#arma3_texture
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the result is pretty amazing
the welding, curling and the text - it was all floating geometry
https://abload.de/img/2016-08-1314_11_17-maq2paq.jpg
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)
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
no other reason
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
it does yes
thank you!
really you don't want to go above 2048
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
I'm just asking what the max is.
4096 yes
Anybody in here use SP2?
My textures look really good in SP2 then when we bring them into arma they are all fuzzy and just bad
are they 4k?
2k
did you convert them correctly? where they 24bit tga before converting?
check if your UV layout in OB is still correct or if something broke
what is SP2?
Substance Painter 2
well 8 bit per channel i would assume
AFAIK it means 8 bits per channel
ah @silver gull ninja'd me
seems logical since the exporter is where you choose what channels are included in the maps
24 bit would simply be defining the map as RGB rather than RGBA
but I've never used SP2, I'm inferring from what I've seen of the UI
i use SP, but i export tex in png and then to paa
Do you have the same issue?
The blurriness is really bad and its almost unbearable
is the texture also blurred in texview?
I'll look when I get home
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
24bit tga (or in other words 8bit RGB, not RGBA) is the goto format.
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)
4k gets mipmapped early even when you use it for fullscreen modeloptics
and doesn't display at 4k at all below the High graphics setting
Well they are 2k in game. I'm trying to trick the texview compression into not destroying the textures
They look fine in SP but horrible in arma
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
@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
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)
for modeloptics - no not really. For ingame objects yes (because you can get closer/further away from them)
the good old "stick your face in the wall and yell "low texturequality"" trick
i guess for interface/GUI 4k could be useful in some cases?
@silver gull because the optics go really blurry https://feedback.bistudio.com/T82022
Only 4k texture I know of in A3 is the road texture for the main street on Tanoa
I'm not even 100% sure it is 4k
when Arma mipmaps 4k, it doesn't just do it to 2048, it goes down to like 512 or something. Looks shite
tigr from rhs uses 4k map
yeah, some stuff the guys made remains at 4k but generally we do everything with 2048s for the reasons I outlined
even if it means more sections
Anyone got any ideas of how it can be fixed?
yeah downsample to 2k
That makes it worse
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
upload the textures somewhere so we can have a look. stabbing in the dark is just wasting your and our time
Ok. It will be this afternoon before I am home but I will then
regarding the downsampling - i have no problem with my large tank (size of MBT x2) which is using 4K
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
and I'm not one of the people who runs the game below "very high" texture quality
but not everybody does run "very high" or "ultra"
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.
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
0 distance propably doesnt have enough weight in the algorithm then
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
is there no auto-Vram flush tool magingy available?
the "flush" cheat command didn't seem to do anything
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
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
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
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
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```
played around with the substance painter, it is for a destroyer i am modelling with interior
You're using SP on the high poly?
yea
its just a test
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
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?
like is it fine if in the resourceLibrary in OB a texture is listed multiple times under sections?
sample:
if they share both texture and material then no, you should try to merge them
the window width is too small but a couple of entries are duplicate in there
it's easy enough to do: ctrl+double click the texture name then faces move top (if alpha) or move bottom (if opaque)
the section count wont update until you go to another LOD then back
unless you cut and paste the object out then back in - that refreshes the section count instantly
but that's not always a wise thing to do if the model has two textures applied to welded geometry
since cutting the part out will remove the connecting faces
so the move top/bottom dance is safer if a little slower
thanks! very good advice - i would have tried to automate this but probably needs case by case human judgement
does this apply per LOD or is this a global per model thing?
unfortunately it's per LOD
usually you'll find that the top visual and pilot LODs are most affected though
did you or someone else look by chance if this can also be done via o2scripting?
easiest way is to glance at the section number and at the list of textures to see if there's roughly the same ammount
I have no idea about scripting whatsoever unfortunately
BI has added some o2scripts to O2/OB itself already; a few also have a dialog for interaction or input
like one is to rename selections for example
another is about merging textures
yet i know too little about O2/OB/models and o2script to judge it; will ask T_D - maybe he knows
I've used the UV set removal script a few times but not really investigated the others
@silver gull http://www.mediafire.com/download/l1c2o1hpuo5qi9d/blurrytextures.rar These are the textures of ours that are blurry and look terrible. I also included RVMAT
Again, we have no idea why
@worn jasper no wonder , your textures are set for PBR
and normal map barely got any details in it so the diffuse map too
Do you know if there is a setting in SP to change it?
Thanks for taking a look and finding the issue ntw
well there should be something in the exporter but honestly i dont know if that will help
What do you mean by it won't help?
@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
also, your Gloss map (B channel in _smdi) is very chunky https://abload.de/img/2016-08-2220_52_21-cobcs3y.png so it's no wonder that "shininess" may look bad / low res
you are also wasting alot of UV space, by the looks of your AO https://abload.de/img/2016-08-2220_59_14-coyuzsq.png. Did you use automatic unwrapping? It sure looks like it.
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
try lower values (specular 0.2 and specular power between 60 and 100).
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
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
Not sure why smdi is blocky but I'll look into it tonight. I've been thinking that was the main issue
I baked AO in SP
is there no way to increase quality?
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.
I'll have to read about it. I haven't had a need to until now
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
I think fixing why it's exporting in PBR will be a big help like RH was thinking
I'll go through the exporter and make sure all my channels are correct too.
Hopefully this all fixes it. Thanks for the help fellas
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
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
be warned: it's tedious ๐
I haven't been texturing long so this is all a big learning experience lol
I hand painted some on the new exterior and it definitely was. SP makes it waaay easier though
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
i think i may have just found the problem, is it the PixelShaderID="Super";
VertexShaderID="Super"; ?
where might i find one that i can modify?
Have you extracted the game data?
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
ok thanks, its weird coz when i select the normal map as the texture it shows up
but when i select the actual image i want as the texture it doesnt
nvm, ive fixed it. but now for some reason the shading is buggered up: http://imgur.com/a/3MSab
Lazy mode reteexture, does havnyone still have these PSD for indie vest laying around: https://forums.bistudio.com/topic/140743-psd-templates-for-nato-soldiers/ ?
nvm there was a copy on armaholic stil
Quixel's Megascans just went public, comes with some neat tools too - https://megascans.se/
Nice. Will have to have a look later on.
anyone know how to get these black lines out of my normal map? (normals created in blender)
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.
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
Check #arma3_model
You could port the Arma 2 train and turn it into a car I guess
yo guys i got wicked pixelated textures on all of the vehicles, is that only me?
Finally getting the hand of going from quixel -> arma...
http://imgur.com/a/Qywwy
ehhh, no
I always did love unique and odd weapons of war
My absolute favourite is this abomination:
https://upload.wikimedia.org/wikipedia/commons/thumb/1/1e/North_American_XP-82_Twin_Mustang_44-83887.Color.jpg/300px-North_American_XP-82_Twin_Mustang_44-83887.Color.jpg
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
kk thx will have a look
that solved the issue thanks pennyworth
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
Is the texture size a power of 2? For example 256x256, 512x512, 1024x1024, etc...
I use GIMP, but I haven't used that plugin so I'm not sure if that's the issue
300x300
I read we should especially use that plugin to be able to save as png-24, that with the alpha channel iirc
try to make it 256x256 or 512x512 like penny suggested
ok, will try
๐ฎ oh my, rescaled modlogo down to 256x256 for quick test, it works! thanks alot
*suddenlyMagicHappendAndItWorked"
^^
yea , arma hates resolutions that arent power of 2
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 ๐
hi everyone=) i have trouble with AS texture in game it looks like specular map. Can you help me to fix it?
are you applying it in the correct stage of the .rvmat? should be in class Stage4
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
@nocturne lake thanks. i didnt know about class Stage4 . My _as was in class Stage2
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
what is the optimal texture and NOHQ size? will it work fine if i have 4k textures and normal maps?
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
If the UV is too large for that you could always spilt it into multiple 2k maps?
any ideads if hiddenSelectionsMaterials compatiable withthe wounds system?
cause i tried to apply new rvmat for the unit and when i shot it wounds didn't appear
and i added the material to the wounds class in the unit
Nah, it's a known issue that it disables wounds/damage textures
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
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
so generally require a lot of VRAM in order for people to see them at 4k reliably
thanks! very detailed answer
anyone know why my wheels are being retarded? http://imgur.com/a/IYPTB
wrong normals, wrong normalmap ?
it works fine in blender, but when its in wither buldozer or arma, some of them are dark, some are bright
yeah, i should do
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};
};
};
heres a pic of my normal map: http://imgur.com/a/jtuC6
duplicate your res LOD and then in the copy, select everything and press F5, check how it looks
in OB?
y
na, shes still buggered
is there any form of lighting map that i may be able to add to it?
your normal map has the wrong name
no. If the shading is wrong you have to correct smoothinggroups and normals
you HAVE to call it _nohq before you convert it to .paa
if you don't use these names, things will always, always fuck up in some way or another https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
that fixed it?
yeah
that fixed it
the small things that will make you pull your hair out for hours trying to fix it. gotta love arma
it looks to me like your green channel is flipped wrong way ...
yeah, the bolts on the wheel hub go in rather than out
if the normal map isn't names properly it will look inverted on some faces
it only gets the normals right on one side of the model
so viewing it from the left side looks okay, but viewing it from the right the normals would all look inverted
likewise for the top and bottom of the mesh
that's why the tyre has that quartering appearence
yeah, ok. is that only if i use a mirrored UV? as opposed to unwrapping the whole vehicle/object
yeah, mirroring works
because that quartered look appeared at the seem for each peice, if that makes sense
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
it also works with flipped uvs
only with objectspace normalmaps mirrored uvs dont work
btw use SuperShader in rvmats - NormalMapSpecularDIMap is outdated
Does anyone have a substance designer template that works for ARMA?
@acoustic dove whats that? / how do i use it (sorry really new to modding)
sweet, thanks mate ile give it a go
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
you can use the supershader rvmat , just main texture needs to have alpha channel and save it as *_ca.paa
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;
};```
@fresh hill _co will lead to dxt1 compression, which is worse than dxt5 (_nohq)
also novhq is no way 1:1 - novhq creates a normal + alpha with some channel from normal map
Any ideas on what could be causing these white lines at the top and bottom of the textures for my custom roads. It seems to be only the road end texture yet it makes to sense to be there. https://gyazo.com/61d2dd7a25e60bcdc004ac81c641f3e8
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
are they in the same object space coordinates as the other road pieces?
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.
hmm your road texture has no alpha channel
a3 city_road_end_ca = http://imageshack.com/a/img922/2089/EDUyd3.png
alpha mask is the non red parts
that might be causing your issue, a _ca without an alpha channel
I can send you the tga if you want
ok I guess I have to put more thought into this, never messed with road textures before.
yeah if you could be so kind ๐
Got it fixed, thanks for the help @distant rose and @brittle cosmos https://gyazo.com/70cbd22b8822300015c7527c88368540
@acoustic dove Yup. I was just trying to spread the knowledge about texconvert ๐
@silver nimbus make sure you have proper edge padding
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 :/
have you looked in any of the .pbo 's ? they are literally everywhere where there are models/textures
Ah so material editor works if I load any rvmat ? there isn't a specific 'material template' file ?
anyone in the know how of transparent textures?
what do you want to know?
What image editing software do you use?
These were created for me and used use Texview
GIMP is a free image editing program that you can use, and here is one way to do it in GIMP http://graphicdesign.stackexchange.com/questions/6449/add-transparency-to-an-existing-png
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?
even PS would be sluggish with 20k
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.
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
okay good to know, thanks.
all depends on how many layers, how much ram etc
@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.
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.
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.
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 ๐
indeed. next time i upgrade its either 32 or 64gb
Hey gents does anyone know where I would find a Texture pack template for Apex stuff or if you can set Texture on them?
@gloomy kelp Non welded verts ?
pardon? what do you mean?
Hey guys, my cockpit textures are very dark and I think I messed up my rvmat settings. Heres what it looks like : http://images.akamai.steamusercontent.com/ugc/260467680382930409/7A6373D6E8220F89843C1338B42BFAEC4F95E109/
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
@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
will try that. thanks
still the same results
y u no use functioning vanilla rvmat??
Same results with vanilla. Must be an issue with maps
AS map propably
making cockpit instruments light up at night how would one go about this?
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
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
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)?
That's not hard to do yourself. Here is a free and open source image editor that is pretty good https://www.gimp.org/
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.
@ashen granite what did you mean by "unwelded verts"?
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?
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
oh, that's interesting
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
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
you guys RHS devs?
not me
I want to make an in-game overlay using scripting, is this the right place to ask for advice?
i'd assume config or scripting would be the place
but don't take my word for it
i'm new here
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?
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
So the emissive value is coded?
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
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?
ah okay , thank you , next question , where do i find the .rvmat for weapons such as MX
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
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
Can anyone please tell me how i can reskin te interior of the strider
- check if hiddenselection is supported for interior - if no, cry in a corner
probably not , mostly those selections are exterior ones but you might get lucky heh
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?
Are you packing with pboProject?
Wouldn't hurt to unpack the addon and verify that the RVMAT is indeed there
I pack through addon builder as everytime I try with pboProject I get some sort of error and can never fix it
Well what is the error? As it may help
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
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
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
Do you have A3 extracted on your P drive?
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
thta's it
You can use Arma3P or extract game data from Arma 3 Tools
wait, arma3p is not from the arma 3 tools, it's a mikero tool
tools have something else
workdrive or something
A "how to" guide from someone with the recent tools update https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/
Post from Tom about "Project Space, Work Drive and Game Data" https://forums.bistudio.com/topic/190585-project-space-work-drive-and-game-data/
Thankyou I'll have a look, currently waiting for Arma3P to finish. Stuck one of the dubbing pbos atm
Yeah those take awhile to extract
ok so Arma3P did its thing
Went to pack again, says I'm missing files despite me looking right at them
What files does it say are missing?
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
That's because they are in F35E\addons\OK_F_35C not OK_F_35C\
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
Better to know now, rather than in game
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
@somber pier how did you initially extract this pbo ?
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
Yea I used Pbomanager as I could never get pboproject to work
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
Slowly getting used to Pboproject now that I know how it works thanks to you fine people
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 ?
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?
it does support 2 UV channels at least. Never heard or seen anyone use more than that, but thats not to say anything.
@simple finch https://community.bistudio.com/wiki/Multimaterial
Anyone around had any experience / success with Substance Painter ? more specifically exporting from it ?
@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
anyone got any good tutorials/examples that i could use to create a class/seethrough texture?
@soft ruin might be able to point you in the right direction @gloomy kelp
k thanks
@heady drum ty for the info ๐
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 ?
try having forceNotAlpha = 1 in the named properties of Geometry LOD
Works great, thanks ๐
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?
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.
I thought if you selected the mission and opened it again, then it would work
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 ๐ )
if only we had the VBS3's live loading feature
@bronze stone how is the image defined - in ext?
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
@bronze stone you could try the -flush "cheat" never tested it tho
hm, might try that next time.
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.
like .gif?
Something like taht
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
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?
@storm sequoia I thought of using multiple paa files, but I could see it impacting performance ๐ซ
a video would probably be better then for performance
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?
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 ?
_MC is simply an average colour map so you can't do things like normal mapping or the other stuff with it
So I'd have to add some RVMAT to that _mc face then
@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.
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.
Wow nice
I've also been curious about SP for A3
Is SP better than Quixel ?
Depends on the workflow
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.
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
True, SP also recent got a non-pbr shader which works with Diffuse/Spec/Gloss
Also, Painter has a more robust export feature IMO.
you got a link for that shader?
@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
@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.
@pale kraken just make sure you use the spec-gloss workflow
Dont have 2... I got SP1
Too costly to upgradr:D
But looking at that polycount post. Have to experiment in ps
Wow.. SP is expensive af
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
Yet they ask for a student card and shit
They didn't for me
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
So it filters as good as battleye does
Basically lol
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
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
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 ?
No bluescreen what so ever? Sounds like a bad PSU to me, but that's guessing without any further info
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
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
@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
Some chatter in the forums in 2015 about certain Nvidia drivers causing SP to crash. This may be related. Try a beta driver.
Yeah, saw that, concerning an old drivers version. I have a more recent version, as I'm up to date
ATTN: Texture creators. Anarchy.DonkeyPunch.INFO is looking for a few good people to squeeze out some rusted textures for some weapons / vehicles / uniforms.
if you are interested you can visit our TS3/forums or PM me on discord.
TKS
More can be found here on BIS forums:
https://forums.bistudio.com/topic/193856-desolation-anarchy-by-donkeypunch-community-gaming-early-alpha/
@upbeat path is this paid work?
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.
do you guys have a website?
http://Anarchy.DonkeyPunch.INFO is going to be the portal for main info ๐
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.
@-FM-#9165
Hate it when Discord does that.
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.
๐
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.
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?
Is the forum accessed from the website?
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. ๐ t_smile:
With greetings from Germany,
Benno
one way should be named selections
basically you define an area and assign a texture to it
@steel oriole That statement is not on the bottom of the forums, its SMF licensing....
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.
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? ๐
are you familiar with selections yet?
Well i have used them for Animations but nothing more...
@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
supershader has both detail and macro maps. https://community.bistudio.com/wiki/Super_shader
Buildings generally should use multimaterial (can combine 3 tiling texture into one material, which is efficient) - those only have macro map https://community.bistudio.com/wiki/Multimaterial
how to utilize a second UV channel is described here for an Ambient Shadow case http://forums.bistudio.com/showthread.php?161783-Oxygen-2-Ambient-occlusion-map-and-rvmats&highlight=sort+alpha
you can look at the textures and rvmats for arma houses if you need more examples
Ah thanks a lot mate, will read through the material and come back if somethings not right. ๐
another example for macro/detail usage is the bloody overlay for wounded soldiers
it seems BI replaced references to TI textures in (some?) rvmat in 1.62/1.64 - anyone knows more on this?
arent _TI for blood maps or heat?
Thermal imaging
Hello. Where i can find templates and types for Material Editor?
@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.
Suppose I want to adjust brightness level of dashboard instrument lights in a vehicle, could that be done by a texture approach?
@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 ๐ try it out is my moto! ENJOY
thank you dirty I am looking
@civic maple np ๐
Looking for someone to help me one on one with a mod I'm creating
$80/hr is my going rate these days
@silver adder thats pretty cheap, if you ask some ladies at the roadside they will take more ๐
mates rates i guess
i didnt know ladies at the roadside provided technical mod support...
Havr u ever asked :D?
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
I just use a text editor for writing .rvmat files. Never much liked MatEditor
notepad++
I second what da12thMonkey and warden_1 said, I prefer a text editor.
I don't recall ever using mateditor.
@silver gull Hey man, after some rough days I finally got the time to get deeper into the material, one short question, I canยดt really find anything about "switching" between different UV Sets in the RVmat, could you may tell me where I can find the important lines about this? https://forums.bistudio.com/topic/152504-oxygen-2-ambient-occlusion-map-and-rvmats/ Thanks again for your help!
in the rvmat stages: uvSource="tex1"; is the 2nd UV set , uvSource="tex"; is the 1st and default UV set
Ahhhh, seems kinda obvious now, thanks man ๐
anyone have a nice rvmat for a car camo or know where I can find one?
In ARMA3 itself, there are plenty, in the base game, go digging
too much efford man, demanding spoon feeding is the way to go
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
first pass on a new helmet https://abload.de/img/takrhshotfssjm.png
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...
it looks okay as is.
@silver gull Nice! Does it provide additional protection with the visor down? And does it provide a slit view?
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).
Still, it's pretty cool I must say!
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
@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.
no that doesnt work. FPS camera is not synced with the head movements
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...
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"};```
Ah - fantastic. Thanks very much!
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
Is there an easy solution for windows being plain light blue when parts of the same models are behind it? If not i can describe the problem further...(see picture http://fs5.directupload.net/images/161014/m7qjzkh8.png ) I know the problem was / is in the BW Dingo aswell
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*
Hey Texture peeps ๐ 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???
https://gyazo.com/4d12db4976bb85ef3269727c49339110 ive looked at said place and its there.
Thanks @nocturne lake , I love easy solutions ๐ Edit: Well that worked, but other models which are behind the glass still shine in light blue (http://fs5.directupload.net/images/161015/dqceplis.png). I also found another problem, effects, like smoke, only shine through at some parts, ๐ฆ (http://fs5.directupload.net/images/161015/woidc4jp.png)
Is the grunge on the glass a separate alpha texture?
Seperate? Well itยดs a seperate texture, but itยดs defined in a Super RvMat (See https://gist.github.com/anonymous/e80d411dc4b6276cf69c846608403d6b) Oh and thanks for your help man ๐
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
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.
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
Photoshop.. Afaik there is no tool that spits out a nopx
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
meaning only the alpha channel
is that new green channel thing needed for guns? since i see it on A3 weapons
Think the G channel is just to give the rifle some general definition in TI rather than looking completely flat
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
invert the AO?
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
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.
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
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?
Something like this? http://www.hano-mag-ich.com/Diverses/Armatur01.jpg full view http://www.allrad-lkw-gemeinschaft.de/phpBB3/userpix/3002_amatur_3.jpg Define old ๐
dash lights on old Willys jeeps were those green domes: http://cdn.silodrome.com/wp-content/uploads/2015/03/Willys-Jeep-6.jpg
they had a bulb inside and a little slit cut to shine light down on the dials http://i.ebayimg.com/00/s/Mzk0WDUxMg==/z/1IkAAOSwoydWrd3z/$_35.JPG
anyone around?
@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
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
I could use some help, if anyone would like to help let me know.
@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.
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
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.
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
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.
That's because I was asking to see if anyone was around.
You're right too. I need self reflection for asking if anyone is around....twice. So much spam.
Not to be pedantic, but it was 3. Two in this channel and one in model makers. Please be accurate.
Oh, my mistake. 3 counts as spam. Sorry for being so inaccurate.
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...
@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
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?
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
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.
well the guide has two parts:
- at the end the side part to list existing selections
- the main part is about creating camo selections in the first place
so do you know if the model already has camo selections?
Only a few, I put some in for the numbers and most notably the hangar 4 with the briefing room and now the bridge
alright. well camo selections are useful for the standard textures to have the ability to replace them (winter version, different coloring schema, etc)
@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? ๐ another pic ive found (different truck) http://i39.servimg.com/u/f39/16/88/07/72/20140617.jpg
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.
lol...yeah i kinda missunderstood the request but anyways, looking good ๐
- _ADSHQ - high quality version of ADS. Source textures (tga, png) are created in the same manner as standard ADS textures (G channel contains ambient occlusion, B channel contains diffuse shadow). Shaders can work with both _ADS and _ADSHQ.
https://community.bistudio.com/wiki/Texture_Map_Types#LightMaps
Does anyone know why I'd be getting these kinds of normal map errors in substance painter? http://i.imgur.com/RvMzm9O.png
lack of texture padding in the baked texture?
Here's what my lowpoly looks like with UV seams http://i.imgur.com/tlpObPO.png and here's the highpoly http://i.imgur.com/pDbyQrY.png
are those hard edges on the rim?
load your baked map into the UV layout. Then you should see the issue
they do appear to be along the hard edges
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
the red loops here were the ones I was referring to, asking whether they were hard or not http://imgur.com/a/028et
so smoothing groups then
Ye, I see
if you have a smoothing split, you have to have a UV split.
the reverse is not true though
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
Aight, I'll do that :3
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.
if you want darker blue you cant use diffues 0,0,1
and emissive 900 900 1000 is also very whitish
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?
yes thats how the vanilla tracers work
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)
the "non emit" is the outer, the emit is the inner
the "non emit" has lower emissive intensity
I'm not seeing it in the p3d, but I'll keep looking. Thanks
Sweet got it working to the colors I wanted
Thanks again @silver gull
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.
ok cool, welcome to the club ๐
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
guess ill be guessing around some more in 0.1 increments then ๐
i make 4 of the same object all with different rvmat and make 4 changes at once in such cases
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
i would investigate what BI trees use, not only rvmat, but also the values in the textures.
but editing 3 text files takes 20 seconds.. loading arma takes at least a minute
even though packing it takes a couple of seconds
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
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
yeah thats what the lighting updates only highlighted - > no consistency in the textures and rvmats (specifically specularity etc)
i can only get the a2 trees to look good with lie 0.01 max specularity values
else the planes are too evident
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
nice
they used to look like that
though i remember them being green like their textures in arma2 czech map
ADSHQ information, courtesy of Tom https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-1063#entry3108981
What are you baking in?
It looks like the model has duplicate vertices.
Looks like the model has hard edge shading when you export it
mhmh
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
Does anyone know how to achieve an effect like this http://2.bp.blogspot.com/-oR6zuna6P6I/VeS_3fsar7I/AAAAAAAAEBc/31AWk0LkP3A/s1600/1022936b.jpg
With substance painter?
nvm got it looking kinda okay http://i.imgur.com/SzxB9cc.png
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?
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
@placid thicket Add a plastic, add height/normal modifier and map it over the entire shell then tweak it until it matches.
Alright, got it working
But now when I try saving my colour layer as a PAA, texview adds this horrible green colour everywhere: http://i.imgur.com/5tXLYNq.png
Any idea what's causing it?
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)?
think that might just be due to .paa compression. Add some noise so the colour density is varied before you convert
It worked -kind of- but the map is incredibly noisy http://i.imgur.com/xMXaGpI.png and there are still some compression things
I might just want to edit the paa directly
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.
yes, that's exactly how it works
BI needs better compression than the old DXT1 - makes everything pixely and ugly
Yeah, it apparently does but it's still #fucked
dunny why arma doesnt use newer Block Compression formats already
bi
Now I'm gonna go do something actually productive instead of wasting my time on this
This is apparently a better comparison between ADS and ADSHQ. http://tom4897.info/blog/2016/10/arma-3-ads-hq/
I wonder if they updated structures with it in yesterday's 7.1 GB dev branch updated.
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
Have you tried compressing the image before converting to paa? p1nga mentions it here https://forums.bistudio.com/topic/185326-smdi-as-paa-compression-artifacts/?p=2943406
i will try that , sounds interesting
Didn't work for me :/
for me neither meh
hmmm are specular maps inverted for arma 3? my substance painter spec maps seem to be opposite to what I wanted...
No. Arma is just kind of shit at doing per-pixel specular/gloss maps properly
and yeah you probably wont get the same result in Arma as in Substance
its too fancy tool for Arma xD
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
Diffuse you apply directly in the model. normal map, specular etc. is applied at differnt stages in the .rvmat
Okay so stage 1 and 2 for my shader then
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
better to use super shader really
Okay
What do I do if some of the maps are missing
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
Okay thank you
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
okay, this is what I got: http://imgur.com/a/fV4XK
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
I'd recommend looking at it ingame too. Since it does differ a bit nowadays compared to buldozer
Okay sure. i just need to setup all the configs now to see it in game, correct?
anybody here good with x-normal?
in what way?
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
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.
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
i'm actually looking into that now
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.
32 bit for _MC since it probably needs an 8-bit alpha
Well for whatever reason photoshop isn't saving my alpha channel even though i tell it to
Photoshop is in RGB Colour mode when you're trying to save?
It's not working
what isn't?
post your .rvmat on pastebin or something so one can read it
okay
apologies if I said stage 2 earlier, _MC is stage 3 by convention. Stage 2 is _DT https://community.bistudio.com/wiki/Super_shader
what do you convert to .paa with? Since it seems you're not letting Buldozer do it itself
You can just write paths to the original .tga files in the .rvmat and buldozer will process them to .paa
i use texview
texview might be outdated. Recommend using imageToPaa in the Arma 3 tools app
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.
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
all images must be sizes like 1024x1024, 2048x2048, 1024x2048 etc. btw e.g. 2^n
I know all of the basic info, about the sizes and naming format.
So that's not an issue
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
I'll try image to paa and see if that works
I use texview all the time ๐ฎ its outdated?
Can open the .paa in TexView2 after though and check the Alpha to see if it's there
@nova hatch there were some issues with it I think, because it was considered a legacy tool for a while
but I dunno if Tom has updated it to use the same conversion process as ImageToPAA now since people continued to use it
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
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
but I do most of my conversion with buldozer since I'm generally working with the 3D model rather than retexturing existing stuff
Another question
how do i make my spec map make an entire texture matte except for some scratches
?
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.
i tried texview and imgtopaa and it still looks the same
scratches are white in both green and blue?
technically no, but arma's rvmats are shit and things tend to look shinier when they have low gloss but high specularity
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.
so a kind of dark grey in Blue and White in G might be better for scratches
Someone made a nice pic of a reference cube somewhere
but I can't remember the link
Also i made a normal in photoshop, just for the scratches and in game i cant even tell there is a normal applied.
are you using hiddenSelectionsMaterials?
that seems to stop the .rvmat loading altogether in some cases
nope
Do you think if i overlay my scratch diffuse and put it on multiply and adjust the opacity that would work?
That way inside the scratches would be a darker purple color
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
I'm talking about for my normal, just incase you didn't know.
Off topic but, @nocturne lake are you any good with animaitons?
There is a animation_makers channel ;)
๐๐ป
does anyone work with blender and quixel?`
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
looking for a solution for 5 hours now and slowly gettin crazy
Make sure your normals are aligned in Blender and re-export
what do you mean with aligned? I recalculated several times, if you mean that
Yeah, different term same result
Try different export (OBJ or FBX). Remove all materials and see if thats causing the issue
Or try exporting that one part
is your object scale negative?
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?
@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
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
'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
Yeah that might well be worth trying, I'll give it a go later.
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.
@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
if it has a white background, it will bleed in to the alpha space when the textures are compressed
@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
@pale kite This is how I make mine: Saving as 32-bit .tga and using the _ca suffix http://i.imgur.com/ABnLpmK.png
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.
when creating textures for reticles, you must never use any color other than black, unless you want it to be "illuminated"
reticles never receive light or shadow. They always stay the same (at least when using standard reticle rvmat)
sadly they seem to stay the same when using custom .rvmats as well, since Operation Arrowhead
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
Hey! Quick question: are videos w/ transparency a thing in RVEngine? It not... Is there anything made already to use animated textures?
animated textures are not possible out of special hardcoded cases afaik
Oh ๐
@ebon bramble other than by something called 'black magic' , I'd says it's impossible
@outer bramble thank you ๐ I shall attempt this
np
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
Hmm... I'll look into it
Other aproach (pretty damn resource intensive) I though of is preloading a set of images and the rapidly switching between in a loop
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... ๐ฆ buggy http://fs5.directupload.net/images/161107/b6kyoiwb.jpg correct http://fs5.directupload.net/images/161107/2vb2curm.jpg
@dense peak Make sure your textures are properly named before converting to .paa (_co.tga etc. for the opaque wall textures if it's separate to the net alpha). If the problem persists you need to add a named property in your model (in geometry LOD IIRC): forceNotAlpha and set value to 1 https://forums.bistudio.com/topic/193081-transparent-texture-with-glass-capaa/
Yey the custom property thing worked ๐ thanks @nocturne lake http://fs5.directupload.net/images/161107/ky5s7fqw.jpg
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!
it deforms because the mesh deforms with animations, depending on how you weightpainted the uniform
even made the weightpaint 0 on the model itself when the elbow is moved
No one has a possible fix?
are the hand uvmapped correctly?
and the weight deformation happens if its on area that streches a lot
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
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.
#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.
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?
"hub of wheels"?`
yes, the wheel hub ... is that not a term you use in your country?
ah lol, I didnt make that connection
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
for a moment there I thought it was something like the boot vs trunk difference between the UK/US ๐
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)
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
other side
so this bit? https://abload.de/img/2016-11-1011_52_03-mo63sg0.jpg
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
right, that bit, although that actually looks better than what I'm used to seeing
well
RHS ๐
then this is the rim, not the wheel hub lol
cause afaik this is a wheel hub ๐ https://d3vl3jxeh4ou3u.cloudfront.net/SBF wheel hub assembly.jpg
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
but to your question GBee, arma does not support parralax mapping or tesslation, so it's a matter of actually modeling it in
and yes what redphoenix said
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
when it's moving it doesn't matter, but when it's static it's just a bit distracting
yes only for terrain shader
thanks for the answers ๐
np
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
the 'rim' here means the outer part of the wheel, where the tyre connects, the central part isn't the rim
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.
everything round eats more polygons. the larger it gets, the more polygons you need to not have it look blocky,
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
compression?
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
@nocturne lake ok. i will try do this. thank you)
How to increase power of parallax feature?
if you mean this https://community.bistudio.com/wiki/Arma_3_Parallax_Map that only works on the ground terrain tho and making it "deep" black that makes it stronger thus deeper to the ground - white does the oposite
@acoustic dove thank you๐
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
and is it any notibla diffrence betwheen _NOHQ and _NO for normal maps? the quality
Yeah, the difference is huge.
first one is for metalness projects, SG one is for spec/gloss projects. Didn't bother to include AO.
Arlight thanks ๐