#arma3_texture

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ashen granite
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Oooh that's neat!

unreal magnet
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the result is pretty amazing

outer bramble
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does the latter apply to all texture types? or in other words is there a difference of terrain textures and the rest? (aside from special ones like _sky or _lco)

frozen blade
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naming convention is there so the engine knows how to translate and convert texture from TGA/PNG to .PAA (compression type and channels) and handle it internally

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no other reason

outer bramble
#

well the engine still parses the filename and looks for the post tag, right?

the reason i am asking as one can use these also for procedural textures

frozen blade
#

it does yes

frigid escarp
#

thank you!

stuck robin
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Anyone know what the max texture size is?

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4096?

analog stag
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really you don't want to go above 2048

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You won't notice at all unless you're right up to the asset at full ultra settings and even then it ain't much of an improvment

stuck robin
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I'm just asking what the max is.

frozen blade
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4096 yes

worn jasper
#

Anybody in here use SP2?

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My textures look really good in SP2 then when we bring them into arma they are all fuzzy and just bad

nocturne lake
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are they 4k?

worn jasper
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2k

silver gull
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did you convert them correctly? where they 24bit tga before converting?

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check if your UV layout in OB is still correct or if something broke

worn jasper
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The max I can export as in TGA is 8 bit

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In SP2

rare lake
#

what is SP2?

nocturne lake
#

Substance Painter 2

silver gull
#

well 8 bit per channel i would assume

nocturne lake
#

AFAIK it means 8 bits per channel

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ah @silver gull ninja'd me

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seems logical since the exporter is where you choose what channels are included in the maps

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24 bit would simply be defining the map as RGB rather than RGBA

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but I've never used SP2, I'm inferring from what I've seen of the UI

sleek temple
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i use SP, but i export tex in png and then to paa

silver gull
#

is the texture also blurred in texview?

worn jasper
#

I'll look when I get home

worn sedge
#

I'm working on the textures. Tried a few different tricks that helped a little but still look bad. I lowered the specular power in the rvmat which helped a lot but cause shading issues. I tried exporting in different formats and bits, most of which cause texview to not load the textures, and I exported in 4k compressed the image in texview then downscaled to 2k. This also helped a lot but they still arent good

silver gull
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24bit tga (or in other words 8bit RGB, not RGBA) is the goto format.

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4k textures get mipmapped early, supposedly. (but i do think it's dependant on texel size on the screen -> small object gets mipmapped earlier than large)

nocturne lake
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4k gets mipmapped early even when you use it for fullscreen modeloptics

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and doesn't display at 4k at all below the High graphics setting

worn sedge
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Well they are 2k in game. I'm trying to trick the texview compression into not destroying the textures

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They look fine in SP but horrible in arma

worn sedge
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Sorry was driving home from eating. But yea I tried multiple export types, currently it's 24bit tga. I'm going to test some more stuff shortly

silver gull
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@nocturne lake how can you tell? unless you have a screen that can display the higher res in the modeloptic, you're not getting anything out of extra res. Chances are it looks even shittier than a native resolution would be

rare lake
#

I was just thinking that... but I dont know much about such texture tech so heh. I mean can you really tell how 4k texture looks if youre running 1080p resolution monitor? (just thinking out loud, I dont know jack heh)

silver gull
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for modeloptics - no not really. For ingame objects yes (because you can get closer/further away from them)

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the good old "stick your face in the wall and yell "low texturequality"" trick

frigid escarp
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i guess for interface/GUI 4k could be useful in some cases?

nocturne lake
brittle cosmos
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Only 4k texture I know of in A3 is the road texture for the main street on Tanoa

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I'm not even 100% sure it is 4k

nocturne lake
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when Arma mipmaps 4k, it doesn't just do it to 2048, it goes down to like 512 or something. Looks shite

silver gull
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tigr from rhs uses 4k map

nocturne lake
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yeah, some stuff the guys made remains at 4k but generally we do everything with 2048s for the reasons I outlined

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even if it means more sections

worn jasper
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Anyone got any ideas of how it can be fixed?

frozen blade
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yeah downsample to 2k

worn sedge
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That makes it worse

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I'm going to check all the maps today to see at what point in the process they are becoming blurry so maybe that will tell me something more

silver gull
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upload the textures somewhere so we can have a look. stabbing in the dark is just wasting your and our time

worn sedge
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Ok. It will be this afternoon before I am home but I will then

silver gull
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regarding the downsampling - i have no problem with my large tank (size of MBT x2) which is using 4K

nocturne lake
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Neither do I in the VR map, or for a while playing on other islands. But eventually my VRAM runs out and that stuff gets mipmapped

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and I'm not one of the people who runs the game below "very high" texture quality

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but not everybody does run "very high" or "ultra"

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having 4ks in the pilot LOD seems to be the worst offender though since they're the ones that are mipped even in close when you would normally want high texel density. So weapons, attachments, uniforms, cockpits etc.

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for some reason the game seems better at doing mipmap transitions for other objects in the scene than it does for the player's objects - those just seem to get stuck at the lower mipmap level where buildings etc. in the scene seem to transition okay back to high-res when you get close

silver gull
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0 distance propably doesnt have enough weight in the algorithm then

nocturne lake
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that was my thinking. It gets annoying having to bump texture quality down to low, then back up to Very High to completely refresh e.g. a weapon's texture back to proper resolution in pilot view

silver gull
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is there no auto-Vram flush tool magingy available?

nocturne lake
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the "flush" cheat command didn't seem to do anything

worn sedge
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The textures we used in game that I'll show yall later are 2k. What I tried was exporting from SP in 4k converting them to paa do the compressor did its thing, converted them back and scaled to 2k, then converted them back to paa. It's a stupid work flow but it looked way better. I seem to be having my problems when converting, like the compression is screwing the colors

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Turns it blocky almost. When I post the maps I'll show you some before and after stuff of all steps so maybe there is a sign showing what I'm doing wrong at what point

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I tried exporting 2k and I tried using 4k in game but the best luck I had so far was with this stupid scaling trick someone told me about

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I also heard of adding light noise to the image to try and keep the compression from making it blocky but I haven't tried it yet

outer bramble
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anyone looked into TexMerge.bio2s yet? (from OB\o2scripts)

NEW                  - creates empty project
SAVE [filename]      - save PTM file
GENERATE [path]      - generate textures
AUTOARRANGE set,grow - autoarranges textures
                         set = <index>|current|all
                         grow = (on|off)
ADDSET               - adds new set and selects it as current
SETSIZE width,height - sets with and height of set
SETTEX filename      - sets texture of set
INFOSET              - displays information about set
INFOSET[]            - displays information about set-script form (array)
DELSET i             - removes set
SELSET i             - selects set
CURSET               - shows current set
NSETS                - displays number of sets
ADDITEM filename     - adds texture to set
DELETEITEM i         - removes texture from set
INFOITEM i           - informations about item
INFOITEM i[]         - informations about item in script form (array)
NITEMS               - displays number of items
TRANSFORM texture    - calculates transform matrix for texture, and show
                       name of merged texture
TRANSFORMBACK u,v,tex- transforms back from merged to unmerged
                         u,v - coordinates of center of bounding rectangle
                         tex - merged texture name
                       To get u,v parameters,take all uvs from face(s) and
                       calculate the center of UV bounding rectangle
TGAMODE [on|off]     - enables or disables TGA export
FOREACHSET command   - function repeates command for each set.
                     - note: use %d as index
                     - note: Each command prints status
FOREACHITEM command  - function repeates command for each item.
                     - note: use %d as index
                     - note: Each command prints status```
dusky lark
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played around with the substance painter, it is for a destroyer i am modelling with interior

nocturne lake
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You're using SP on the high poly?

dusky lark
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yea

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its just a test

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just trying to learn substance painter. i have both quixel and substance painter and have to test both to see what i like, but leaning towards SP

outer bramble
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i think to remember that merging sections/removing duplicate sections was very important for performance; is this still true/necessary to do manually these days?

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like is it fine if in the resourceLibrary in OB a texture is listed multiple times under sections?

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sample:

nocturne lake
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if they share both texture and material then no, you should try to merge them

frigid escarp
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the window width is too small but a couple of entries are duplicate in there

nocturne lake
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it's easy enough to do: ctrl+double click the texture name then faces move top (if alpha) or move bottom (if opaque)

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the section count wont update until you go to another LOD then back

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unless you cut and paste the object out then back in - that refreshes the section count instantly

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but that's not always a wise thing to do if the model has two textures applied to welded geometry

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since cutting the part out will remove the connecting faces

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so the move top/bottom dance is safer if a little slower

frigid escarp
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thanks! very good advice - i would have tried to automate this but probably needs case by case human judgement

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does this apply per LOD or is this a global per model thing?

nocturne lake
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unfortunately it's per LOD

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usually you'll find that the top visual and pilot LODs are most affected though

frigid escarp
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did you or someone else look by chance if this can also be done via o2scripting?

nocturne lake
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easiest way is to glance at the section number and at the list of textures to see if there's roughly the same ammount

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I have no idea about scripting whatsoever unfortunately

frigid escarp
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BI has added some o2scripts to O2/OB itself already; a few also have a dialog for interaction or input

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like one is to rename selections for example

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another is about merging textures

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yet i know too little about O2/OB/models and o2script to judge it; will ask T_D - maybe he knows

nocturne lake
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I've used the UV set removal script a few times but not really investigated the others

worn jasper
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Again, we have no idea why

acoustic dove
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@worn jasper no wonder , your textures are set for PBR

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and normal map barely got any details in it so the diffuse map too

worn jasper
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Do you know if there is a setting in SP to change it?

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Thanks for taking a look and finding the issue ntw

acoustic dove
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well there should be something in the exporter but honestly i dont know if that will help

worn jasper
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What do you mean by it won't help?

silver gull
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@worn jasper first thing: AO map is wrong. The proper designation in Arma is ambient shadow (_as), which has completely white Red and Blue channel, Green contains the AO greyscale map. results in white-pinkish texture

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And lastly, your rvmat has way too much specularpower ->256 is alot and specular value of 0.3 in rvmat is also alot when the texture has ~ 145 color value makes the errors in the gloss channel really obvious

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try lower values (specular 0.2 and specular power between 60 and 100).

worn sedge
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Sorry, I didn't make it home in time to get these files together so these are actually old ones. In the new ones I changed the rvmat to closer to 40 specular power but I'll try your values. The AO I rename to AS and let texview convert so it removes all the unused stuff and gives it that pinkish color
Not sure if that's the best way to do it

silver gull
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your baked AO also is flakey and where objects penetrate there is a bad transition between dark/black and white. It looks like you baked in 3dsmax with light tracer. Increase ray count in light tracer (500 usually works for me), enable a supersampler (max 2.5 start at the least, hammersley with 0.3 - 0.4 a bit better quality. takes while though)

And before you bake, apply a white material with "2 sided" flag in material editor enabled

worn sedge
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Not sure why smdi is blocky but I'll look into it tonight. I've been thinking that was the main issue

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I baked AO in SP

silver gull
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is there no way to increase quality?

worn sedge
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The uv mapping was done mostly by hand. Some of the smaller stuff was auto unwrapped but there are just a ton of things in this pit. I actually changed up a big chunk of the map but that isn't shown in the files he sent.

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I'll have to read about it. I haven't had a need to until now

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Every other game engine the AO looks great so I never even looked into it. I'll look tonight, better quality can only be good for all engines

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I think fixing why it's exporting in PBR will be a big help like RH was thinking

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I'll go through the exporter and make sure all my channels are correct too.

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Hopefully this all fixes it. Thanks for the help fellas

silver gull
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the ring around penetrating objects in the AO is also really obvious ingame. The texture map only has finite precision, so some white parts will shine through when penetrated areas are not darkened https://abload.de/img/107410_screenshots_20bbkue.jpg Fix 1) fix by handpainting Fix 2) bake AO in 3dsmax (if no HP is used, it's really easy) with double sided material. You only need to smooth the transitions with smooth in PS (propably SP as well) alittle bit. Fix 3) ??? maybe there are other solutions i dont know off yet

worn sedge
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Just looked up the baking in SP and there is a tab I didn't know about for AO, allows you to customize the bake. I'll toy with it tonight. Worst case I can hand paint AO in SP too

silver gull
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be warned: it's tedious ๐Ÿ˜›

worn sedge
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I haven't been texturing long so this is all a big learning experience lol

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I hand painted some on the new exterior and it definitely was. SP makes it waaay easier though

gloomy kelp
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ok guys, so im a bit new to this whole arma 3 modding stuff, i have got some objects textured before but theve been the whole object the one texture map. ive selected the wheels to my vehicle, selected which texture it needs to be, selected the rvmat:
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.28,0.28,0.28,1};
specularPower=250;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="hawkei_mod\wheel_normal.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
but when i try it in bulldozer or ingame, it shows the wheels up as being invisible

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i think i may have just found the problem, is it the PixelShaderID="Super";
VertexShaderID="Super"; ?

silver gull
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your rvmat is all kinds of messed up. Use a real one (e.g. from vanilla vehicles)

gloomy kelp
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where might i find one that i can modify?

brittle cosmos
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Have you extracted the game data?

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The files in P:\a3\sof_f_someSuffix should have ones you can look at, someSuffix will be in what "update" they were added in

gloomy kelp
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ok thanks, its weird coz when i select the normal map as the texture it shows up

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but when i select the actual image i want as the texture it doesnt

gloomy kelp
coarse tree
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nvm there was a copy on armaholic stil

distant rose
vast oriole
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Nice. Will have to have a look later on.

gloomy kelp
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anyone know how to get these black lines out of my normal map? (normals created in blender)

timber hound
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Just had a good chat over in model makers. Does anyone want to retexture a truck into a train and replace the engine/acceleration/brake sounds to make the truck a train? No scripting invovled, just making it appear as a train.

vast oriole
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you cant just retexture a truck to look like a train.... otherwise it will just look like a truck that has bits of a train stuck on it.... you need a train model thats really a truck with wheels

silver nimbus
bronze stone
vast oriole
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You could port the Arma 2 train and turn it into a car I guess

turbid dagger
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yo guys i got wicked pixelated textures on all of the vehicles, is that only me?

analog stag
steel oriole
#

If only someone made the "Fire Hedgehog"...

analog stag
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Yes

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@subtle sentinel Get on this shit

subtle sentinel
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ehhh, no

steel oriole
#

I always did love unique and odd weapons of war

brittle cosmos
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Looks like it could be caused by an alpha channel existing in a texture. Check that all textures have a suffix, and that ones with no alpha channel have the suffix _co before you convert it to paa

rigid dock
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kk thx will have a look

rigid dock
#

that solved the issue thanks pennyworth

true totem
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having troubles with insignia and mod logo, made with gimp, saved with save-to-web plugin to png-24, converted with _ca ending via texview2 to paa, but some of the logo/insignia apear invisible, especially darkcolored ones and those with alot transparancy dont show up ingame

brittle cosmos
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Is the texture size a power of 2? For example 256x256, 512x512, 1024x1024, etc...

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I use GIMP, but I haven't used that plugin so I'm not sure if that's the issue

true totem
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300x300

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I read we should especially use that plugin to be able to save as png-24, that with the alpha channel iirc

dense peak
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try to make it 256x256 or 512x512 like penny suggested

true totem
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ok, will try

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๐Ÿ˜ฎ oh my, rescaled modlogo down to 256x256 for quick test, it works! thanks alot

bronze stone
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*suddenlyMagicHappendAndItWorked"

true totem
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^^

acoustic dove
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yea , arma hates resolutions that arent power of 2

true totem
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I actually dont know where I got that 300x300 from for the logos/insignia.. Ive been making magazine and weapons pics before, both in 256x256 and 512x512, so I feel abit stupid now ๐Ÿ˜„

bronze stone
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Yeah, you should ๐Ÿ˜„

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j/k ๐Ÿ˜›

unreal magnet
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No

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He really should

sleek temple
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hi everyone=) i have trouble with AS texture in game it looks like specular map. Can you help me to fix it?

nocturne lake
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are you applying it in the correct stage of the .rvmat? should be in class Stage4

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the _as should be pink and white like that after it has been converted to .paa though. Arma only uses the G channel from the _as so greyscale information from the R and G channels is discarded under conversion

sleek temple
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@nocturne lake thanks. i didnt know about class Stage4 . My _as was in class Stage2

nocturne lake
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https://community.bistudio.com/wiki/Super_shader explains what each state is for. If you don't have a texture map for it then one uses a procedural texture code e.g. texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; for the Detail Map in Stage 2

torn mesa
#

what is the optimal texture and NOHQ size? will it work fine if i have 4k textures and normal maps?

placid thicket
#

I've heard people say that 4096x4096 is kinda broken, but I've seen things with 4k texture maps so you'd probably want to test it yourself

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If the UV is too large for that you could always spilt it into multiple 2k maps?

torn mesa
#

any ideads if hiddenSelectionsMaterials compatiable withthe wounds system?

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cause i tried to apply new rvmat for the unit and when i shot it wounds didn't appear

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and i added the material to the wounds class in the unit

nocturne lake
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Nah, it's a known issue that it disables wounds/damage textures

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And as mentioned, 4096 has issues since they appear very blurry for people who can't run the game with texture quality setting above Very High

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and they just generally have a tendency to get mipmapped regardless of distance, when the game needs to optimise the amount of memory reserved for textures and materials

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so generally require a lot of VRAM in order for people to see them at 4k reliably

torn mesa
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thanks! very detailed answer

gloomy kelp
silver gull
#

wrong normals, wrong normalmap ?

gloomy kelp
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it works fine in blender, but when its in wither buldozer or arma, some of them are dark, some are bright

silver gull
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thats what normals do

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do you have normalmap?

gloomy kelp
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yeah, i should do

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mayby a problem with the rvmat?

#

#define ARMA
ambient[] = {0.9999999,0.9999999,0.99999994,1};
diffuse[] = {0.9999999,0.9999999,0.99999994,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.28044415,0.28044426,0.2804441,0.2};
specularPower = 60.6;
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture = "Hawkei_mod\wheel_norm.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};

silver gull
#

duplicate your res LOD and then in the copy, select everything and press F5, check how it looks

gloomy kelp
#

in OB?

silver gull
#

y

gloomy kelp
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na, shes still buggered

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is there any form of lighting map that i may be able to add to it?

nocturne lake
#

your normal map has the wrong name

silver gull
#

no. If the shading is wrong you have to correct smoothinggroups and normals

nocturne lake
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you HAVE to call it _nohq before you convert it to .paa

gloomy kelp
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ahhh

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rightio

nocturne lake
gloomy kelp
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oww thank god

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thats a whole lot

silver gull
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that fixed it?

gloomy kelp
#

yeah

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that fixed it

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the small things that will make you pull your hair out for hours trying to fix it. gotta love arma

silver gull
#

it looks to me like your green channel is flipped wrong way ...

gloomy kelp
#

yeah, the bolts on the wheel hub go in rather than out

nocturne lake
#

if the normal map isn't names properly it will look inverted on some faces

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it only gets the normals right on one side of the model

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so viewing it from the left side looks okay, but viewing it from the right the normals would all look inverted

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likewise for the top and bottom of the mesh

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that's why the tyre has that quartering appearence

gloomy kelp
#

yeah, ok. is that only if i use a mirrored UV? as opposed to unwrapping the whole vehicle/object

nocturne lake
#

yeah, mirroring works

gloomy kelp
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because that quartered look appeared at the seem for each peice, if that makes sense

nocturne lake
#

Well I've used mirroring to copy wheels and screws and things from one side of a model to the other and had no issue with it. I think it'd only cause problems if the UVs flipped

silver gull
#

it also works with flipped uvs

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only with objectspace normalmaps mirrored uvs dont work

acoustic dove
#

btw use SuperShader in rvmats - NormalMapSpecularDIMap is outdated

mighty crest
#

Does anyone have a substance designer template that works for ARMA?

gloomy kelp
#

@acoustic dove whats that? / how do i use it (sorry really new to modding)

acoustic dove
#

it been used since arma 2 and it is more accurate

gloomy kelp
#

sweet, thanks mate ile give it a go

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whats the go for glass? like is it just a normal texture with the opacity or do you have to do somethin special in the rvmat? i dont need it to break or anything (its bullet proof anyway) just the look

acoustic dove
#

you can use the supershader rvmat , just main texture needs to have alpha channel and save it as *_ca.paa

fresh hill
#

you don't need to follow the texture naming religiously. a normal map with the extension _co will work perfectly fine too.
All the file extension does is tell pal2pac how to compress your texture to save filesize. (i.e nuke entire channels to be one colour).

equally you can use _no for super low file size normals, _nohq for regular and _novhq for basically 1:1 reproduction. if push comes to shove you can also add this to your texConvert rules and make it uncompressed:

{
    name     = "*_uc.*";
    format   = "ARGB8888";
    dynRange = 0;
};```
silver gull
#

@fresh hill _co will lead to dxt1 compression, which is worse than dxt5 (_nohq)

acoustic dove
#

also novhq is no way 1:1 - novhq creates a normal + alpha with some channel from normal map

silver nimbus
brittle cosmos
#

I'd have to see the actual texture, it's probably just a line of one or two pixels at the bottom of the image

silver nimbus
distant rose
#

are they in the same object space coordinates as the other road pieces?

silver nimbus
#

Yes, all I did was create a clipping mask over the default a3 ground textures to try and get a feel for what kind of roads I was going to be working with.

distant rose
#

hmm your road texture has no alpha channel

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alpha mask is the non red parts

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that might be causing your issue, a _ca without an alpha channel

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I can send you the tga if you want

silver nimbus
#

ok I guess I have to put more thought into this, never messed with road textures before.

#

yeah if you could be so kind ๐Ÿ˜‰

silver nimbus
fresh hill
#

@acoustic dove Yup. I was just trying to spread the knowledge about texconvert ๐Ÿ˜ƒ

silent mortar
#

@silver nimbus make sure you have proper edge padding

wise monolith
#

Evening all, im haveing a degree of difficulty with rvmats... more specifically, I cannot seem to find the ARMA 3 material templates. Are these jiding somewhere or do i need to go thru the pain of creating my own :/

silver gull
#

have you looked in any of the .pbo 's ? they are literally everywhere where there are models/textures

wise monolith
#

Ah so material editor works if I load any rvmat ? there isn't a specific 'material template' file ?

rigid dock
#

anyone in the know how of transparent textures?

silver gull
#

what do you want to know?

rigid dock
#

I want the black bacground to be gone

brittle cosmos
#

What image editing software do you use?

rigid dock
#

These were created for me and used use Texview

brittle cosmos
rare lake
#

just recently I read on somewhere that GIMP is sluggish with extremely high res images, like for example 20480 x 20480 pixel satellite images with several layers. does anyone have any experience with this, is it true?

silver gull
#

even PS would be sluggish with 20k

rare lake
#

well DOH, obviously its not the same as handling a 256 res image. but I'm talking about point beyond reasonable performance.

#

been thinking of moving into open source image editor, but if gimp is not capable of handling large images... then I'll stick with photoshop.

brittle cosmos
#

I can't say I've tried 20480x20480, but I know 15360x15360 is fine. You would probably need to increase the available RAM for GIMP in its settings, but a 15360x15360 satellite image in BMP format is using 2.2 GB of RAM

rare lake
#

okay good to know, thanks.

silver gull
#

all depends on how many layers, how much ram etc

distant rose
#

@rare lake bmp also becomes unreliable above 2gb, if you referring to terrain satellite imagery, you can always use tiff/geotiff which handles large files sizes much better and is terrian builder compatible. failing that slice up your mask into 4 tiles and offset those when you import to TB, you will have 4 tiles in a 2x2 grid, keeping you well under bmp's ~2gb limit if you still prefer to use that formet.

#

I've had 40960x40960 imagery in PS before, I dont use gimp so cant help you on that front.

rare lake
#

yes thanks for the info.

#

like I said I would want some open source image editor instead of photoshop, been thinking of gimp but heard/read somewhere (terrain makers or here) that gimp cant handle large images well. I've done several multi layer 40960 res images in photoshop too. anyways I'll stick with photoshop for now.

full quarry
#

I've edited 40k image in gimp. Its sluggish yes, but thats mostly because I have only 16 gb of memory and ran out. Giving Gimp more memory access helps.

rare lake
#

only 16gb? ๐Ÿ˜ƒ

#

I thought that is still plenty ๐Ÿ˜‰

dense peak
#

not really if you work with 20k textures.
imagine the size in GB of your 20k texture, multiply it by layers and add some memory that GIMP/PS needs to work with for it self.
then you probably have some other textures in other tabs open you need for editing your 20k texture and the browser is running.

#

if i open a 32k texture my PS grabs 28GB ram and 30GB on the SSD

#

and yes it does lag ๐Ÿ˜„

full quarry
#

indeed. next time i upgrade its either 32 or 64gb

foggy jasper
#

Hey gents does anyone know where I would find a Texture pack template for Apex stuff or if you can set Texture on them?

ashen granite
#

@gloomy kelp Non welded verts ?

gloomy kelp
#

pardon? what do you mean?

worn jasper
#

My rvmat settings: ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.1,0.1,0.1,0};
specularPower=40;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1

silent mortar
#

@worn jasper your specular channel has the alpha set to 0

#

specular[]={0.1,0.1,0.1,0};

#

should be
specular[]={0.1,0.1,0.1,1};

#

probably

worn jasper
#

will try that. thanks

worn jasper
#

still the same results

silver gull
#

y u no use functioning vanilla rvmat??

worn jasper
#

Same results with vanilla. Must be an issue with maps

silver gull
#

AS map propably

rigid dock
#

making cockpit instruments light up at night how would one go about this?

bronze stone
#

turn the light on.

#

(in RVMATS -> emmisive[]={0,0,0,1};)

lean trellis
#

Uhm

#

How do you guys view the textures in 3D?

#

Like, if your making a SUV or hunter skin... How do you guys view it in 3 so you can see it in real time?

#

Or do you just have a blank scenario with the vehicle the texture your doing.
Then just have the set texture command on it with like textures\hunter_skin.paa

#

^^^ Serious question

silver adder
#

The method you use depends on your technical ability to solve that problem pretty much, the method using a mission and set texture is probably the most common. But if you really wanted to you could get the 3d model and use it in Substance Painter, but how you get that model is up to you as it is not strictly legal and all

fickle mango
#

hello, can I ask someone for a favor? Since I dont have PS installed, is someone so nice and quickly create me a 512x512 bright green texture with a transparency of 0.5 and send it to me (as png or better yet paa)?

brittle cosmos
#

That's not hard to do yourself. Here is a free and open source image editor that is pretty good https://www.gimp.org/

fickle mango
#

I know it's not hard. I would do it in Paint but sadly that doesn't support transparency. I didn't want to go through the hassle of downloading gimp (or any other editor), since I have a really really slow connection.

silver gull
#

use procedural textures

gloomy kelp
#

@ashen granite what did you mean by "unwelded verts"?

torn mesa
#

is it known that hiddenSelectionMaterials sometimes ignores nohq layer? is the only solution to this is to have multiply same p3d with rvmats assigned to them in the models?

nocturne lake
#

it's known that hiddenSelectionsMaterials is spotty at best

#

It might work if you apply the materials to different LODs in the same model, then use the config hsMaterials to apply it to the selections accross all LODs

#

since they do seem to load okay when the .rvmat is applied to a model somewhere

torn mesa
#

oh, that's interesting

nocturne lake
#

I noticed that where we had two models of a rifle in RHS - both had different .rvmats applied but the second one would inherit the .rvmat from the first if we had hiddenSelectionsMaterials in the config of the parent class

#

i.e. it would overwrite the .rvmat in the second model

#

before that, we'd been trying to use hsMaterials with the second .rvmat on just one model, and the second .rvmat wouldn't load at all

torn mesa
#

yep, that happens to me

#

it's strange cause sometimes it works, sometimes it doesn't, but i guess it's just the engine

#

well i just copypasted the models and changed rvmats inside of them

#

seems to work fine

#

but i'll try that solution you suggested, to add other mats to other lods

#

thanks

errant latch
#

you guys RHS devs?

torn mesa
#

not me

civic maple
#

I want to make an in-game overlay using scripting, is this the right place to ask for advice?

errant latch
#

i'd assume config or scripting would be the place

#

but don't take my word for it

#

i'm new here

ebon bramble
#

Good evening , I am wondering , how do you make glow in the dark sights , is it part of the model or is it a texture?

nocturne lake
#

apply a .rvmat to the part of the model that glows, with a higher emissive[] value

#

so generally it's part of the model

#

but can be a texture too

ebon bramble
#

So the emissive value is coded?

nocturne lake
#

in the .rvmat yes

#

there's a line emmisive[]={0,0,0,0}; in most non-glowing materials

#

you need to increase those RGBA values to make it glow

#

the last value for Alpha should be set to 1

#

and the other values go as bright as they're needed

#

IIRC anything over 10 starts to look noticibly glowing

mighty crest
#

I notice that it appears that the textures for diffuse ground on altis appear that the contrast is low, as they appear dark, is there a reason for doing that and does anyone know?

ebon bramble
#

ah okay , thank you , next question , where do i find the .rvmat for weapons such as MX

nocturne lake
#

you wont be able to apply this thing to existing models like the MX

#

not just for the sights anyway

#

the whole model will glow

ebon bramble
#

figured that will happen if i try to create a rvmat ... well thats a bummer

#

but thank you for the enlightenment , will help when i decide to tackle 3D models

ebon bramble
#

Can anyone please tell me how i can reskin te interior of the strider

silver gull
#
  1. check if hiddenselection is supported for interior - if no, cry in a corner
acoustic dove
#

probably not , mostly those selections are exterior ones but you might get lucky heh

somber pier
#

Ok so I need some help on this part gents

#

Well I cant upload photos so this sucks

#

time to imgur it

#

ok so I get this error

#

the rvmat is all correct, the directory to the texture is correct, the texture is all correct both named and in the right location. I've gone ever everything possible and it still comes up. Any ideas from the super experts?

brittle cosmos
#

Are you packing with pboProject?

#

Wouldn't hurt to unpack the addon and verify that the RVMAT is indeed there

somber pier
#

I pack through addon builder as everytime I try with pboProject I get some sort of error and can never fix it

brittle cosmos
#

Well what is the error? As it may help

somber pier
#

Sorry wait one

#

Well it just fails, tells me to check output or bin logs and that takes me to nothing relevant

#

So for confirmation, the output folder is where I put the pbo to go? and the source folder is the folder I want to pack?

#

Even when I put the mod into the P drive is says its an impossible directory... so I got no idea

distant rose
#

the unbinarised mod should never be outside the p: directory, sounds like you have something messed up in your setup

#

and the sheer fact that pboproject didnt binarise it and stopped on an error, tells you something is wrong

#

addon builder doesnt give two hoots about errors and packs anything you put infront of it

somber pier
#

This is the first time I'm actually trying to use pboProject as its never actually worked ever in my life

#

So I'm not too sure how this is supposed to be done

#

Well I managed to pack it this time but I got a proper error now not just me having no idea

#

F35E\addons\OK_F_35C\bomberino\data\aim120d_body_t.rvmat Line 62: A3\data_f\env_land_co.paa

brittle cosmos
#

Do you have A3 extracted on your P drive?

somber pier
#

What do you mean by that?

#

The game itself?

torn mesa
#

yes, you have to unpack the game into p drive

#

mikero has a bat file for that

somber pier
#

This is the first time I have heard of such thing, I'll have a quick look

#

Arma3P?

#

Is that the one I'm to use

torn mesa
#

thta's it

brittle cosmos
#

You can use Arma3P or extract game data from Arma 3 Tools

torn mesa
#

wait, arma3p is not from the arma 3 tools, it's a mikero tool

#

tools have something else

#

workdrive or something

brittle cosmos
somber pier
#

Thankyou I'll have a look, currently waiting for Arma3P to finish. Stuck one of the dubbing pbos atm

brittle cosmos
#

Yeah those take awhile to extract

somber pier
#

ok so Arma3P did its thing

#

Went to pack again, says I'm missing files despite me looking right at them

brittle cosmos
#

What files does it say are missing?

somber pier
#

Warning: F35E\addons\OK_F_35C\bomberino\data\aim120d_body_t.rvmat Line 11: OK_F_35C\bomberino\data\aim120_body_nohq.paa
Warning: F35E\addons\OK_F_35C\bomberino\data\aim120d_body_t.rvmat Line 33: OK_F_35C\bomberino\data\aim120_body_as.paa
Warning: F35E\addons\OK_F_35C\bomberino\data\aim120d_body_t.rvmat Line 45: OK_F_35C\bomberino\data\aim120_body_smdi.paa

#

I'm looking right at them, names all correcty both in the rvmat and folder

brittle cosmos
#

That's because they are in F35E\addons\OK_F_35C not OK_F_35C\

somber pier
#

But I put my source folder the OK_F_35C\

#

gimmie a sec haha

#

so noob

#

So I changed the output to the correct one, now I get 20x the errors haha ffs

brittle cosmos
#

Better to know now, rather than in game

somber pier
#

telling me I'm missing an unexpected semicolon on something that usually doesn't need a semicolon from what I know

#

Yet when I put one in it says it cannot include the file?

#

Ok so I'm sure you're all sick of hearing from me, hoever some good news and bad. I managed to full pack the pbo for the first time, however it doesn't seem to want to pack when I use -#include "filename";- at that point it says it cannot be done

silver gull
#

filename.hpp

#

and no ;

distant rose
#

@somber pier how did you initially extract this pbo ?

somber pier
#

It's still telling me I have an unexpected semi colon

#

What do you mean Uro?

distant rose
#

Warning: F35E\addons\OK_F_35C\bomberino\data\aim120d_body_t.rvmat Line 11: OK_F_35C\bomberino\data\aim120_body_nohq.paa

#

your paths look like you used pbomanager or something to extract the pbo

somber pier
#

Yea I used Pbomanager as I could never get pboproject to work

distant rose
#

because the p: structure that addon uses should be P:\OK_F_35C\bomberino\data\ and not P:\F35E\addons\OK_F_35C\bomberino\data\

#

pboproject only aids in compiling data

#

mikeros ExtractPbo tool will extract a pbo with correct paths and debin the configs

somber pier
#

Slowly getting used to Pboproject now that I know how it works thanks to you fine people

simple finch
#

Hello, I am having a problem, anyway I am creating custom insignia for my mission, and I have found military insignia online that I need, that insignia file is .gif, and now in photoshop when I clean up extra stuff that needs to be transparent I save the file exporting for web as png24, so that I can open it in texview2 and save it as .paa, but then no matter what do I save the insignia with dxt5, dxt1 or anything I am getting a irritant white glow at the edges of the logo itself. Any ideas ?

versed gulch
#

hi i am new to this channel and i was wanting to know if arma 3 supports muti uvmaps for one mesh. and if so can you join me in voice in the general chat?

silver gull
#

it does support 2 UV channels at least. Never heard or seen anyone use more than that, but thats not to say anything.

heady drum
wise monolith
#

Anyone around had any experience / success with Substance Painter ? more specifically exporting from it ?

sleek temple
#

@I don't have any export presets for arma, that's why I use texview to convert .PNG in .PAA. Also (.fbx in .p3d) And Everything is good

gloomy kelp
#

anyone got any good tutorials/examples that i could use to create a class/seethrough texture?

storm sequoia
#

@soft ruin might be able to point you in the right direction @gloomy kelp

gloomy kelp
#

k thanks

simple finch
#

@heady drum ty for the info ๐Ÿ˜ƒ

ashen granite
#

Ok, so I have this building with some parts of it emitting light. So I copy/pasted the desired faces and applied my _ca texture to it with an emmissive RVMAT, and the sun shines thru + brakes the AO of the asset.. any ideas ?

nocturne lake
#

try having forceNotAlpha = 1 in the named properties of Geometry LOD

ashen granite
#

Works great, thanks ๐Ÿ˜ƒ

dense peak
#

I am a total noob with textures. All I know is I am taking an image of a screw that has a transparency layer, that appears around the image (not the entire image) and it converts to paa just fine in texview. But in a3, when I added it to a dialog it appears transparent with no change in alpha. I wondering if there is a conflict with another texture below it in the dialog?

bronze stone
#

hint: Arma does not update an image, if you restart a mission and exchanged just the .paa | workaround -> copy&Paste the mission -> add a 1/2/3/... ... ... behind it -> Load that mission.

brittle cosmos
#

I thought if you selected the mission and opened it again, then it would work

bronze stone
#

nope, does not :/

Not sure, but maybe leaving the editor -> Rejoin again works.

#

It gives me a huge pain in the brain, when i am doing UI stuff. Last time, i had sub-Folder # 71 ... (if anybody knows another workaround -> Feel free to post it here ๐Ÿ˜„ )

gloomy kelp
#

if only we had the VBS3's live loading feature

frigid escarp
#

@bronze stone how is the image defined - in ext?

bronze stone
#

loaded directly by a seperate .hpp. UI gets its update, Pic doesnt.
Btw. it doesn't pops up a msg, when you delete the .paa @frigid escarp

dense peak
#

@bronze stone you could try the -flush "cheat" never tested it tho

bronze stone
#

hm, might try that next time.

white otter
#

Prepare for a question from an idiot: Is there any way possible to have an animated texture in arma? Even if it is super dodgy I don't really mine. Just want to know if it can be achieved.

bronze stone
#

like .gif?

white otter
#

Something like taht

storm sequoia
#

The only way i've done it is with multiple .paa (or jpg) files in a script to change them after a set time

#

Or you could use a video

rare lake
#

are there any command line tools for normal map generation, I use photoshop nvidia normal map filter which is fine.. but I'd like to have cmd line option?

white otter
#

@storm sequoia I thought of using multiple paa files, but I could see it impacting performance ๐Ÿ˜ซ

storm sequoia
#

a video would probably be better then for performance

rare lake
#

I believe substance painter (or designer heh dunno) has cmd line feature. any of you substance guys have used it to generate normal maps or know about it?

ashen granite
#

Tricky question: is it possible to add normap info over a face using _mc ? Like I have a white colored face on a cube, and I want to add some normal map info over it, overlaying the face. Is that possible ?

nocturne lake
#

_MC is simply an average colour map so you can't do things like normal mapping or the other stuff with it

ashen granite
#

So I'd have to add some RVMAT to that _mc face then

wise monolith
#

@rare lake I have had some success with substance setting the normal to 'direct x' lil bit of a channel messaround to get all teh height info etc in the normal channel, but seems to work ok then.

proper pivot
#

I too am very interested in any Substance Painter export settings. I've tried a lot of what I've found on line but most links are quite old and don't export all maps correctly.

onyx cobalt
#

Wow nice
I've also been curious about SP for A3

ashen granite
#

Is SP better than Quixel ?

pale kraken
#

Depends on the workflow

vestal sundial
#

It depends on your workflow. Quixel I found is good at getting base materials, the dynamic masks are good. But you alos need photoshop. Whereas Painter is a standalone program with an excellent rent to own.

pale kraken
#

If your really good with PS then its a must tool, personally I use PS and SP

#

SP is good, but you gotta keep in my mind that it is PBR environment, but when you know what youre doing and how it goes in arma then youll fine

vestal sundial
#

True, SP also recent got a non-pbr shader which works with Diffuse/Spec/Gloss

#

Also, Painter has a more robust export feature IMO.

pale kraken
#

you got a link for that shader?

silent mortar
#

@ashen granite if you are very talented with Photoshop go ahead and use Quixel so you dont have to learn how to use other software, if you dont know photoshop well then try SP as it is the better of the two programs.

#

@dense peak not really, Quixel dynamic masks are really bad compared to substance

#

similar to how Substance materials are really bad compared to Quixel, stuff like metal and plastic look a lot better with quixel's default materials

vestal sundial
#

@pale kraken the non-pbr shader is on the default shelf as of SP 2.2. @silent mortar Yeah I've only used Quixel a couple times, definitrly SP is the way to go for me.

silent mortar
#

@pale kraken just make sure you use the spec-gloss workflow

pale kraken
#

Dont have 2... I got SP1

#

Too costly to upgradr:D

#

But looking at that polycount post. Have to experiment in ps

ashen granite
#

Wow.. SP is expensive af

onyx cobalt
#

You can get a 1 year license free with SP if you have a student email at all

#

I'm going to college for something completely unrelated to art and go one

ashen granite
#

Yet they ask for a student card and shit

onyx cobalt
#

They didn't for me

ashen granite
onyx cobalt
#

Oh yeah. Try uploading a random pdf or even fake an ID if you want. I got my activation email almost instantly so I don't think anyone really checks to make sure.

#

Up to you

ashen granite
#

So it filters as good as battleye does

onyx cobalt
#

Basically lol

dire laurel
#

btw any idea what is wrong in my sp settings if no material will work under non-pbr-spec-gloss?

#

@vestal sundial ?

#

in material mode

vestal sundial
#

In SP the non-pbr you need the Diffuse Channel.

#

BaseColor won't work

#

You might need to manually add the Diff/ Spec Gloss channels

dire laurel
#

thx

#

well this makes things lot easier ๐Ÿ˜„

ashen granite
#

Any idea what's happening ? Everytime I launch SP, my PC freezes and I have to restart it.. Have an educational license, drivers updated, Quixel works good. What could cause that ? Did any of you experienced this issue ?

civic tulip
#

No bluescreen what so ever? Sounds like a bad PSU to me, but that's guessing without any further info

coarse tree
#

I'm trying to adjust some A2 vegetation into better summer colors and new to the whole actually using OB, but what's the quickest/easiest way to get constant preview of my changes? Just updating a couple .paa with photoshop and I'd much prefer to look at it under actual ingame lighting

coarse tree
#

Even just being too save from Photoshop and have it update the model viewer would help without constant manual conversion to paa and restarting the viewer

ashen granite
#

@civic tulip No bluescreen, never experienced that before. My PSU works correctly, tho this problem never happened on any software / game before. Only with SP. First time I installed it, it worked. I launched it, tested it. I shutdown my computer, and the next day, SP was gone, like the software didn't have an icon anymore, so tried to re-install it, and that's where the problem occured. I have Windows 7 with 8 Gb RAM

vestal sundial
#

Some chatter in the forums in 2015 about certain Nvidia drivers causing SP to crash. This may be related. Try a beta driver.

ashen granite
#

Yeah, saw that, concerning an old drivers version. I have a more recent version, as I'm up to date

upbeat path
silent mortar
#

@upbeat path is this paid work?

upbeat path
#

i still have some left over bread and flavored water from lunch :)
i dont make money doing this and wouldnt expect to pay anyone to help, but I do understand there are many out there doing it for a living.

silent mortar
#

do you guys have a website?

upbeat path
steel oriole
#

I'm bothered by this "DonkeyPunch reserves all rights to any materials discussed or released on our or any affiliates websites." Specifically the "discussed" part.

#

Possibly it needs rewording for clarity.

proper sierra
#

@-FM-#9165
Hate it when Discord does that.

upbeat path
#

looks like it might be a double posting day on discord hahah

#

fudge deleted what I didn't want to....
@-FM-#9165 the front page is only modified by myself, so the statement on the bottom of the frontpage is clear imho.

proper sierra
#

๐Ÿ‘

steel oriole
#

I've seen quite a few "all rights reserved" and "blah blah game is owned by so and so and their IP remains their own" over the years, but not "any materials discussed". On the surface, it sounds like if anyone has a great idea, you're laying claim to it. But, I could be wrong.

upbeat path
#

Oh jeez, no....
It was not intented that way at all.
To be honest, i dont think I have seen an original idea in the 39 years I have been alive, everything has its influences and even if it didn't someone will pull some shit outta the backend of the internet and post it up to show you that you were not in fact the original idea man, then some older dude will scan in an old parchment with some archaic drawing of a similar idea proving yet again that you are now at least third in line.... :)

@steel oriole So considering that clause is on my front page only, do you feel it implies to the forums as well?

steel oriole
#

Is the forum accessed from the website?

dense peak
#

I have written about this problem in another forum aswell, poorly couldnยดt find any answers.
So here I try again. Iยดm in object building (using Blender and Gimp) since a couple of month now, after finishing some smaller assets for my upcoming (first to be released) addon EFM, I started with bigger fortifications / buildings.

As I begun UV mapping, seeing those giant surfaces containing the same material (like wall painting, roof and stuff) I got reminded of a common technique for this.

The answer is to use seamless, tiled textures which get aligned and therefore save a lot of texture space. Only problem, I can't figure out how to add decals, like dirt on the bottom or cracks on the walls, which gets done in Arma 3 Vanilla Content and adds lots of atmosphere.

I hope for a linking word, article or explanation. ๐Ÿ™ t_smile:

With greetings from Germany,
Benno

upbeat path
#

@steel oriole That statement is not on the bottom of the forums, its SMF licensing....

steel oriole
#

If the forum is accessed through your website, then yes, I would feel it applies to the forums. The reason is because you already stated ""DonkeyPunch reserves all rights to any materials discussed or released on our or any affiliates websites." Do you see how that can be construed?

#

I won't take up anymore space here in Texture Makers and I apologise to the channel users for hijacking their space. If you would like to continue the discussion then #offtopic_arma would be best.

dense peak
#

Im sorry @frigid escarp but after reading through the links im still not really understanding what you mean and how thats gonna help with my problem. Thanks anyways, but could you may try describing your way of doing a little deeper? ๐Ÿ˜ƒ

frigid escarp
#

are you familiar with selections yet?

dense peak
#

Well i have used them for Animations but nothing more...

silver gull
#

@frigid escarp this has nothing to do with hidden selections

#

@dense peak what you are looking for is a detail map ( _dt suffix in arma). It uses a secondary UV set to apply the decals, and the detail map overlayed on top of the normal tiling texture

#

there are also macro maps which work somewhat similar, but are not exactly equal

#

you can look at the textures and rvmats for arma houses if you need more examples

dense peak
#

Ah thanks a lot mate, will read through the material and come back if somethings not right. ๐Ÿ˜ƒ

silver gull
#

another example for macro/detail usage is the bloody overlay for wounded soldiers

outer bramble
#

it seems BI replaced references to TI textures in (some?) rvmat in 1.62/1.64 - anyone knows more on this?

silent mortar
#

arent _TI for blood maps or heat?

coarse tree
#

Thermal imaging

leaden dagger
#

Hello. Where i can find templates and types for Material Editor?

upbeat path
#

@leaden dagger Looks like here is a good resource on rvmat's which talks about O2's material editor and says there are samples inside O2.

civic maple
#

Suppose I want to adjust brightness level of dashboard instrument lights in a vehicle, could that be done by a texture approach?

upbeat path
#

@civic maple if you look in the arma 3 - addons folder
depbo the soft_f.pbo file
inside open up MRAP_01 folder
then open up the data folder
down below the int files are the internal textures.

Take a look at mrap_01_int_emit_ca.paa, not sure if editing this would do what you need but ๐Ÿ˜ƒ try it out is my moto! ENJOY

civic maple
#

thank you dirty I am looking

upbeat path
#

@civic maple np ๐Ÿ˜‰

manic roost
#

Looking for someone to help me one on one with a mod I'm creating

silver adder
#

$80/hr is my going rate these days

dense peak
#

@silver adder thats pretty cheap, if you ask some ladies at the roadside they will take more ๐Ÿ˜„

silver adder
#

mates rates i guess

silver gull
#

i didnt know ladies at the roadside provided technical mod support...

pale kraken
#

Havr u ever asked :D?

coarse tree
#

Figured here is most logical place to ask: How do I make sure .rvmat actually open in different windows in the material editor?

#

I hate this tab bullshit and at one point it did actually open in new windows, but can't find option anywhere

nocturne lake
#

I just use a text editor for writing .rvmat files. Never much liked MatEditor

silent mortar
#

notepad++

brittle cosmos
#

I second what da12thMonkey and warden_1 said, I prefer a text editor.

rare lake
#

I don't recall ever using mateditor.

dense peak
silver gull
#

in the rvmat stages: uvSource="tex1"; is the 2nd UV set , uvSource="tex"; is the 1st and default UV set

dense peak
#

Ahhhh, seems kinda obvious now, thanks man ๐Ÿ˜ƒ

north hatch
#

anyone have a nice rvmat for a car camo or know where I can find one?

silver adder
#

In ARMA3 itself, there are plenty, in the base game, go digging

silver gull
#

too much efford man, demanding spoon feeding is the way to go

velvet granite
#

I don't suppose anyone here wants to help me with my terrain ? looking for a few custom surface images created and if possible some sat/mask tweaks, owning Apex would be useful as it will use Apex objects

silver gull
#

i should finally decide on a color/camo scheme -.- black/grey is a terrible color to show off something in arma. If only i had a custom terrain to fit the scheme to...

grizzled ermine
#

it looks okay as is.

steel oriole
#

@silver gull Nice! Does it provide additional protection with the visor down? And does it provide a slit view?

silver gull
#

they are each different helmetitems. Se yes to additional protection. I do need to (find someone who) do a script for switching the opened/closed item. Slit view is only possible via graphic overlay (another case for scripting).

steel oriole
#

Still, it's pretty cool I must say!

pale kraken
#

Could somebody please advise me how the Parallax Map works

#

If I have ground texture which now uses the old technique of _co and normal map how could I update in photoshop for instance?

#

ahh the alpha channel

grizzled ermine
#

@silver gull Isn't there a pilot view LOD in ArmA 3 models? You could probably edit the visor in that LOD slot.

#

CUP did that by accident with the anorak/NAPA jackets in version 1.4 iirc

#

Man there's not alot of post-apocalyptic content in ArmA 3.

silver gull
#

no that doesnt work. FPS camera is not synced with the head movements

proper pivot
#

Quick question - can you use hidden selections to change rvmat files as well as the base texture? If so, any guidance / examples / links as to how? Google's not been helpful so far...

frigid escarp
#
        hiddenSelections[] = {"camo","mat1","mat2"};
        hiddenSelectionsTextures[] = {"\a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_csat_co.paa"};
        hiddenSelectionsMaterials[] = {"","a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_csat.rvmat","a3\weapons_f_bootcamp\longrangerifles\gm6_camo\data\gm6_plastic_csat.rvmat"};```
proper pivot
#

Ah - fantastic. Thanks very much!

gray owl
#

hey guys, i need help, i am about to make textures for this zolja m80 model

#

ah so i cant post images

#

nvm it has transparent front sight

#

and i wonder how to get that in arma

#

this is how front sight looks

#

can i do it with one texture, or should i use two

#

do i need to make front sight separate object

dense peak
nocturne lake
#

Yeah, The problem is cause by the face sorting order. You need to select the faces with non-transparent textures and go *\Faces\Move Bottom* in Object Builder, or select the faces with transparent textures and do *\Faces\Move Top*

brazen heart
#

Hey Texture peeps ๐Ÿ˜ƒ When i load a object in to Terrain builder and then open buldozer it says that it can not locate a texture. have you got any idea???

brazen heart
dense peak
nocturne lake
#

Is the grunge on the glass a separate alpha texture?

dense peak
nocturne lake
#

Okay, I was just wondering if the window had one texture/materials set or whether there were two alpha layers on on top of the other

#

When you did the face sorting thing I mentioned earlier (move top or move bottom etc.) Which did you do?

#

If one only selected the interior and moved it to the bottom to just fix the interior being blue, the glass faces maybe aren't at the top of the face sorting so other objects that are not part of the building might be rendered before the glass

#

If you selected the glass an moved it to the top, I'm not quite sure what might cause it

#

because they should be as high on the sort order as they can go then

dense peak
#

I did both, moved the interior to the bottom, windows to the top :/ Edit: The texture: http://fs5.directupload.net/images/161015/du7l3vol.png If you havent noticed, all of this only occures in the areas with a texture, all around the 100% alpha locations everything works fine.

errant latch
#

Hey guys. I'm looking to create nopx with paralax and all that working

#

can you recommend some software to do this?

#

this is for my map so i just need to give some depth to the textures i already have

dense peak
#

Photoshop.. Afaik there is no tool that spits out a nopx

acoustic dove
#

btw is there any special method to create TI maps for guns?

#

usually i did was just taking a mask map and making out of it the TI map

#

ofc taking proper parts like barrel etc

acoustic dove
#

meaning only the alpha channel

#

is that new green channel thing needed for guns? since i see it on A3 weapons

nocturne lake
#

Think the G channel is just to give the rifle some general definition in TI rather than looking completely flat

acoustic dove
#

and how do i create that?

#

just greyed out difuse with some contrast?

nocturne lake
#

Looks like that

#

Or just a sort of general base texture, like it's based on a cavity map (can be derived from normal map in xNormal or nDo but might need to invert the normal map G first) and AO

acoustic dove
#

invert the AO?

nocturne lake
#

no, just multiply the black/white AO like you would do when making the diffuse

#

I meant inverting the G of the normal map so that the cavities and edges are detected the right way around by xNormal or nDo or whatever you use to generate the cavity overlay

acoustic dove
#

yeah i know , but i was thinking about that ao if i could invert it to get those white spots that wiki mentions

#

Green channel consists of base layers made of grey 3D noise and lightmaps, with bright areas of heat sources (if present) that would heat up by just having the vehicle active.

nocturne lake
#

yeah, but I don't think the G works like that on weapons. Looking at how the G channel is on the Marksmen weapons you just want some low level shading to define details that are visible on the model in normal visibility

#

as you said, it basically looks like a desaturated defuse or base texture

#

if you have .psd layers for the original diffuse I imagine you'd be able to generate it from the base texture there and just set everything to mid-grey

#

the problem with doing it with the original diffuse is that black metal in the diffuse is hard to distinguish from simple shading

#

so might be easier to generate a texture base from the normal map

acoustic dove
#

yeah , i will test that

#

and it also looks like a cloud filter on top of it

silver gull
#

does anyone by chance have an image reference for old dashboard light (e.g. truck or jeep)? If i google it i only find some stupid tuning shit

#

did A2 have acceptable truck interior with dashboard light?

dense peak
nocturne lake
tiny barn
#

anyone around?

silver gull
#

@dense peak that would fit the bill, now i just need a picture of that where it is dark and the interior light switched on (for creating the glow image)

#

@nocturne lake ok my mistake - wasnt specifically looking for a light bulb, but the dashboard beeing lighted by it

somber pier
#

Not sure if its been posted or anything in here though in the new Dev Branch update

#

Added: Support of ADS HQ textures

#

So whatever that means there ya go

tiny barn
#

I could use some help, if anyone would like to help let me know.

steel oriole
#

@tiny barn Ask your question (as others have told you). Also, please refrain from posting the same inane question to multiple channels. This is not Google, someone will answer your question in their own time.

tiny barn
#

First of all, multiple people didnt tell me anything. One person replied telling me I should be more specific. Secondly, I posted on multiple channels because my "stupid" question pertained to those specific channels. And third, calling me out instead of sending a pm was a dick move. And i dont know why you're trying to be an asshole. @steel oriole

steel oriole
#

If you can't take the time to read the rules, you don't deserve the courtesy of a PM. As one of the Moderators of the server it is my business to be concerned about channel spam. If you do not like it, you can always leave.

tiny barn
#

Spam, asking something twice is spam. That's a joke. Specifically asking if anyone is around twice is spam. Even bigger joke. I think you need to go to the doctor, it seems your head is getting a little big from the power trip you're on. @steel oriole

steel oriole
#

If I were on a power trip, you would no longer be here. On the other hand, if you reread what I posted, I was quite civil.

#

Additionally, your posts had NO relevance to either channel as you never even stated what your questions were in reference to.

tiny barn
#

That's because I was asking to see if anyone was around.

frigid escarp
#

its kinda like your asking for a ban

#

time for some self reflection i'd say

tiny barn
#

You're right too. I need self reflection for asking if anyone is around....twice. So much spam.

steel oriole
#

Not to be pedantic, but it was 3. Two in this channel and one in model makers. Please be accurate.

tiny barn
#

Oh, my mistake. 3 counts as spam. Sorry for being so inaccurate.

dense peak
#

noone is waiting here for ppl to ask if they are around, if you have a question regarding a specific subject, ask it.
if someone can help you he will.
but its the most stupid thing to join in a server with +4k members and ask if anyone is around...

nocturne lake
#

@somber pier there was some discussion in #general_chat_arma about it, around 3:23 PM yesterday and later DnA posted some info on the forums thread. Basically _ADS is a type of ambient-occlusion/shadow map used by buildings, and DnA has said BIS are introducing a new _ADSHQ type with less compression than the old _ADS. Tools Dev Branch was updated today to recognise the _ADSHQ suffix and convert them to .paa with the appropriate compression

rare dove
#

is the purpose to only define the hidden selections on one LOD and then have it automatically applied to any other res and vis lod via the o2 script?

frigid escarp
#

fair point but no - you dont have to touch the p3d at all yourself

#

the o2script knows what points/faces to use based on the texture you supply

#

this is something i need to add as this isnt clear. thanks

#

does this help?

#

its still fairly technical talk - suggestions how to simplify the wording welcome

rare dove
#

still trying to wrap my head around it: Can I use these technique to for example get hidden selections setup for the Nimitz hull? So I would iterate over all the carrier_X.p3d and get the textures assigned to it. Then decide which one to use for hidden selections, if not all; in process step 3) I assign an arbitrary selection name to any texture I want in the batch file, the rest is std hidden selection setup work.

frigid escarp
#

well the guide has two parts:

  1. at the end the side part to list existing selections
  2. the main part is about creating camo selections in the first place
#

so do you know if the model already has camo selections?

rare dove
#

Only a few, I put some in for the numbers and most notably the hangar 4 with the briefing room and now the bridge

frigid escarp
#

alright. well camo selections are useful for the standard textures to have the ability to replace them (winter version, different coloring schema, etc)

dense peak
#

@silver gull Sorry I looked through some weird german old mans trucker forum but couldnt find any night images at all. Hope I could still help you, maybe you can achieve the glow image with some imagination? ๐Ÿ˜ƒ another pic ive found (different truck) http://i39.servimg.com/u/f39/16/88/07/72/20140617.jpg

silver gull
#

ok thanks for your efford. Its a very niche thing to look for i guess. I made some random fiddling, you can see it here https://youtu.be/_qwhlprIcYc?t=4m5s Its ok for a start i guess.

dense peak
#

lol...yeah i kinda missunderstood the request but anyways, looking good ๐Ÿ˜ƒ

rare lake
placid thicket
silver gull
#

lack of texture padding in the baked texture?

placid thicket
nocturne lake
#

are those hard edges on the rim?

silver gull
#

load your baked map into the UV layout. Then you should see the issue

placid thicket
#

they do appear to be along the hard edges

nocturne lake
#

if you have hard edges you need to make a UV seam

#

so either smooth those edges or split the UVs so there is room to pad between them in the bake

placid thicket
#

okay

#

so it'd be neccessary to split those loops into their own faces?

nocturne lake
#

if they have to be hard, yes

#

but I don't think they need to be hard

placid thicket
#

so smoothing groups then

nocturne lake
#

can see the difference on the second and third cubes

placid thicket
#

Ye, I see

silver gull
#

if you have a smoothing split, you have to have a UV split.

#

the reverse is not true though

nocturne lake
#

but as I said, with that rim I think it's best to smooth it and just bake with averaged normals rather than separate smoothing groups for each ring of the rim

placid thicket
#

Aight, I'll do that :3

placid thicket
#

Danke

onyx cobalt
#

I need some RVMat help. Trying to make a dark blue tracer with a solid white core and I'm so close, but the outer color is too light blue for my taste.
This is what the model looks like: https://i.imgur.com/1DL2SPE.jpg (just two cylinders inside eachother) and here is my RVMat text. Still learning my way around RVMats so any help is appreciated:
ambient[]={0,0,1,0.1};
diffuse[]={0,0,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={900,900,1000,1000};
specular[]={0,0,0,0};
specularPower=100;
renderFlags[]=
{
"NoZWrite",
"AddBlend"
};
PixelShaderID="Normal";
VertexShaderID="Basic";

#

The problem is always either the outer blue color is too light or the inner white core is too "blue" instead of a solid white.

silver gull
#

if you want darker blue you cant use diffues 0,0,1

#

and emissive 900 900 1000 is also very whitish

onyx cobalt
#

So which values would need to be adjusted? Or would it be possible to maybe use 2 different RVmats for the two colors: one dark blue and the other solid white?

silver gull
#

yes thats how the vanilla tracers work

onyx cobalt
#

I was wondering about that because there are two RVmats for the tracers (red and redemit) but I can't find the use of the redemit rvmat anywhere, not even in the p3d

#

On the vanilla tracers there seems to be 3 objects, two cylinders and a plane on the front but they all use the same rvmat (the non-emit one)

silver gull
#

the "non emit" is the outer, the emit is the inner

#

the "non emit" has lower emissive intensity

onyx cobalt
#

I'm not seeing it in the p3d, but I'll keep looking. Thanks

silver gull
#

its either A2 or A3 tracers that have that

#

is use it myself

onyx cobalt
#

Sweet got it working to the colors I wanted
Thanks again @silver gull

silver gull
#

watcha working on?

#

cant remember anything that used blue tracers...

onyx cobalt
#

Lol... well

#

I'm trying to keep it hush hush for the most part until its done/close to done because I dont want to get anyone excited incase I don't complete it. But its something scifi related.

silver gull
#

ok cool, welcome to the club ๐Ÿ˜„

errant latch
#

Hey guys. When working with rvmats for 15 different objects, what is the fastest way to see the changes?

#

restarting arma every 3 minutes sucks

silver gull
#

buldozer

#

ok no 15 objects... not really much other choice

errant latch
#

guess ill be guessing around some more in 0.1 increments then ๐Ÿ˜›

silver gull
#

i make 4 of the same object all with different rvmat and make 4 changes at once in such cases

errant latch
#

i'm porting some arma 2 trees and making them look beter in apex lighting

#

i have got them all zeroed out ok enough i can start tweaking the individual lods now

silver gull
#

i would investigate what BI trees use, not only rvmat, but also the values in the textures.

errant latch
#

but editing 3 text files takes 20 seconds.. loading arma takes at least a minute

#

even though packing it takes a couple of seconds

silver gull
#

thats why investigating vanilla values (rvmats) and textures (directly in image viewer , channel by channel) saves on trial&error

#

Not much help if the trees from tanoa are not de-pbo-able though. Not sure, never played with that stuff

errant latch
#

yeah but the arma 3 trees work slightly different but use the same shaders,

#

default values don't work on any of them as they are all made slightly differently

#

to the extend one tree is completely black and the other is yellow when i set them to medium grey values

#

but i am sort of getting the hang of it now

silver gull
#

yeah thats what the lighting updates only highlighted - > no consistency in the textures and rvmats (specifically specularity etc)

errant latch
#

i can only get the a2 trees to look good with lie 0.01 max specularity values

#

else the planes are too evident

silver gull
#

then you may want to edit the images themself. The specularity can only be adjusted lineary (not exponentionally), which makes the extreme lows too high and the extreme highs too low

errant latch
#

i looked at that slightly

#

it is getting there slowly

silver gull
#

nice

errant latch
#

they used to look like that

#

though i remember them being green like their textures in arma2 czech map

brittle cosmos
pale kraken
#

any ideea whats causing this blockiness?

placid thicket
#

What are you baking in?

grizzled ermine
#

It looks like the model has duplicate vertices.

pale kraken
#

๐Ÿ˜ฎ

#

baked with SP

nocturne lake
#

Looks like the model has hard edge shading when you export it

pale kraken
#

mhmh

mild raptor
#

was gonna ask whats the fastest way for making mask images

#

L3DT does it pretty well but I was wondering if anyone else has something better

placid thicket
#

With substance painter?

nocturne lake
#

Never used SP before but aren't there some kind of rusted metal materials you can use to generate that kind of normal map detail, then apply paint on top?

silver gull
#

thats not rust that is some deliberate roughed up paintcoat. So best way to achieve it is to paint a sand-type material on it with a normalmap and then apply color ... provided SB has some sand material type with normal

silent mortar
#

@placid thicket Add a plastic, add height/normal modifier and map it over the entire shell then tweak it until it matches.

placid thicket
#

Okeh

#

I'll try that!

placid thicket
#

Alright, got it working

#

Any idea what's causing it?

brittle cosmos
#

What kind of texture is it supposed to be? Does it have a suffix (i.e. _ca, _co, _nohq)? Is the texture resolution a power of 2 (i.e. 512x512, 512x1024)?

placid thicket
#

it's _co

#

and ye, it's 2048x2048

nocturne lake
#

think that might just be due to .paa compression. Add some noise so the colour density is varied before you convert

placid thicket
#

I might just want to edit the paa directly

tiny barn
#

So since the green channel is for gloss and blue is for spec, what color values indicate more? White is more correct? Or is it inverted on one of the channels?

#

For instance to make something completely glossy and reflective would all channels be white?

#

I would assume white is more and black is less.

analog stag
#

yes, that's exactly how it works

acoustic dove
#

BI needs better compression than the old DXT1 - makes everything pixely and ugly

placid thicket
#

Yeah, it apparently does but it's still #fucked

acoustic dove
#

dunny why arma doesnt use newer Block Compression formats already

placid thicket
#

bi

#

Now I'm gonna go do something actually productive instead of wasting my time on this

brittle cosmos
acoustic dove
#

yes thats most likely the reason

#

only i could wish that i was able to save textures without that compression

#

i know that you can but dxt pixels are still there so no bueno

brittle cosmos
acoustic dove
#

i will try that , sounds interesting

placid thicket
#

Didn't work for me :/

acoustic dove
#

for me neither meh

rain saddle
#

hmmm are specular maps inverted for arma 3? my substance painter spec maps seem to be opposite to what I wanted...

nocturne lake
#

No. Arma is just kind of shit at doing per-pixel specular/gloss maps properly

full quarry
#

and yeah you probably wont get the same result in Arma as in Substance

#

its too fancy tool for Arma xD

rain saddle
#

Hehe. Sorry for being a noob, but how do I give my RV Mat a normal, spec and diffuse texture. Right now I've applied the diffuse tex in Object Builder and applied the diffuse and spec again in the RV mat. I'm very confused

nocturne lake
#

Diffuse you apply directly in the model. normal map, specular etc. is applied at differnt stages in the .rvmat

rain saddle
#

Okay so stage 1 and 2 for my shader then

#

PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";

nocturne lake
#

better to use super shader really

rain saddle
#

Okay

nocturne lake
rain saddle
#

What do I do if some of the maps are missing

nocturne lake
#

tells you what all the stages are there. If you don't have a particular map, use the ARGB codes it provides you with

#

e.g. texture="#(argb,8,8,3)color(0,1,1,1)";

#

those are simple procedural colours with R,G,B,A values at the end

rain saddle
#

Okay thank you

nocturne lake
#

the only values you'll really have to play with are the brightness/contrast levels in your _SMDI file's Green (specular) and Blue (Gloss) channels, and the specularPower value at the top header, and fresnel function in Stage 6

#

specularPower is the base glossiness of the object shown in the link HorribleGoat posted, and your blue channel in SMDI does a rather limited linear per-pixel scaling to that value. i.e. 255/100% white = 1 x specularPower, 0/0% black = 0 x specularPower, 128/50% grey = 0.5 x specularPower

rain saddle
#

comparing super shader with the other one

#

The door looks very bright!

#

The bumps from the normal map also look wayy to strong at a certain angle

nocturne lake
#

I'd recommend looking at it ingame too. Since it does differ a bit nowadays compared to buldozer

rain saddle
#

Okay sure. i just need to setup all the configs now to see it in game, correct?

full quarry
#

you might be able to spawn it as simple object

errant latch
#

anybody here good with x-normal?

nocturne lake
#

in what way?

errant latch
#

i can't figure out how to get the paralax

#

ive got a texture in pshop

#

created alpha channel

#

can't figure out the rest

#

when i save to png it seems to lose the alpha channel

#

oh nm i think i sorted it. didn't know texture viewer did tga

tiny barn
#

Guys, I'm having a little trouble.

#

How do I add a _ca texture to my model and then have a rgba color below it.

#

For Instance, a _ca to show all of my details, with an alpha of course and then change the color of the object by changing the rgba values with a hidden selection.

#

I think it may need to be done with an rvmat but, im not sure how to do it.

nocturne lake
#

Can use _mc (average colour alpha overlay) in Stage 2 of your .rvmat. and just apply rgba in the texture space instead of a texture file

#

but I'm not sure how well _mc renders out to distance

tiny barn
#

i'm actually looking into that now

tiny barn
#

when i export from photoshop to tga should it be 24bit?

#

i tried and it didn't work but, i think i exported at 32 bit.

nocturne lake
#

32 bit for _MC since it probably needs an 8-bit alpha

tiny barn
#

Well for whatever reason photoshop isn't saving my alpha channel even though i tell it to

nocturne lake
#

Photoshop is in RGB Colour mode when you're trying to save?

tiny barn
#

I got it figured out

#

it will only save the alpha if i save in 32 bit

tiny barn
#

It's not working

nocturne lake
#

what isn't?

tiny barn
#

The rvmat

#

It still comes in green and it doesn't load the texture.

nocturne lake
#

post your .rvmat on pastebin or something so one can read it

tiny barn
#

okay

nocturne lake
tiny barn
#

I did stage 3

nocturne lake
#

what do you convert to .paa with? Since it seems you're not letting Buldozer do it itself

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You can just write paths to the original .tga files in the .rvmat and buldozer will process them to .paa

tiny barn
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i use texview

nocturne lake
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texview might be outdated. Recommend using imageToPaa in the Arma 3 tools app

tiny barn
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So you think it could be the image? because i even used an rvmat from another object(one that actually works) and it still wouldn't work.

nocturne lake
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Could be the image yes. I tried it on a model I made - just inverted the original black/white ambient occlusion bake and applied it as an alpha on a concrete texture to make a quick _MC and it seems to work for me

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all images must be sizes like 1024x1024, 2048x2048, 1024x2048 etc. btw e.g. 2^n

tiny barn
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I know all of the basic info, about the sizes and naming format.

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So that's not an issue

nocturne lake
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all the grey shit is from the _MC made with the inverted ao as alpha, red is just #(argb,8,8,3)color(1,0,0.0235294,1.0,CO) http://i.imgur.com/BNAKtPU.jpg

tiny barn
#

I'll try image to paa and see if that works

nova hatch
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I use texview all the time ๐Ÿ˜ฎ its outdated?

nocturne lake
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Can open the .paa in TexView2 after though and check the Alpha to see if it's there

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@nova hatch there were some issues with it I think, because it was considered a legacy tool for a while

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but I dunno if Tom has updated it to use the same conversion process as ImageToPAA now since people continued to use it

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I just know that ImageToPAA is generally better since you can drag and drop multiple files in to it and it will refuse to convert images that are not valid dimensions - so provides a good failsafe

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and they stay in the list so long as the app is open, so saving the source .tga and reconverting is just a matter of clicking to include the files in the list you want to be reprocessed, instead of opening the file again and resaving manually

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but I do most of my conversion with buldozer since I'm generally working with the 3D model rather than retexturing existing stuff

tiny barn
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Another question

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how do i make my spec map make an entire texture matte except for some scratches

#

?

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I made my red channel white, and on the green and blue I made everything i want matte black and just the scratches are white.

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i tried texview and imgtopaa and it still looks the same

nocturne lake
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scratches are white in both green and blue?

tiny barn
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yeah

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is that wrong?

nocturne lake
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technically no, but arma's rvmats are shit and things tend to look shinier when they have low gloss but high specularity

tiny barn
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I don't usually do rvmats, or textures. I usually just make models do animations and write configs. So this stuff is new to me.

nocturne lake
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so a kind of dark grey in Blue and White in G might be better for scratches

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Someone made a nice pic of a reference cube somewhere

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but I can't remember the link

tiny barn
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Also i made a normal in photoshop, just for the scratches and in game i cant even tell there is a normal applied.

nocturne lake
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are you using hiddenSelectionsMaterials?

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that seems to stop the .rvmat loading altogether in some cases

tiny barn
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nope

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Do you think if i overlay my scratch diffuse and put it on multiply and adjust the opacity that would work?

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That way inside the scratches would be a darker purple color

nocturne lake
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In photoshop you can specify to blend the layer only in R, G or B. So if you multiply and set only G or B or whatever you want in Blending Options it'll only affect that channel and you can manipulate the brightness contrast if you want, or opacity like you say

tiny barn
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I'm talking about for my normal, just incase you didn't know.

tiny barn
#

Off topic but, @nocturne lake are you any good with animaitons?

dense peak
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There is a animation_makers channel ;)

frigid escarp
steel oriole
#

๐Ÿ‘๐Ÿป

dense peak
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does anyone work with blender and quixel?`

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i dont know why, but as soon as i import my mesh in quixel and start 3DO, it seems to invert the faces from one specific object and I cant figure out why

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looking for a solution for 5 hours now and slowly gettin crazy

vestal sundial
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Make sure your normals are aligned in Blender and re-export

dense peak
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what do you mean with aligned? I recalculated several times, if you mean that

vestal sundial
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Yeah, different term same result

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Try different export (OBJ or FBX). Remove all materials and see if thats causing the issue

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Or try exporting that one part

full quarry
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is your object scale negative?

pale kite
#

Could someone please help me understand what I'm doing wrong with this damn optic texture? I'm helping a mate make a new version of the M3 Carl Gustav and am doing the optic but it keeps getting hazy white lines around it (see http://aliasalpha.customer.netspace.net.au/whitehaze.jpg). I initially saved it as a PNG without an alpha channel & with transparency and it had those periodic outlines, saving with an alpha channel with exactly those lines in white and nothing else didn't help either. After a half dozen failures of editing I remade the entire damned thing with the pencil tool so photoshop can't do it's "trying to help" antialiasing, that version with or without an alpha channel still gets the lines.

I managed to get one success with using photoshop's 'save for web' option and using the PNG output there, I figured I must have cracked it and got back to adjusting the lines so they're exact and the very next version saved in the exact same manner is beset by white lines again. The most frustrating part is that it looks perfect in texview (also tried converting with ImageToPAA with the same result), both the RGBA & Alpha images are perfectly crisp and there's no deviation from the pure black & white image around the sight lines but as soon as it gets in game there's problems. We've even tried having the texture hover several metres from the model of the sight just in case there was something interfering and its still doing it!

I can't help but feel I've got something fundamentally wrong here, anyone got any suggestions for things I can try?

warm stag
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@pale kite I think I've seen that before when there are extra transparent surfaces before or after the reticle texture. Either way the AA isn't the problem as it works on other optics. If it looks fine after it's converted to .paa the issue must be something else. Also somehow the symbol of torment seems very fitting for an arma modder... :P

pale kite
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Hehe yeah, very much appropriate right about now... My first thought was that there was something else in the way and it was kind of a case of duelling alpha channels but I can't seem to understand why that would still happen when the optic image is nowhere near the model

warm stag
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'near' probably has nothing to do with it if it's still in the way

#

simplest way to test would just be save a new p3d with everything deleted (blank) so you're only seeing the modelOptic

pale kite
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Yeah that might well be worth trying, I'll give it a go later.

ancient smelt
#

Also Photoshop doesn't really care what's in RGB for fully transparent pixels (and will leave all kinds of crap in there without you noticing). In Texview you should switch the preview to "RGB" on one side and "Alpha" on the other and make sure your artefacts aren't related to the RGB values in transparent areas.

nocturne lake
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@pale kite Is the main RGB image for your optic completely black, or is it a black-on-white image of the reticle, like one from the web? RGB should really just be patches of colour, with the reticle pattern only in the Alpha channel

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if it has a white background, it will bleed in to the alpha space when the textures are compressed

pale kite
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@nocturne lake I've made the image pretty much as the version I linked looks. The RGB channels have the sight image with a transparent background (as in the background layer completely removed so there's no chance of it interferring) and the alpha channel was either blank & generated by texview or manually created pixel by pixel but its the same result each time. I misread your question and thought that you were suggesting a 100% black image as the RGB & making the scope image entirely in the alpha channel so I had a crack at that & just got a pure white alpha in texview

nocturne lake
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they're screengrabs of the different channel mixes of the converted .paa file in TexView2 with the picture zoomed out. So forgive the dodgy rendering of the lines.

silver gull
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when creating textures for reticles, you must never use any color other than black, unless you want it to be "illuminated"

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reticles never receive light or shadow. They always stay the same (at least when using standard reticle rvmat)

nocturne lake
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sadly they seem to stay the same when using custom .rvmats as well, since Operation Arrowhead

ebon bramble
#

Hey guys , I would like to know how do you increase the resolution of the default game assets? Since I saw that VSM doubled the resolution of standerd assets

warped basin
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Hey! Quick question: are videos w/ transparency a thing in RVEngine? It not... Is there anything made already to use animated textures?

silver gull
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animated textures are not possible out of special hardcoded cases afaik

warped basin
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Oh ๐Ÿ˜ž

unreal magnet
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@ebon bramble other than by something called 'black magic' , I'd says it's impossible

ebon bramble
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@outer bramble thank you ๐Ÿ˜ƒ I shall attempt this

outer bramble
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np

pale kite
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Could you use that OGV to texture thing to create an animated texture? Make a video that loops and apply it to a surface? I imagine it'd end up being fairly resource intensive but if used sparingly... There's also that psychadelic car thing in ACE (LSD vehicles I think it was called), whatever technique they use for that might be viable

warped basin
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Hmm... I'll look into it

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Other aproach (pretty damn resource intensive) I though of is preloading a set of images and the rapidly switching between in a loop

dense peak
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Oh man I hate having to aks for things but couldnt find anything about it...I have made a Static Object with a Camo Net on it, now theres a weird bug that the Concrete Structure is half invisible, but only contrast, no colours. (the RvMat files and textures are correctly applied). The weird thing ist that this only happens from one side (see pictures). Also strangely I have basically made the same thing on another model where everything works just fine... ๐Ÿ˜ฆ buggy http://fs5.directupload.net/images/161107/b6kyoiwb.jpg correct http://fs5.directupload.net/images/161107/2vb2curm.jpg

nocturne lake
dense peak
cyan bronze
#

Greetings everyone! After weeks of trying to fix an issue I came here yet again to ask for help regarding this: https://gyazo.com/f8d7008242c722d52ae20f870eb701fc
The main problems are that the hands have no "texture" applied to it although I did manually define the textures and RVMAT's of the hands. Next up is the ranks which on every single rank I made (11) are weirdly misformed although I used "Autodesk Mudbox 2017" to stencil paint them on the model I use. I'm running low on creative ideas and even send the model and the desired ranks to a friend and let him do it and then adjusted to the new model and still no change? Thank's already!

silver gull
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it deforms because the mesh deforms with animations, depending on how you weightpainted the uniform

cyan bronze
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even made the weightpaint 0 on the model itself when the elbow is moved

cyan bronze
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No one has a possible fix?

full quarry
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are the hand uvmapped correctly?

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and the weight deformation happens if its on area that streches a lot

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copy hands from the sample model that should fix the texture problem

#

you could make the rank patch separate piece of mesh that hovers little over the arma and give it full "LeftArmRoll" weight so it moves only with that

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it might look ok and will not deform

#

but you know this is really basic mesh deformation behavior so there is no magic fix for it. You gotta tweak the weighting so it works as you want.

sour sphinx
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#vangastel, did you assing a generic HHL texture to the hands, #horrible goat's idea is the better, simply take the hands, or even the whole arm from the sample model, and replace yours. As for the rank patch, if this is a custom model, you can create a new "selection" and call it "Rank" make sure it's in the model.cfg and you will then have the ability to change the ranks via hidden selections.

late bolt
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I hope no-one minds a real newbie question, I'm just curious why the sidewall/hub of wheels of vehicles are universally pretty flat looking in both official and unofficial mods - can you not use parallax mapping or similar effects on the wheels of vehicles?

unreal magnet
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"hub of wheels"?`

late bolt
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yes, the wheel hub ... is that not a term you use in your country?

unreal magnet
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ah lol, I didnt make that connection

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but anyway, you have a picture of what you mean with "flat looking"? If its just the inner side of the wheel, no one sees it anyway, so theres no real need to make it good looking

late bolt
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for a moment there I thought it was something like the boot vs trunk difference between the UK/US ๐Ÿ˜ƒ

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the outer face of the wheel, the bit you can see, in every texture I've seen for those, they are just 2D, no depth to it at all, bolts etc look like they are just painted onto a flat surface (which technically they are, but it looks odd in-game)

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I don't have a screenshot handy, I'm at work right now and won't be able to grab one for a few hours

unreal magnet
late bolt
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other side

dense peak
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didn't find a better/bigger pic but you should be able to see what he means

unreal magnet
late bolt
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I was reminded to ask the question after seeing the FFAA mod trailer for their new trucks, but it's bothered me with official models for a while

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right, that bit, although that actually looks better than what I'm used to seeing

unreal magnet
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well

dense peak
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RHS ๐Ÿ˜„

unreal magnet
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then this is the rim, not the wheel hub lol

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well you dont make it more detail as the parts moves around quite a lot as you can imagine. not much point in making it look prettier

dense peak
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but to your question GBee, arma does not support parralax mapping or tesslation, so it's a matter of actually modeling it in

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and yes what redphoenix said

late bolt
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well it does support Parallax for terrain, but I guess not on vehicles then? That would explain it then, obviously you can't model every little detail there

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when it's moving it doesn't matter, but when it's static it's just a bit distracting

dense peak
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yes only for terrain shader

unreal magnet
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well gbee, simply solution:

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don't look at the wheels when you play ๐Ÿ˜›

late bolt
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thanks for the answers ๐Ÿ˜ƒ

unreal magnet
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np

late bolt
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oh, fwiw, there is clearly a difference in terminology between English speaking nations - rim vs hub, I'm familiar with the term 'rim' but only because of US TV/Films

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the 'rim' here means the outer part of the wheel, where the tyre connects, the central part isn't the rim

silver gull
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why is it not modelled more detailed? Because this isnt Need for Forza bling bling pimp my tank. So they distribute detail where it makes sense.

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everything round eats more polygons. the larger it gets, the more polygons you need to not have it look blocky,

sleek temple
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Hi there! Guys i need your help) I couldnt convert diffuse and normal map from .PNG to .PAA(4k size about ~25mb). I could convert and open only gloss map (less then 1mb) I tried to opened it in texview and imagetopaa, but I have this error. http://prntscr.com/d60l91

unreal magnet
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compression?

nocturne lake
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Make sure that the .png is 8 bits per channel. I've had issues converting .png versions of the editor preview screenshots from BIS_fnc_exportEditorPreviews because the png files generated were 16 bits/channel. So had to convert them to 8 bits/channel while doing the resizing resaving in photoshop, before imageToPaa or texview would touch them

sleek temple
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@nocturne lake ok. i will try do this. thank you)

sleek temple
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How to increase power of parallax feature?

acoustic dove
sleek temple
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@acoustic dove thank you๐Ÿ‘

dusky lark
#

Can somone share their Substance Painter export settings for arma 3? or what settings should i use? i am a bit confused on export channels

dusky lark
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and is it any notibla diffrence betwheen _NOHQ and _NO for normal maps? the quality

ancient smelt
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Yeah, the difference is huge.

warm stag
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first one is for metalness projects, SG one is for spec/gloss projects. Didn't bother to include AO.

dusky lark
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Arlight thanks ๐Ÿ˜ƒ

somber pier
#

I think I've asked it before but I'll ask it again

#

Would anyone know I keep getting an error saying that "cannot load material file" despite all texture and rvmat pathing is correct in o2 and in the rvmat itself, not to mention the texture actually loads in game as well

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know why*