moment to verify.

frigid escarp
#

does this help for named selections not defined in RES LODs?

somber pier
#

Anyone know where I can get the templates fort he MX family of weapons? Cant find em for the life of em

dense peak
#

@frigid escarp it's easier to check te model in eliteness ๐Ÿ˜‰

frigid escarp
#

@dense peak dont quite get what you mean - eliteness doesnt have a 3d model viewer, does it now?

#

the above discussion was on how to visualize them ingame

dense peak
#

@frigid escarp eliteness lists all selections of each lod and no it has no 3D viewer...

#

yea for dynamic ingame stuff eliteness is not usable

#

i think kks script can't get selections of the resoltution lod

frigid escarp
#

ive asked mikero to consider extending dep3d to output also the positions of named selections
it wouldnt be fully dynamic, but one could cache them as part of the script

#

or someone gets BI to extend the sqf cmd ๐Ÿ˜‰

dense peak
#

I did wrote a ticket about that more than a year ago... Haven't checked it in the new feedback tracker tho...

brittle cosmos
#

Is there any quality lost going from paa > png > paa for DXT1 compression? Or is all of the compression done in the initial conversion to paa? If I'm understanding what I read about this correctly, then there should be no quality lost as there should already be a 16 bit color pallet, so no further compression is necessary.

frozen blade
#

from my own experience, there is a double conversion if you move from .paa to tga/png then back to paa

fresh hill
#

Check the TexConvert.cfg in the imageToPaa folder. Depending on what file suffix you use, you can get uncompressed conversion. _raw used to do this. Might still.

warm stag
#

Question to all: Which do you believe to be correct for arma3. The B channel of your SMDI map is a gloss map, where white = glossy/shiny, or inversely, a roughness map, where white = rough/matte.

acoustic dove
#

@warm stag old style gloss - white means more shiny

#

black matte

#

good example is the Apex AK12 which shines as hell , kinda reminds the A2 LAV25 which was way too shiny when the real vehicle is matte

warm stag
#

@unreal magnet ;)

unreal magnet
#

And no one ever corrected me... Lol

acoustic dove
#

thats your AK12?

unreal magnet
#

No

acoustic dove
#

so why the winking? ๐Ÿ˜›

warm stag
#

he wasn't convinced that white = glossy

acoustic dove
#

you can simply test that in buldozer btw , its simple enough

warm stag
#

Yeah I tested it, we were merely curious as to how common the misconception was

acoustic dove
#

also another good example - have you noticed the A3 Holo sight?

#

that it has too strong matte so much so that it creates a issue around the texture - main reason why it looks so pixelated

warm stag
#

Nah hadn't noticed that

gray owl
#

sp = 10;
p = src pixel [u,v];
x = 1 - green p;
y = green p * ((sp * blue p + 1) / (sp + 1));
c = color[x,y,blue p,1];

#

is c a for combining the RGB of smdi, or for something else?

#

or final result of green channel?

#

but then shouldn't color be something like vector3?

#

sp: specular.
p: pixel.
x: X axis.
y: Y axis.
c: combined color.

#

this pixel axis thing does not make sense if its for combining the RGB ch of smdi

silver gull
#

what the hell are you talking about?

gray owl
#

i try to recreate that code in blender, its used in texviewer for generating smdi

silver gull
#

generating smdi? from what? from diffuse colors? That's silly. Specular/glossyness has nothing to do with color or normal detail whatsoever.

gray owl
#

i said nothing about diffuse, correcting green ch (specular map) according to blue ch (specular power + power map)

#

i know i was confusing, and i wrote in hurry, just made for whatever reason wrong assumption people will understand what i was talking about

silver gull
#

well now that i know the context, i can tell you that i don't know have an answer for your problem ๐Ÿ˜„ sry.

#

from looking at the equation it doesnt make any sense that x and y are axis. They are only variables.

#

if you look at it -> R, G, B for RGB-channel values. Specularpower = SP ;
G= specular map ; B= specularpower map (=gloss map)
R = 1 - G
G_corrected = G * ([ SP * B + 1 ] / [ SP + 1] )
B = B

#

i have no idea if this "energy conservation" rule is valid however

#

you could check if BI follows this rule today by checking some SMDI-maps and their corresponding rvmat. I somehow have doubts they do this

gray owl
#

yea, thank you. Btw that math does not produce same results in blender, for whatever reason, thats why i asked what that last line stantds for, cause it looks to me that it just combines SMDI back into RGBA image

silver gull
#

thats what most of us do ... just take the greyscale specular map and gloss map we created in PS/other tools and combine them into an RGB image

ashen granite
#

^

somber pier
#

Would anyone from RHS be able to tell me what the hidden selections are called for the Abrams [OD Green][Woodland][Desert]? I'd like the spawn tanks in with the camo already applied but you've got 11 different Hiddenselections options so I'm not sure.

frozen blade
#

hiddenSelections[] = {"camo1","camo2","camo3","camo4","duke_tex","","","n1","n2","n3","i1","i2","i3"};

#

duke is new

somber pier
#

I don't follow

frozen blade
#

what is that you need?

#

the names of hiddenSelections, correct?

#

or the class names?

somber pier
#

The ones for the Desert, OD green and Woodland camos

#

So I can spawn the tank in directly with the camo, instead of changing it through the attributes thing

frozen blade
#

do you know how hiddenSelections work?

somber pier
#

I'm familiar with them, but not experienced

frozen blade
#

you asked for the hidden selection

#

i listed these for you

somber pier
#

I understand that part

frozen blade
#

so you either need:

  1. class names
  2. hidded selections
  3. or path used and textures for these hiddenSelections
#

which one do you need?

somber pier
#

I'm just as confused as you probably are right now so I'll try explain a little differently. The BI V44 Blackfish has 2 camos you can choose from right, blue and green, so when editing a config all I have to put in the hidden selection is {camo1} or {camo2}. 1 being for green and 2 being for blue. Am I able to do this for the Abrams and if I can which particular 'camo' must I put for my desired camo

frozen blade
#

not sure how you wanna spawn it. The above is the config, it contains textureSources classes and hiddenSelection sources

somber pier
#

From looking at that link it makes more sense, I think I have an idea on how to get it to work, thankyou for the link.

frozen blade
#

you're welcome.

somber pier
#

If it doesn't work I'm sure I'll be back h

unreal magnet
distant rose
#

neat, I knew you'd texture it today ๐Ÿ˜„

unreal magnet
#

Well quixel is quick. Just a couple of materials + noise maps, some dirt, some quickly bashed textures for the plate and the paper - done.

#

until now

#

rest comes tomorrow

distant rose
#

yeah, I usually hammer out my normals first in ndo, then move to ddo

unreal magnet
#

Well I try to bake as much as possible

#

like the knurling on my M3A1, totally baked that

distant rose
#

yeah, it's looking good though ๐Ÿ˜ƒ

distant rose
#

neat, I mostly do structures/terrain stuff and just started into vehicles

still ibex
#

just doign some reading, is parralax mapping something used in arma?

acoustic dove
#

only on ground textures and it is seen when you are prone

still ibex
#

thx , i take it its limited to ground textures only?

acoustic dove
still ibex
#

thx for the info

cyan bronze
#

Texturing an unwrap of a hand has to be done manually right?

cyan bronze
#

disregard question, fixed

frigid escarp
#

is hiddenSelectionsMaterials still bugged?

#

@acoustic dove @frozen blade

#

also i read BI made a custom way to reskins to avoid creation additonal classes - is that a good system to use at all?
seems to make it more complicated for mission makers and scripting

frozen blade
#

@frigid escarp they have fixed it at some point

#

should be good afaik

#

yeah we (RHS) sort of do (not sure if newer models have this in though)

frigid escarp
#

ok cool. like hiddenSelectionsMaterials should allow to add (more?) depth information/effect to textures (among other things) if i got that right

frozen blade
#

yeah, you basically can change the rvmat

#

besides the texture

acoustic dove
#

textureMaterials = ; thing should be added because of details , right now it looks like a kids sticker

frigid escarp
#

sorry dont get what you mean @acoustic dove - the name of the config parameter, or that its use its kinda mandatory to make something look good?

acoustic dove
#

i meant the config parameter in the insignia class

#

same thing as hiddenSelectionsMaterials just with different name

frigid escarp
#

yeah good point

#

as this is just scripted, i guess to contact the responsible scripter should be enough

ashen granite
#

Didn't see any hiddenSelectionsMaterials fix tho

slate walrus
#

Anyone know how to find the texture path for the new apex vehicle's ?

brittle cosmos
#

Do you want to know the paths to the available textures or just what textures are used on vehicles?

ashen granite
#

Probably the textures for re-skinning I'd say

dire laurel
#

substance painter user what settings do you use for exporting smdi map? having troubles to get it work properly... not exporting right atm.

brittle cosmos
dire laurel
#

how does that work?

brittle cosmos
#

No idea in the slightest lol

#

But you pretty much had the same question when it was linked previously

#

I faintly recall another discussion about this another time as well so I'll see if I can find it

dire laurel
#

if you can that would be nice

dire laurel
#

i also thing that the newer version ->2 has something to do with this

brittle cosmos
#

Yeah I couldn't really find it sorry

#

I know nothing about substance painter but your channels look right

#

You can see what channels are used by each texture if you go to your tools installation and look at TexConvert.cfg in theImageToPaa or TexView2 folders

dire laurel
#

hmm found alternative way to just do combine right maps manually

slate walrus
#

@brittle cosmos Yep, i want to know the paths to the available textures

brittle cosmos
#

Like the ones you would see in the virtual garage?

#

I'm just trying to clarify if you want to know it because you are trying to find it and retexture them yourself, or if you just want to see what textures can be used

#

If it's the latter this should work

_objectType = "classnameOfObjectHere";
private _textureSources = [];
("true" configClasses (configFile >> "CfgVehicles" >> _objectType >> "TextureSources") apply {
    _textureSources pushBack [configName _x,  [_x , "textures", []] call BIS_fnc_returnConfigEntry];
};
copyToClipboard str _textureSources;
sudden cove
#

Is there a template for the holdAction textures?

#

or any information for the image size / type / shape / etc

brittle cosmos
#

Check out a3\ui_f\data\igui\cfg\holdactions\

#

It has the hold action images

#

They all seem to be 64x64 with transparent backgrounds

sudden cove
#

Thanks

slow linden
#

Pennywise, where did you get the shader? an arma3 shader for substance would be very interesting but this one seems broken

#

[GenericMaterial] arma3.glsl:28 | 3(28) : error C1038: declaration of "height_force" conflicts with previous declaration at 6(49)
[GenericMaterial] arma3.glsl:191 | 3(191) : error C7623: implicit narrowing of type from "vec4" to "float"
[GenericMaterial] arma3.glsl:198 | 3(198) : error C7623: implicit narrowing of type from "vec4" to "float"
[GenericMaterial] shader-skeleton.frag.glsl:32 | 0(32) : error C1060: incompatible types in initialization
[GenericMaterial] shader-skeleton.frag.glsl:32 | 0(32) : error C1056: invalid initialization

brittle cosmos
#

Who is Pennywise? ๐Ÿ˜›

#

@twin bane linked it previously with the comment

mr rampling did the one for SP
https://www.dropbox.com/s/pn0gqx877iqzy3m/arma3.glsl?dl=0
slow linden
#

pennyworth, sry

frigid escarp
covert jewel
#

does anyone know which layout the textures of the new thermal shielding uniforms have? e.g. for "U_O_V_Soldier_Viper_F" . as the original texture is in an ebo i can't take a look there.

#

and pennywise is a nice punk rock band ๐Ÿ˜ƒ

silver gull
#

just ask bi if they release the texture for retexturing. they did so with the marksman vests soon after release

covert jewel
#

who/via which channel should i contact bi? i tend to get ignored lately whatever i try.

#

maybe this gets better now again after apex is released

silver gull
#

there is a thread in the forum dealing with how to retexture etc. Ask there

brittle cosmos
#

@frigid escarp That might explain why Neo sometimes accidentally calls me it ๐Ÿ˜›

#

I have a decent method for getting the textures that doesn't involve any reverse engineering, but asked BI if I was allowed to redistribute them and I got a no

slate walrus
#

Anyone know how to find the textures path for the new jeep ?

brittle cosmos
#

Scroll up to when you asked before and see if my answer helps

slate walrus
#

Oh thank i didn't saw your answer ๐Ÿ˜„ I go to test that !

#

Yep i need the path for virtual garage ๐Ÿ˜‰

brittle cosmos
#

Yeah that should work perfectly then, the output will look something like this

[
    ["First Color", ["hiddenSelection 0", "hiddenSelection 1", "hiddenSelection 2", "hiddenSelection 3"]],
    ["Second Color", ["hiddenSelection 0", "hiddenSelection 1", "hiddenSelection 2", "hiddenSelection 3"]],
    etc...
];
#

That doesn't look very pretty on discord

slate walrus
#

Thank it's work but you miss an ) ^^

#

_objectType = "C_Offroad_02_unarmed_f";
private _textureSources = [];
("true" configClasses (configFile >> "CfgVehicles" >> _objectType >> "TextureSources")) apply {
_textureSources pushBack [configName _x, [_x , "textures", []] call BIS_fnc_returnConfigEntry];
};
copyToClipboard str _textureSources;

brittle cosmos
#

Oh yeah you're right

slate walrus
#

For retexture it's not possible at the moment ?

brittle cosmos
#

You can retexture them the normal way using setObjectTexture or a new config with a hiddenSelection. However, you have to be a little more creative to figure out what the base texture looks like

#

They haven't released any of the textures for the vehicles and I asked if I was allowed to distribute them myself and was given a no

slate walrus
#

Hum ok

brittle cosmos
#

I'll give you a method in a second of how you can get the general feel for what the texture looks like

slate walrus
#

So it's not possible to find the .paa for retextures ? Beacause it's not vry easy to skin on nothing ^^

brittle cosmos
#

It is not possible sadly to get the paa directly, I'll see if I can harass some more BI employees for an answer

brittle cosmos
#

@slate walrus You can use this method to atleast see what the textures look like. If you were desperate you could screenshot these and use them, but you would lose some quality with these unless your monitor could show 2048x2048
http://pastebin.com/hMcmyP8Y

#

Throw that into a description.ext, load into the mission, and execute createDialog "ShowTexture" in debug console

slate walrus
#

Thank man it's very useful ! @ashen granite Check that

frigid escarp
#

@brittle cosmos clever ๐Ÿ˜ƒ i thought loadFile or include were the way

frigid escarp
#

google?

warm stag
pearl locust
#

just curiuos, how much a simple retexture costs? say make a 2048x2048 retexture to different camo patterns, anyone seen real deals?

outer lake
#

think it's probably a similar deal to getting a tailored suit - price depends on which tailor you go to

silver gull
#

a simple retexture (colorchange) costs 5min...

pearl locust
#

no I mean camo pattern change, not only color, like CSAT vehicle texture to AAF

bleak scaffold
#

Has anybody come across a way to turn off compression of .tga files when saveing through Layer Comps to Files in Photoshop?

#

It saves them compressed so they cannot be converted to .paa without resaving

dull tusk
#

I can't wait any longer...I need to tetexture the tanktop uniform. The artist part in me is about to explode

crisp river
#

any templates for new apex prawler?

brittle cosmos
#

From today's sitrep https://dev.arma3.com/post/sitrep-00165
"We are indeed working on adding livery and skin templates to Arma 3 Samples for Apex content. The sources are being gathered, and you'll likely find them first on the app's own development branch."

unreal magnet
#

Arent there sources for the vanilla vehicles avilable too? Cant seem to find them anymore

dense peak
#

not sure, didn't they only release the psds for the dlc content?

unreal magnet
#

mh

#

too bad

gritty sky
#

hello all ๐Ÿ˜ƒ

#

quick question

#

anyone here have proper snow textures >?

ashen granite
#

Question is: How to properlly UV Map buildings assets in order to texture under Quixel ?

silver gull
#

you cant

#

ddo (not quixel) is not suited for texturing entire buildings

#

nor is substance painter

#

You create tiling textures first, then you make UV of the model match the textures.

ashen granite
#

Then how can I add details to parts of my asset without using _mc ?

silver gull
#

what details?

ashen granite
#

Like maybe scratches, or bare concrete

#

If I do this on the tiled texture, it will repeat, and it's not very esthetic

silver gull
#

if you dont use 32x32 textures then tiling wont be a big issue. Or do you think A3 buildings are not esthetic?

#

if you dont use tiling you need 8k or 16k maps for just one building

#

which is not something you are supposed to do

#

(doesnt work anyway)

ashen granite
#

I mean

#

Tiling a texture is generic

#

If I want to add some small details to specific parts of the buildings, I can't really do that

#

Not saying A3 buildings are not esthetic

silver gull
#

so whats the problem with _mc? That's exactly what they are there for

ashen granite
#

Thought there would be a different way of doing so

silver gull
#

you can add something on top with alpha planes. Only dxt1 however. dxt5 has shadowbugs. And you should use nozwrite in rvmat attribute iirc

ashen granite
#

Alrighty

#

Another question: what is _ads for ? Is that some sort of advanced AO ?

brittle cosmos
#

Quote from PuFu about it "ADS map (RGB map) - It is similar to the basic AS map (R White, G AO, B White) but with an added Blue channel that is used as a fake shadow (shadowbuffer) for distances over 100m."

ashen granite
#

I see

brittle cosmos
#

^ that's the thread the quote comes from

ashen granite
#

Thanks

ashen granite
#

I see a _dtsmdi map

#

What is this ?

unreal magnet
#

@ashen granite you can use quixel for buildings. just create a cube and import that into quixel

#

then you can get the material you need

dull tusk
#

so I changed some textures on my vehicle and now every part of the vic I can see through the windows is blue

#

how can I fix this?

nocturne lake
#

select the windows and click *\Faces\Move top*

dull tusk
#

thanks that did the job

median stirrup
#

Looking for a texture maker looking for a long term project. Got a growing team of modelers, but need someone with more skill in texturing. PM me if interested.

dull tusk
#

is someone interested in doing some texture work for me? I just can't get the textures right so that I like them. This is the vehicle: http://i.imgur.com/GOTcrtH.jpg

solemn mural
#

where i can find texture for the V44 blackfish?

dull tusk
#

nowhere

#

yet

solemn mural
#

ohh ok

analog stag
#

Does anyone here use quixel and get results they're actually happy with without using multiple rvmats?

#

Because at the moment I'm using 2 or more rvmats per texture to get decent results and I really want to stop this

dull tusk
#

i do

#

for weapons

#

big objects like vehicles just look shitty

analog stag
#

Yeah, I'm only using it for weapons as well, but the conversion from PBR to traditional is just horrible

dull tusk
#

yeah using popular texturing tools for arma is just not as cool as one would think it is

analog stag
#

Hmm, I think the issue lies with Quixel to be fair

#

the assumption that everyone will want to use PBR from here on out is a little bit on the thick side

#

I'm not going to swithch to SP mind you, I still love quixel to bits

ashen granite
#

Is there a way to create tileable textures within Quixel ?

analog stag
#

All textures in quixel are themselves tiled afaik, if that helps

ashen granite
#

Oh thanks

silver gull
#

@analog stag to do it properly you first need to calibrate a rvmat to your liking. That means that pure white is the most reflective that you ever use and pure black is the least reflective you will ever use. After that you need to calibrate all the materials manually... But you do have to remember that the textures get compressed, so if a material +weathering only uses a specular range between e.g. 150-155, you could have some artifacts due to compression. I do not work with DDO (no procedural texturing possible), only with dD0 . There i defined new presets with base colors (RGB, spec,gloss) and weathering for specific materials - makes it really easy. though i can't say that i have found the sweet spot for spec /gloss and fresnel rvmat settings yet ...

#

what setting is "good" and what looks bad depends alot on ingame map lighting too

analog stag
#

Alright, cool, thanks. for rvmats I've pretty much got them down to an art, it's the smdi itself that I struggle with, but I'll take all your advice and see what I can do

silver gull
#

whats the struggle ?

#

just export a "last gen" spec and a gloss, combine them later. (or make it with whatever cool plugin s1 wrote)

analog stag
#

Well, thanks to you I don't think there is a struggle anymore, thanks a mill ๐Ÿ˜

vague iron
#

rvmat really simple, specularPower set to 100; specular set to {1,1,1,1} or if its to shiny to something like {0.3,0.3,0.3,1}

#

Also I really hate how normals are working in RV, that need to make hard smoothing everywhere (plus UV fix according to smoothing groups and vice versa) so its working properly in RV makes me sick ;/

silver gull
#

o0 thats how it works in every game dude

vague iron
#

except arma

silver gull
#

no?

vague iron
#

what works

silver gull
#

if you have UV split, you need different smoothing group and padding

vague iron
#

Yes

silver gull
#

universal rule

vague iron
#

I know that

#

Seems you don't understand my point, or I managed to badly explain my point

silver gull
#

and what is your trouble then?

vague iron
#

imagine model without many UV splits, of course each UV island = different SG as you know as I know. imagine that that desired part of the mesh is not very flat, it has many bends etc.. so smoothing is very likely not very nice, but we don't worry because normal map will "fix" that right? Do you agree with me at this point? ๐Ÿ˜›

#

if not, I will try to explain my trouble with some images

#

in UE4 for example or Unity that mesh with normal applied will work properly

#

from my experience in RV that mesh with normal will look badly because of that smoothing/normals

#

meh

silver gull
#

do you use normal weighting before export?

vague iron
#

yes if you mean "smoothing groups from UV shells" then yes, of course

silver gull
#

thats not normal weighting

vague iron
#

hm ๐Ÿ˜„

#

I used some scripts in max before, but you mean its the solution for the problem?

silver gull
#

google 3ds max weighting script - i would do it for you but my internet is slow as fuck atm >:[

#

first apply smooth based on UV, after that use the normal weighting. After that you bake the normals.

vague iron
#

hm

#

alright

#

going to check that, thanks

vague iron
#

thanks @frozen blade

silver gull
#

is there a reason why in magazine icons there is so much empty space left, and only a fraction used for the actual image?

frozen blade
#

nein

fringe vortex
#

Is it possible to do an overlay texture on the A3 buildings to do a snow look? (I remember reading some where you couldn't, I just wanted to ask.)

analog stag
#

Anyone have a decent fresnal value for plastic?

nocturne lake
analog stag
#

Thanks a mill ๐Ÿ˜

ashen granite
#

@fringe vortex Use _MC Maps

frozen blade
#

mc maps won't really work as they should on for snow on a multimat

#

because it is used a bit differently

sour sphinx
#

is there a way to export the UV maps from a model, and then use them as an overlay and what program would do this?? I lost a lot of work after an HDD Crash, have found the models, but the textures are gone, I'd like to use the UV layout in O2 to recreate the lost textures?

frozen blade
#

you can from any software

#

o2 included

#

by uv maps you mean Uv islands layout i assume

#

position of vertices in the uvw space ^^

sour sphinx
#

yes mate

#

if I can use the overlay, I could rebuild the lost textures, using the uv co-ordinates

sour sphinx
#

got it sussed, thanks

frozen blade
#

no worries

#

i know o2 exports a weird extension file

#

as in non modding standard

sour sphinx
#

yeah I could open the WMF easy in Irfan view, and save it as a PNG the EMF just didn't want to play

unreal magnet
#

both are vector files

#

funny enough

nocturne lake
#

I just open the emf in paint then cut and paste it to Photoshop with a multiply blend

vague iron
#

photoshop can't open .emf directly? I never used oxygen for rendering UVs ;p

nocturne lake
#

Nah, I think they reserved that for people who buy Illustrator

frigid escarp
#
Bohemia Interactive Forums

Custom face colours fix addon - posted in ARMA 3 - ADDONS & MODS: COMPLETE: Hi all,Some folks have been having trouble correctly viewing their lovingly crafted custom faces, (black turned brown, over-glossy, washed-out)Hopefully this Arma 3 mod should enable custom face colours to work better. NOT perfect, it's more of a workaround than a fix, via a custom rvmat.I've edited the characters_f config slightly and tried to cut out as much unneeded stuff as I could, but managed to brea...

#
Bohemia Interactive Forums

Page 1 of 2 - ASCZ Heads - New and unlocked faces in A3 - posted in ARMA 3 - ADDONS & MODS: COMPLETE: I was disappointed with that small amount of faces Arma 3 have... I know what this game needs, more faces with facial hair!ย ASCZ Heads is an add-on, that adds about 26 new faces to your game and also unlocks 5 faces the ones in the campaign of the game, this add-on also redones the Custom face, where I have added config of legs and hands and new normal map for face, which was not incl...

unreal magnet
#

anyone here also experiencing problems with setObjectTexture?

#

it appears to load the texture only once

#

even on mission restart its the very same

unreal magnet
#

yes

#

but it still doesnt reload on run-time, as it should :/

dense peak
#

@unreal magnet do you mean the texture does not update even tho you edited it?

silver gull
#

@unreal magnet "as it should" are you sure that is how it is intended to work? Files are kept in memory even between missions. E.g. if you dont binarize a model it takes a long time to spawn it into the game the first time. Any consecutive time it goes very quickly, even if you change mission/map

#

i'd say it works as intended - files are kept in memory for usage later to reduce loadtimes. Changes in runtime are not an advertised feature of Arma to my knowledge...

dense peak
#

thats what i experienced too
you should be able to save the file under a new name and call setObjectTexture to the new filename each time you edit it.
its ugly as hell but saves you from restarting the game

#

maybe even the -flush "cheat" helps, never tested it tho

fringe vortex
distant rose
#

which image software are you using ?

fringe vortex
#

Photoshop and Quixel

distant rose
#

the nopx appears to have a chiselled border, giving you those lines

fringe vortex
#

ALright. No idea how to fix it. I shall try though

silver nimbus
#

did you put bevel on it in photoshop by chance?

fringe vortex
#

I didn't. But I'll look again.

#

Was a normal flat image scaled down to 2048x2048

distant rose
#

ndo might have added it

#

if you used that for your nopx's

fringe vortex
#

I did....

frozen blade
#

there is a normal line on where it is suppose to be seamless (on the borders)

#

can't check now, but there is a check for seamless textures in quixel afaik

fringe vortex
#

@frozen blade you're right. I didn't have seeamless selected. I thought I did. Thank you

#

Thanks for the help everyone! First time and learning to do custom ground textures!

dense peak
#

not sure if you got the nopx right, it seem like there is no parallax effect

#

did you put the heightmap into the alpha channel?

slow linden
#

what is better for a cavity map, include it into the CO by overlaying it or using the .dt channel of the rvmat?

silver gull
#

one takes away the detail slot and requires additional memory, the other doesnt...

slow linden
#

point taken

viral wedge
#

i wonder if its possible to make wet clothes mod maybe a script and two textures.

silver gull
#

more like a script and as many textures and rvmats as there are clothes ... (oh and also - it wont work for certain clothes). So realistically - no

viral wedge
#

well ill try anyway

bronze stone
#

@unreal magnet Thats why we moved away from setObjTexGlob and assigned the Textures directly to the Vehicle in the Config (+new class). Sometimes it didn't loaded, when the Vehicle was too far away (pre V1.40)

unreal magnet
#

@dense peak @silver gull No, I'm 100% sure I was able to change textures in runtime when changing and going back into game

bronze stone
#

Not in Editor. I had to restart the game, when doing stuff in the UI with textures.

unreal magnet
#

It was still working when we only had the 2D editor...

#

damn, it makes it pretty painful to edit textures

bronze stone
#

Wasn't that constant reload in the debug.exe?

#

(can't remember the correct name)

#

diag.exe?

#

ffs, what was the name...

#
It is possible to change rvmat and textures on-the-fly while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust the rvmat or convert the texture to PAA and it should affect the game as soon as you task back into it. There may be some visual artifacts; it's always worth to give it one more go with packed data.

@unreal magnet

#

last part

unreal magnet
#

mhhhhh

#

I try that, thanks

bronze stone
#

your welcome

brittle cosmos
#

You could also just put it in a mission folder and use setObjectTexture. Then when you make a change to the texture overwrite the previous version and open that mission in the editor again

unreal magnet
#

@brittle cosmos This is what I tried, didn't work tho

dense peak
#

did you try the -flush thing?
afaik it should flush your memory so it might reload the texture

unreal magnet
#

nah+

#

I just did the filePatching

brittle cosmos
#

But when you were reloading the texture did you just restart the mission or did you go to the menu to open the mission again?

#

If you were just editing a script you could just back out to the Eden screen and then load back in, but for a texture you would have to go to Scenario > Open > Load your selected mission

cyan bronze
#

the Rvmat file is merely a normalmap right?

#

with some configs added?

nocturne lake
#

Not really. It describes all the shader passes the game has to apply to the surface of the model when it renders it

#

The amount of stages you need to put in the .rvmat depends on the shader you use

fringe vortex
#

Is it possible to retexture Arma 3 buildings? Google didn't help at all.

brittle cosmos
#

Most buildings wouldn't have hiddenSelections, so all I can think of is copying the model and using mikero's MoveObject (subscriber tool) to change the texture path

#

I'm not sure if they have said that is allowed though...

fringe vortex
#

Was just about to ask that. Next best thing is newly textured A1/2 buildings.

#

Thank you @Pennyworth

cyan bronze
#

@nocturne lake sorry for the late reply, yeah found it and fixed the issue. Second question though, how do I apply textures to the hands?

nocturne lake
#

Most people just copy the hands from the sample model directly

cyan bronze
#

did the same but If i don't give it a path to the texture, will it then automatically give the hands the texture ?

#

As i dungoofed and gave the hands a path to the texture I'm currently using for the uniform

nocturne lake
#

IIRC default path for them in the sample model is for a3\characters_f\heads\data\hl_white_bald_co.tga

#

and a3\characters_f\heads\data\hl_white_bald_muscular.rvmat

#

but they should be part of the hl and injury_hands selections

#

which is how the game applies face-based texture and rvmat to them

cyan bronze
#

Found those files, but I was thinking that if someone has a black man as head, he'll have white hands...

#

or not?

nocturne lake
#

if the selections are properly named, the game should colour them according to the face

cyan bronze
#

sweet, thank you!

#

wait, so I should give the path for the CO "a3\characters_f\heads\data\hl_white_bald_co.tga" ?

nocturne lake
#

well you can, but the game will probably automatically apply the texture and .rvnats for the skin if the hl selection exists

cyan bronze
#

roger, thank you kindly sir ^^

fringe vortex
#

@Pennyworth who would you recommend I talk to in regards to changing texture path?

cyan bronze
#

Oh yeah, I noticed that when I go in first person with my uniform, the view is the one I should get with the preview.. any way to fix it? something with the LOD's?

nocturne lake
#

how do you mean, get with the preview?

cyan bronze
#

I'll send a screenshot ingame, second

#

going to recompile and such

#

weapon invis, hands no textuer (need to add group) and the invisible stuff

nocturne lake
#

seems you're missing proxies from some LODs and the View Pilot LOD is missing the body

cyan bronze
#

darnit... how do I had them?

#

new start with the fresh template?

nocturne lake
#

Open A3_character_template.p3d

cyan bronze
#

Ah, I see where you're going

#

Roger

nocturne lake
#

all those triangles are what you need

#

so clear out the ones you have and copy them from there

#

might be optimal to do the same with the hands if they're not working as intended

cyan bronze
#

nevermind

#

Im retarded ๐Ÿ˜„

#

Didnt copy the thingy over that LOD -.-

#

xD

south fossil
#

I'm not sure if this belongs here or in the model makers channel, but I've been wanting to retexture the road barrier for awhile. I've got a new texture, but the model doesn't support hiddenselections. What are my options?

silver gull
#

a) ask if BI adds a hiddenselection in editing forum
b) completely overwrite the texture (not sure if MP capable)
c) create your own road barrier and do whatever the f you want with it
d) cry and move on

south fossil
#

Option C, got it.

silver gull
#

lets just say it's the option you will get results most predictably ๐Ÿ˜›

south fossil
#

I think Poolpunk actually did exactly that to get the "Police Barrier Do Not Cross" objects in his City Object pack.

silver gull
#

95% of the time in modding, if you want something - you have to make it yourself

#

a roadbarrier is also a good entry-level project for modelling btw.

south fossil
#

Won't be my first rodeo.

silver gull
#

oh well never mind

cyan bronze
#

the hands are because I didn't include the Rvmat yet i guess, but the main textures/rvmat are correct and well defined

#

O2

frozen blade
#

how did you import your mesh?

cyan bronze
#

Into O2?

#

if you mean O2: I imported it by opening my model, copy pasting it and editing the template;
if you mean Blender: made it myself, applied material to the stuff and exported.

frozen blade
#

ahh, you got the p3d exporter from blender

#

forgot

cyan bronze
#

yeps

#

I think it's an O2 problem though, in blender it works perfectly

frozen blade
#

how many uv channels/sets you got?

cyan bronze
#

1

frozen blade
#

you sure?

cyan bronze
#

well

#

yeah

#

1 for uniform and a fixed one for the hands, which is standard, no?

#

using the "hl" class

frozen blade
#

yeah the distorsion looks like fucked up UVs

#

hence the question

cyan bronze
#

it worked before though.. must have done something wrong

#

but my "camo" group looks fine no?

frozen blade
#

yeah

#

if by group you mean named selection

cyan bronze
#

yeah

#

I'll redo the textures real quikc then

#

is 'component16' something of purpose?

cyan bronze
#

Fixed it

#

Had a config error

#

didnt define my textures in the "right" way as in that I forgot to name my hiddenselections[] good

cyan bronze
#

any mistakes in there?

silver gull
#

did you use a vanilla texture there on your custom uniform? o0

cyan bronze
#

What, where?

#

Not that I'm aware of?

#

where do you see that?

cyan bronze
#

Just to be sure, If I want to have one model with for instance a red, blue and green texture I don't have to make a character for every colour or do I have to?

full quarry
#

@cyan bronze You're swearinbag on the forums right? Might have solved your problem there.

cyan bronze
#

Yeah I'm on the forums with this issue, saw your comment but I dont know what you mean with "You have the hiddenselection setup in the wrong class."

nocturne lake
#

Means that the hiddenselections declarations should be in class 29th_Soldier

#

class 29th_uniform_Pvt is merely a uniform object

cyan bronze
#

so ' class 29th_uniform_Pvt: Uniform_Base ' should change to ' class 29th_uniform: Uniform_Base '

#

WP formatting

nocturne lake
#

no, it means the class 29th_uniform_Pvt uniform you have set up switches the player model to class 29th_Soldier when the player puts on the uniform class

#

so the textures need to be declared in the player model

cyan bronze
#

So, How can I have multiple textures for that single model then? making new characters or?

nocturne lake
#

Make child classes for each player model and connect them to a uniform class with the uniformClass = parameter

#

uniformClass is what tells the game which character model class to use when the uniform is worn

#

So you need a character for each uniform

cyan bronze
#

oh oki

#

๐Ÿ˜„

#

so

#

next problem then, how does one make a child class?

#

I feel so dumb for asking, wow

nocturne lake
#

To make a child class you'd do class someOtherClassname : 29th_Soldier

cyan bronze
#

how do you do the formatting for code and such?

nocturne lake
#

the : is how it inherits

cyan bronze
#

in discord

nocturne lake
#

if it's long code, better to use pastebin or something

cyan bronze
#

oki, sec

cyan bronze
#

so that "Uniform_base" is wrong? :/

nocturne lake
#

no

#

need to see your cfgvehicles where class 29th_Soldier is defined

cyan bronze
#

oooooooh

#

" class 29th_Soldier: B_Soldier_Base_F"

#

that?

#

so that 29th_soldier is part of B_Soldier_base_f?

#

and then continue to make part of 29th_soldier?

nocturne lake
#

yeah, basically you'd want to make class 29th_Pvt : 29th_soldier and class 29th_PFC : 29th_soldier

cyan bronze
#

and where do I put that? In the CfgVehciles?

nocturne lake
#

those are where you'd add the specific hiddenselectionstextures

#

yes

#

then go back to the cfgweapons and change uniformClass in class 29th_uniform_Pvt so that it points to uniformClass = "29th_Pvt";

cyan bronze
#

like that?

nocturne lake
#

that way, when you put on that uniform it will use the Pvt character model and texture set you just defined in cfgVehicles

cyan bronze
#

or like this at the bottom:

#

class 29th_PFC : 29th_soldier{};

#

just that?

nocturne lake
#

that looks okay from what I can tell

cyan bronze
#

Sweet, I'll try

#

it works, goddamn thanks man!

nocturne lake
#

you might want to add displayName = "29th Unit"; to each of the child classes with a different name

#

so that you can tell them apart ingame when the mouse cursor goes over them

cyan bronze
#

I gave them the names of the ranks they have on them

#

so for Pvt it'll be: displayName = "29th uniform Private";

#

and for PFC: displayName = "29th uniform Private First Class";

nocturne lake
#

yeah, I just meant that since you don't have those in the cfgvehicles classes yet, like you did for the corresponding cfgweapons ones

cyan bronze
#

Ahhh alright

nocturne lake
#

the displayname for cfgweapons is what shows in the Arsenal, but the cfgVehicles is what shows in the HUD when looking at a unit actually wearing the uniform

#

like it's be "rifleman" or "machinegunner" in the Eden editor when placing units from the asset list

cyan bronze
#

Ooh fancy

#

thank you!

full quarry
#

Great to hear you got it working @cyan bronze! Good thing @nocturne lake was around to pick up the help torch! ๐Ÿ˜„

cyan bronze
#

Amazing community and amazing teachers ๐Ÿ˜‰ โค

full quarry
#

The uniform/man class relation is little confusing at the beginning.

cyan bronze
#

Yeah, I noticed ๐Ÿ˜ฎ now the only problem is the rvmat not applying to the hands.. looks like he's wearing gloves

#

some mistakes still in the model though.

slim tree
#

Hey guys, whats the best way about getting uniform inventory pictures/icons? I usually just load things up in the editor and screenshot it, then edit it in paint.net to cut out the character model or something, is there any better way?

cyan bronze
#

I just make mine in GIMP (free photoshop-like program) and then convert it to .paa and thats it

frozen blade
#

@slim tree - why don't you do it from object builder...?

slim tree
#

@frozen blade I was thinking about doing that (Its how I get my inventory icons for items) but its a vanilla A3 character model the texture is for so I can't open the model in OB to change the texture.

#

Unless their is another way which I don't know about yet of course ๐Ÿ˜›

frozen blade
#

ahh, so retexture rather than custom model

#

i am sure you can spawn just the vest or whatever if needed

slim tree
#

Yep, I guess I could use mikero's move object to change the texture, its a uniform I have retextured so I don't think I can spawn just the uniform in game (other than the CfgWeapons version which obviously is folded uniform)

slow linden
#

why don't you take the renderworlds from the samples? should make it easier to separate it from the background

slim tree
#

I didn't know that was a thing, thanks, will check that out shortly ๐Ÿ˜ƒ

torn mesa
#

@cyan bronze what are you using to binarize the model? that stuff with the hands happens if binarizer ignores your rvmat or you don't have required addons configured properly

cyan bronze
#

@torn mesa Not binarized and I'm using the standard rvmat

cyan bronze
#

So binarizing should/could fix that issue?

slim tree
#

@cyan bronze Not binarized is likely your problem, try it and see if it helps

cyan bronze
#

@slim tree will do, just finishing up somethine else

dense peak
#

Hello,
Is there a way to make an ENV ( _lco ) texture emissive ? I'm trying some things and i wondered if there was a way to link an Rvmat to an _lco texture and then map it as a reflective element for a texture. Would that work or does the engine not support it ?

full quarry
#

every land texture/material has its own .rvmat and does have emmisive value just like any .rvmat. Dont know if they can be emmissive though. Test it and you know.

dense peak
#

alright, but then, when linking the texture to another Rvmat ( Linking the ENV texture to let's say, the glass windows texture of a building ), do i need to put the Rvmat instead of the _co texture here :
texture="MyMod\data\ENV_co.paa";
Would it work if it was :
texture="MyMod\data\ENV.rvmat";

#

i mean, why do i ask, let me try first

#

Yeah as i expected it doesn't work, how should i approach this then ? I'm kinda new to this so i have no idea

frozen blade
#

texture != rvmat (RV engine Material and ATributes)

#

so of course it doesn't work

dense peak
#

So how should i link it ? i need an Rvmat to make the texture emissive, but i don't know how to link everything togheter ?

#

I haven't seen any rvmat for an env texture in the original data from altis and stratis, so i believe that it's simply not supported by the game ?

nocturne lake
#

Why can't you just make the whole .rvmat emissive?

dense peak
#

Well let me explain what i'm trying to achieve :

Let's say i have two versions of a building, one for night, and one for day.
For the day model, it's simple, i just need a normal window texture using a daylight ENV map, like a blue sky for instance.

But let's say i'm making a big city and i need to have every building with a night version, so all i have to do is use the day version, but replace the window textures with a night version and make it emissive.

But wouldn't it be nice if i could also take profit of this change of texture, to also change the env map ? By doing this, i could make fake night reflections, i could make the players think that every light, every building around them is being reflected back and forth and it would create a very nice view.

But with a non emissive env map, at night, it's simply too hard to see it and it doesn't create the effect i want. I can see the night textures for my windows, but it doesn't feel natural because the other buildings next to it don't reflect eachother ( which is normal considering the limits of the game ).

#

to make it short : It's easy to fake reflections on big buildings at day, but it becomes difficult at night because it's impossible to make the env map emissive

nocturne lake
#

yeah, that won't work. The env stages are nothing more than textures applied to the surface

#

their glossiness and reflection effect comes from the fresnel

#

so there's no real shading capability in the _env pass itself

dense peak
#

Aw that sucks, i thought i could manage to fake night reflections like they're done in the division haha

#

well, we'll just wait until BIS makes a new amazing update and hope the reflections are as good as the current water reflections in game

#

thank you for your help !

cyan bronze
#

So I got into arma 3 today and noticed my texture is off center. So I went ahead and shoved the texture a bit to the side so it's more in the middle. I noticed that the texture deformed because of the mesh's shape. Is there any way to make it fit the mesh using an "inverter" of some sort that inverts the effects on the texture so it cancels out the stretching?

#

I tried it manually with a line on the legs and that worked fine but took hours, so I was wondering if there is a faster way

silver gull
#

look if there is a relax tool (or something like pelt mapping)

cyan bronze
#

in blender then I assume?

silver gull
#

yes, only with UV mapping is this properly fixable

cyan bronze
#

i'll give it a look

#

What does the relax tool do though? Looks like I forgot how to google as I can't find anything usefull other than old threads and no videos

frozen blade
#

it relaxes shit dohh

#

๐Ÿ˜›

#

shit = verts faces etc. or ucs shells for lower stretch

cyan bronze
#

ahhhhhh nice, I'll give it a nice fiddle

dense peak
#

@dense peak afaik there are a few stages for the env textures defined in cfgWorlds:

{
    class EnvMap1
    {
        texture = "A3\Map_Stratis\data\env_land_ClearSky_ca.paa";
        overcast = 0;
    };
    class EnvMap2
    {
        texture = "A3\Map_Stratis\data\env_land_SemiCloudySky_ca.paa";
        overcast = 0.3;
    };
    class EnvMap3
    {
        texture = "A3\Map_Stratis\data\env_land_OvercastSky_ca.paa";
        overcast = 0.6;
    };
};```

you need `useWorldEnvMap = 1;` in your rvmat stage for the env texture

this may help you.

and you shouldn't need two version of a building for day/night
#

Thank you, this may help make the scene look a bit more natural but it doesn't really help with the effect i wanted to achieve, but still thank you for the info ๐Ÿ˜ƒ

#

check out the vanilla env textures, there should be a sun on it. it's not really emissive but you may be able to replicate the effect for streetlights at night

#

The issue is that at midnight, the env textures don't show very clearly on the buildings, even if there is a bright spot on them it just doesn't show that much, creating a wierd unwanted effect.
During the day this effect works really well however

#

i see...

#

it's a shame though because the engine BIS created would actually allow way more stuff than we have currently..

Look at how lamps work, there is a day and a night P3D. What if we could use the same technique for objects like buildings and cars props ? Then combining that with the emissive environment maps, we could create objects with realistic "fake" reflections, with day and night cycles.

#

did you check out the ToH skyscrapers?

#

Nope but i've taken interrest in the game when i saw some ported models

#

I believe there is no night maps though ?

#

its based on the RV3 engine as arma 2 and OA with some helicopter specific changes. you have the editor as in arma and you can choose the weather and daytime as you wish

#

i can't find any pictures or videos of gameplay at night on the internet

#

not sure if i still have it installed, if so i can send you a screen in the evening.

#

I might buy it actually, it might be interresting if i can get some of the buildings out of the game and repack them for arma 3

#

noice it sounds fun

cyan bronze
#

@silver gull No luck so far with that relaxing stuff... Doesn't seem to be working for some reason

silver gull
#

look in blender forums or on youtube for tutorials. I dont use blender, but i would be surprised if there isn't an equivalent to the UV mapping functions in map (pelt mapping, relaxing, etc)

#

alternatively you can also use the roadkill tool for a quick fix...

cyan bronze
#

There is a Relaxing feature but it doesn't really help with the spread

#

what's that?

silver gull
full quarry
#

You could also just manually edit the uv a bit by pulling the verticles around the deforming area so that they fit. Don't worry about it too much though since that area of the arm is bound to deform anyway when the arm moves.

cyan bronze
#

Found another way

#

Using "Mudbox"

#

very easy way to texture into an uneven surface

#

you just get stencils and then "Press" it onto the model and the program calculates what the texture needs to be to get the desired stencil image

#

very handy and works good

solemn mural
#

where i can find uniform template ?

silver gull
#

steam library -> tools -> A3 Samples

#

so about the rvmat - specularity - glossiness - pbr mess. I have a feeling it's just not possible to calibrate the materials properly. I get the impression that A3 uses linear values for gloss / spec, which means that the lowest values can't go low enough and the highest values not high enough. Or in other words - there is not enough "contrast" within smdi maps possible to achieve "realistic" look of vastly different materials (glass vs fabric) with just one rvmat
Arma would be something like the top http://docs.unity3d.com/uploads/Main/lineargammahead.png

I did a handfull of tests (nothing conclusive yet) some days ago and it seemed to me that the values where always too strong or too weak in some way to represent most materials. e.g. https://abload.de/img/20160801013829_173zuh.jpg left to right -> gloss from 255 to 0 , from top to bottom -> spec 255 to 0.

nocturne lake
#

Compared it with different specularpower= values?

#

but yeah, the per-pixel specular variance has always felt very narrow

silver gull
#

yeah tried different specularpower (basically multiplier for gloss) and specular=(rgbbla) values

dense peak
#

@dense peak Just bought and installed ToH, i found some interresting things in the rvmats right now, investigating ๐Ÿ˜ƒ

brittle cosmos
#

Some of the buildings in TKOH have _em textures which I'm guessing were just supposed to make it look like lights were on inside of the building at night

dense peak
#

Yes that's it, but i'm trying to figure out how they're doing the transitionning between the night textures and the day textures

#

in the rvmat, there is this :

#

class Stage8
{
texture = "hsim\structures_us_h\skyscrapers\data\bank_of_america_em.paa";
texGen = "1";
};

#

And from what i've learned, they're using a multi material shader

#

But i still don't understand how the engine understand at which time of the day it needs to switch the textures

#

and i can't look into the p3d's to know more unfortunately

#

The " TexGen01 " class, has a " class uvTransform "

silver gull
#

if you dont make emissive value too high, it won't be really noticeable during day

brittle cosmos
#

lol yeah that might be the trick

dense peak
#

Yeah

cyan bronze
#

I posted the following problem earlier this month as the hands are looking retarded. Got told that binarizing might fix it but I don't seem to be able to fix it that way, any others?

slow linden
#

did you change the path to the rvmat?

dense peak
#

are you packing with pboProject?

nocturne lake
#

rvmat looks like it's there. Textures seem to be absent

dense peak
#

well at least the normal map but i don't think there is a smdi on the hands

hardy atlas
#

Guys is there a limit to how many uvwmaps i can have in a set? also how does a set work?

#

can I have lots of uvw maps for one model?

#

like one for the interior and one for exterior?

frozen blade
#
  1. UVW map is something that doesn't really exist (UVW mapping does)
#
  1. any part of mesh can have at least 10 uv sets (as in 10 different way to have vertices from 3d space arranged in the UVW space)
#
  1. you can have an infinite numver of individual texture sheets all in the same uv set
#

as in have 20 individual textures map, all in the same uv set (uvset0)

#

@hardy atlas ^^

#

that doesn't mean you should take that route...

#

of n number of textures

hardy atlas
#

okay, So i have a complex model in 3ds max

#

I have unwrapped the different parts seperately

#

each to fill 2048x2048

#

that should not be any issue right?

nocturne lake
#

depends how many 2048*2048 textures you're talking

hardy atlas
#

I will have 3-4 at the end of this

#

is that okay?

nocturne lake
#

3-4's not too bad for a large ish object

hardy atlas
#

oky nice

#

its a fishing boat

#

12m long

nocturne lake
#

The Heli DLC choppers have 2 external textures for the NATO one and 3 for the CSAT one if you include the pod

#

not sure how many internal ones there are. Probably another 2

frozen blade
#

3-4 seems pretty decent (as in 2 external, 2 internal) or alike

#

also from a section count pov, you can add more details using MC map on a secondary UV set

#

that counts as a single added draw call, not 2 (as in 1 for diffuse (_co) and 1 for rvmat)

hardy atlas
#

sweet

#

thanks

cyan bronze
#

@slow linden @dense peak @nocturne lake Rvmat is there and I'm using the pbo compiler provided by the ArmA tools

#

Sorry was helping some peeps with Real life stuff

hardy atlas
#

Does anyone know is SP2 supports multiple UVsets?

#

or how do i stop the overlapping of my textures in SP2

#

@frozen blade

frozen blade
#

set 3 different materials to each mesh you have a different texture before export

#

multiple uv set does not mean a model with multiple textures

#

and i understand that is what you want actually

#

texture sets in sp2 is actually an invented term

hardy atlas
#

Thanks, And yeah they confused me a tad :D. Its all good now though

#

is there any rule of thumb with max rear and frontal distance when baking?

frozen blade
#

rule of thumb is use a cage

#

HP should be inside the LP envelop for a perfect clean bake

#

minus floaters of course

hardy atlas
#

HP inside the LP envelope? Sorry I am not sure what you mean there

#

ah high poly low poly? sorry its late ;D

#

@frozen blade Is there any fast way to make an accurate good cage? Else I will experiment with theu distance values on baking

dense peak
#

from the little i understand from modeling, the cage is the same as your LP you just scale it a tad bigger than the hp.

nocturne lake
#

moving the verts of the cage by their normals works best for inflating it

hardy atlas
#

Okay, Yeah cause my model is very complex. It would not be easy to just... Inflate it?

nocturne lake
#

it's probably more worth your while watching videos on youtube and reading tuts - there's a lot of information online about making cages and proper baking

#

easier than trying to understand people describing it over discord anyway

frozen blade
#

i personally bake in max, using materialid hits, other prefer exploding the geometry

#

but as monkey said ^ there is plenty of info out there

silver gull
#

btw talking about baking - how do you handle floaters? If i just use a standard cage and push it out, floaters and the like get skewed in the normal. If i dont (split mesh& cage to match vertnormals) , the edges are not properly baked - resulting in having to bake 2times at least, if not more, and manual combining in PS

frozen blade
#

i rarely do floaters these days...

#

if i actually need to and i feel too lazy to model it in

#

i get very thin floaters in (really squashed)

#

to position it for a second hand in ndo if i really need to

#

because i use OSD, i always have HP inside the LP

#

i actually sort of do the mid level geo (ready mesh for OSD) before i adjust edges

#

that means i sort of do both LP and HP from a single go, needing minimal changes done to HP to get it to LP (and yes, manual triangulation)

#

the reason you have deformation on floaters is because of rays that are not perpendicular to the surface you baking on

silver gull
#

it doesnt just happen to floaters, also regular HP geometry. Particulary noticeable for spherical bevels

frozen blade
#

yeah, for shit that gets skewed i bake using a mid level topolgy mesh

silver gull
#

so you mean you use extra edgeloops to get correct raydirection in the middle of the surface?

frozen blade
#

i create from the lp ( note here it should be done using quads for optimal results)

#

neah, i use turbosmooth or opensubdiv

#

lower level

#

most of the time tb using smooth groups

#

i always have smooth set correctly for osd

silver gull
#

ah well. I guess it's either manual combining or using more geometry around edges to "correct" raydirection. No magical "fix" button...

frozen blade
#

yeah, none

cyan bronze
#

Binarizing didn't help to fix the texture of the hands ๐Ÿ˜ฆ

#

Rip rvmat

ashen granite
#

What are dem floaters ?

dense peak
#

floaters are floating geometry, sometimes used to add detail to a hp model without integrating into the main mesh. i'm sure others that actually model here would know better ๐Ÿ˜„

ashen granite
#

Oh I see

honest pagoda
#

@silver nimbus what spam ๐Ÿ˜‰ anyone seen the spammer ? all i see is some ash on my sparky banhammer ๐Ÿ˜ƒ

silver nimbus
#

@honest pagoda Thanks ๐Ÿ˜›

frozen blade
#

floaters are turds that don't flush

torn mesa
#

@cyan bronze what did you use to binarize? bi tools or mikero tools?

cyan bronze
#

Bi tools

#

@rebel At festival ATM, sorry for the late reply