#arma3_texture
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how so?
mh, cant see anything in the material file
in o2 that file is the pathed one for the material and the texture is the texture itself.
do you have P:\ in front of it in OB?
mh
material - ok_f_35c\data\f_35c_int_glass.rvmat
Makes no sense to me, however everything can be right yet wrong at the same time
quantum modding
@full quarry No I don't, everything is how it should be according to everyone I've asked
if you get this error in buldozer, you need to add what horriblegoat said, if you get that ingame, perhaps a strange pboprefix
Does anyone know how to retexture the old arma 2 trees
AxiosODST: What in particular?
Most of them already use TreeAdv (the shader A3 uses). The CUP guys were fighting with trying to get the LOD's nicer though.
Like looking at them there all pixelated and if it could have better res
You might be looking at earlier trees then (pre-TreeAdv).
I have all the source files atm
The minimum you need to do for them is switch to TreeAdv and replace the _non's with _nohq's.
That fixes the artefacts (lack of anti-aliasing and mip map issues) that the older trees seem to suffer from when used in A3.
aww ok, Ill have to look into that
They can also be improved substantially by bringing them into a modelling application and making sure they have 2 UV's (1 UV where the leaf is most of the UV and a 2nd one where each leaf/branch has its own area on the UV) and then baking lighting on to the second UV.
If you'll be using a lot of them there's also very heavy LOD'ing; they atlas multiple trees into single textures for higher LOD's and they also even have multiple resolution versions of the same textures in some cases.
I dont have much of a view of models appart from fixing the mass lods
Which particular trees are they?
siroky
Can't see that one in my A2 MLOD's.
CA\plants2\Tree ?
Ah, found it, it's from Arma 1.
Yeah, they'd need modelling to get them to A3 standards. Switching the shader might be enough to get them less glitchy looking though.
aww ok
FYI, an excellent article on texel density -- http://leonano.com/portfolio/texeldensity/
TEXEL DENSITY PLUG-IN/SCRIPT LINKS: MAYA http://www.moddb.com/downloads/maya-mel-texel-density-td-script https://www.creativecrash.com/maya/script/uvdeluxe https://www.creativecrash.com/maya/script/nightshade-uv-editor https://www.creativecrash.com/maya/script/texel-density-advisor MAX http://www.renderhjs.net/textools/ http://www.polytools3d.com/tools/normalizer/index.html MODO http://www.farfarer.com/temp/farfarer_texden.zip Stay tuned: Subscribe Email Address
and one more anyone know where can i find nice winter textures ??
- a photo can be used as a texture yes
- winter textures for what?
for new map
i need winter type of trees ground and some buildings covered with snow for example
no
Is 4096x4096 texture of ground(DT) in TB bad for A3 perfomance?
Will be ever A3 able to use 4k maps properly like for guns?
because you can use them yes but A3 for some reason cant mipmap them properly
would be lovely to be able to at least have the option to mip-map manually
kegetys made a .paa tool and PS plugin afterwards that let you directly set the mipmaps in paa files. Not sure if it would still be relevant or if .paa file format changed.
@fresh hill does that actually controll the mipmaping inengine?
.paa's contain mipmaps if that's what you mean, texview and friends generate them.
The engine would probably only do it for procedural textures.
oh ok ๐ฎ tought that was done "on the fly"
Nah, DXT1/DXT5 compression is pretty expensive.
Particularly back in the days .paa was invented.
intresting! would be nice if one could set up their own texture "LODs"
that compression is really crappy for todays use
It's another reason why you have to get the suffix right; the mipmaps are generated differently for different suffixes.
it is was ok like 10 years ago
.dds ๐
dxt1 and dxt5 look fine to me... i dont get the fuss
anyone here us substance painter for texturing?
im trying to figure out why its not exporting my selected machinery smart material
^my base color wasn't properly set
anyone have snow texture with nopx ??
mine is fucked as buldozer says cannot load :/
what is mco ??
macro-color. it multiplies with the assigned texture.
_mca lets you specify the intensity via alpha channel.
I found that in supershader no transparency means it simply overlays and hides the assigned texture on that texel.
I think he means mco's for terrains, which are used like _dt's in super
It would've been too sensible to call "macro" lerping and "detailing" multiplying everywhere, so I guess they switched the meanings randomly
thanks guys
yes it was related for terrain
but i am keep getting error in buldozer cant load texture and not sure what else can do :/
Oh, Mondkalb was talking about both terrains and non-terrains.
i have snow.rvmat snow_co.paa and snow_nopx.paa everything in right place and still same error :/
Did you modify the rvmat at all?
if you mean by that to point to those two paa files then yes i did that
whats the texture resolution?
switched the meanings randomly
.rvmat = .random virtual material ๐
I could rage on about .rvmat for days.
I take it that means you've tried to use tree shaders then? ๐
The alpha channel of ambient[] in super is pretty funny.
texture res was 2048x2048 @full quarry
@ancient smelt it wasnt for tree ๐ it was ground one
Just to confirm, it is loading the snow _co texture right, but not the snow _nopx?
well it dont show any errors till i connect to buldozer
in buldozer it says this
sent you pm with photo as cant upload here
have you tried pointing the rvmat to some vanilla A3 _nopx texture to see if the problem is with your _nopx
nope
i replaced whole texture and generating layers now again hope it will help
and by whole i mean including rvmat
It's not loading his _co texture either
any idea what may cause it ? https://cdn.discordapp.com/attachments/204150378307125249/250360927914950656/Untitled.jpg
having issues with creating a dark tinted glass, can anyone point me in the right direction?
anyone here?
of course but your question belongs into #arma3_terrain
@gaunt marlin make a texture the color you want it and give it an alpha channel filled with 50% grey or so. It needs to be _ca not _co.
k
@gaunt marlin you get it figured out?
yep, thanks
@gaunt marlin if you're gonna need the texture in other colors its better to use procedural textures
#(argb,8,8,3)color(R,G,B,0.5,CA) just replace the rgb values to the color you need.
@frozen blade my question was for both terain and texture as it was sat image related ๐
but solved it by now ๐ just needed fresh head so some sleep helped ๐
how to create field texture i mean is there any default one ?
@gritty sky as in a grass field?
no. more like wheat
@gritty sky try the map_data pbo
In map data i didnt saw it :/
there might be none
@gritty sky just take a look at the textures and find one that works well. Otherwise you'll have to create one yourself. Which it will have to be seamless.
@tiny barn i am aware of it
Is there a better alternative for TexView 2?
@fading phoenix Texview for me anyway is just used to automatically convert with the desired compression and such.
@Taylor It's best to open the desired texture in texview save as .png then use it as a template (if you're retexturing) in a 3rd party program. Then save your new texture as .png with the desired suffix, open in texview then save as .paa.
At least thats what I do if im retexturing, otherwise I export my uv map from blender and open it in photoshop and once complete I save as .png with the desired suffix and use texview to convert.
Yeah, that's my usual process for making my textures. Sometime ago I heard of an alternative but at the time I wasn't really working on much, now I'm starting to regret the decision not to check it out earlier.
@fading phoenix I think there is a tga plugin for photoshop and I'm pretty sure either OB comverts textures or they may convert when you pbo your addon. Something along those lines.
do not use any tga PS plugins
since these are ancient and will create issues...not sure why one would use that instead of the batch tool or texview (or allow O2 to convert these for you automaticly)
@frozen blade If it isn't broke don't fix it. I use photoshop to .png and texview to .paa. idk why anyone would need anything else, personally i think the process is easy...
Texview is just the nice GUI, the actual tool is pal2pac.exe (called image Convert in A3 afaik).
Addonpacker / Binarize.exe
O2/OB
TexView
All these tools make use of pal2pac.exe
precisely, i call it the batch tool ๐
i just dragndrop my tga onto ImageToPAA.exe since i always just do one set (1x of the usual maps) thats handy enough
I made a shortcut to it in my "SendTo" folder. So I just RMB onto a folder full of tga and send it there. ๐
Make a batchfile with "ImageToPAA.exe %1*.tga" and add it to the context menu for folders. Then you can right click any folder and convert the .tga's to paa.
Yup, same thing.
Never thought of that actually. I just added open with texview2 to the context menu. Gotta change it now haha.
hello, did anyone ever experienced a corrupted normalmap texture ?
I have this long bug of some texture being "corrupted"... In bulldozer, it's all fine, but when ingame, the normalmap looks stretched over the second UVset and randomly jitter depending on the camera angle
@young hound Maybe this: https://forums.bistudio.com/topic/198200-model-import-scrambles-uv-map-any-ideas/?p=3119833
@ancient smelt it doesn't seems to be the same glitch, i'll try to post a gif
for example, i'm pretty sure the portion glitched is entirely in the uvset 1,0, and i only have 2 uvsets
Your normals can only sit on one of the uvset's
Oh, that's not quite how that issue works. Even if 99.999% of your stuff is in (0, 0)-(1,1) a single triangle some distance from it will mess things up.
Do you have eliteness?
hum
No, but what im tryig to say
is i'm using a multimaterial
and only 1 texture is messed up
out of 3 + 3 +3 + 3 +3 textures
Ah, check the matrix then.
If you pastebin your rvmat someone will have a gawk over it.
the errors is only on the "class Stage13 {texture="EMOGLOBINSKY\EM_buildings\Data\textures\various_props_signs_NOHQ.paa";"
for this object, that has 3 section and 3 rvmats
and yeah, my UVs are very outside the 0.1 square, but that's how i work :p
Oh, for buildings that's fine.
As long as it's 10 or so times outside the square.
Not 10,000 times out. ๐
hmm, 10 or 100 ^^
If you are 100 times wider than your (0, 0)-(1, 1) square than that square only has a resolution of ~640x640 pixes once it's compressed.
So if you have tiny little polygons in (0, 0)-(1, 1) and then polygons out to (100, 0) for instance you might have issues.
one pic speaks for 1000 words
top windows is the glitch object, contained in 2x the UV coordinate
bottom is a wall object, contained in something like 200x the UV coordinate (for tiling and keeping stuff organized)
and right screens are the differents effects that happens when i slightly move the camera (it's the object on the top left)
I'll try tp triangulate the shit later, mb that will fix it ^^
edit : seems like i was wrong, it also affect the rest of the building, but as the normal are less aggressive, it's less visible
@young hound how do you export it? FBX right?
fbx 2006 from maya
yeah there is an issue with the FBX O2 importer
it affects stuff when both smooth groups and UV sets a are imported at the same time
a workaround is to import stuff in different named selections so you can sort these directly in o2
most of the buildings have hard edges, but everything that is suppose to be smooth edged, would need to be done directly in o2
that's what i do usually, importing separatly
in any case, i did some testing this was the only reason i was able to find
Does anyone know how to export substance designer textures to work in ARMA (like in painter I get a correct CO, SMDI, AS, and NOHQ) is there anyway to achieve this in designer?
Substance Indie is 50% off
Does anyone know how to make black masks overlay information without inheriting anything from the base that covers the entire uv in substance painter?
Trying to make the receiver have a particular texture that's everywhere whilst furniture and the stock have different values without inheriting anything from the receiver texture
Does anyone know ARMA's max supported bitdepth? is it 8?
for textures? depends on texture type
it support 32bit exr for instance
16bit as well afaik
ok cheers
Bello Gents need a little bit of help nothing i seem to do will work I am making a player model that has skin on the arms but the texture I place turns blue? http://imgur.com/1GLeXIa any help would be awesome.
is texture resolution 2^n format?
Nope its not just fixed it now Doh cheers tho need to be 256x256 I had it at 512x1024 fixed now http://imgur.com/evVgE34
@frozen blade shouldn't 1:2 work too?
it should yes, never tried anything but 2:1, never 1:2 but yes, should work alright, as long as it is 2^n
so both 1024x512 and 512x1024 should in theory work just the same
Was worried as i just started with a bush using a 1:2 texture ๐
do test it just be sure
again, in theory the only limitation "should" be 2^n
it should work on 3:1, 4:1 etc and 1:3, 1:4 etc
Will do, thanks!
IIRC some tank tracks are 1:2, so should work
All input textures must have resolution 2^x / 2^y (e.g. 16 / 16, 32 / 32, 64 / 64, 256 /256). The largest texture size commonly supported by graphics cards and RV engine is 4096x4096, 16 / 256 works, 16/4096 works. as long as it's in the 2^ format
current gen cards support 8K in DX mode
16384x16384 doesn't work?
depends on the card ๐ my gtx 1070 might ๐
It's the DX11 minimum, not sure if there's something else that would stop it working though.
when trying to work with substance painter for arma assets I often get this seam problem http://i.imgur.com/sKh5UP8.png when exporting textures out of Substance painter, they look fine in it but when I am in OB I get invisible spots or random textures inside those gaps
has anyone had that before?
I have tried masks/materials.. exporting seperate objects at a time.. all same result
probably my UV maps and no space in between
The polygons either side of those hard edges; are they separated on the UV?
Because if not, that's probably why. A pixel on the normal map will be half on the top surface (which has its underlying normals pointing up) and half on the side surface (which has the normals pointing sideways).
And normal maps are relative to the normals of the surface they sit on, so having normal voxels span across hard edges where the normals are discontinuous creates those sorts of artefacts.
@ancient smelt separated on the UV yea, but packed together
Redid them, will take a look tomorrrow
@nova hatch So there isn't a margin between them? Due to mipmaps it has to be a decent gap.
@hidden capebanks#7518 @frozen blade yea I redid all maps.. With gaps now, i figured it was the problem ๐
how do I scale textures in object builders UVEditor? (Im stupid lol)
nvm just saw the little corner thingys
there's also an option to scale discretely in the transform tool - the one that looks like a yellow square with grey squares behind it and a rotation arrow
ah ok, thanks!
can set the centre of scaling to be various points along the UV bounding box, or even a specific U/V coordinate
by default it uses the centre of the selected UVs
oh that could be useful
thanks
Has anyone here ever used substance designer to create textures for ARMA?
Has anyone ever used substance designer to create textures? the answer is yes. Arma is no alien.
Could I aks you for some help?
im a bit of a noob to the program ive made a few textures but I dont know how to export properlly
painter I can export fine but designer I dont know how to set up the export SMDI map properly
wait does that video include designer?
cos I already use painter and have that fairly well down. Its creating my own textures in designer I have an issue with
Does anyone have a guide on how to properly convert grayscale specular/glossiness to red/blue
if you save a file as smdi it will convert to that redish you are used to
Yer, but it doesnt tend to do it right
https://gyazo.com/c94b9d087a9347c2ff8d6a038af03622 this is roughly what its meant to look like on the back of the building (I believe where the light source is at its weakest
https://gyazo.com/776e0c16631a9d81c8da53e124cb4510 this is what it looks like everywhere else
Does texview not support crayscale? do images I open in it have to be RGB? (I get a wierd thing where it kinda leaves 1/4 the texture transparent if i open greyscale
images should be RGB. Only special formats are greyscale (and then they only use 1 channel, not the others)
anyone know how to make streets on satelite image ?
(realistic looking) dont want to use just black stripes
?
Does anyone have a up-to date retexture tutorial? i want to get into modding
there is one on BIF
Sorry to bother but what section is it in? i have had a look around
Page 1 of 11 - [Tutorial}Simple Re-texturing Guide (From Start To Finish) - posted in ARMA 3 - MODELLING - (O2): NOTE: This guide will be updated to use the Arma 3 Tools once all relevant tools are released. Iโve seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero shortcuts taken. Ive gotten a few requests for information on how I did my retextures, so I wrote this...
lazy lazy
Thanks man i was having trouble finding it
does anyone know how I need to set up the colour black in photoshop for a multimaterial to recognise it? currently it cant seem to find what ever I assign the black mask
the above question makes no sense
if pixels are black and buldozer doesn't read it as it should, there is most likely a fuckup with yout rvmats rather than mask
you can't really go wrong while painting 4 colors on a 2^n sheet in PS...
Right well im using the rvmat that was linked in here by em and the only thing i changed was the texture directory. However wherever the black mask is will only show the CO file (as in the one i made in painter) on repeat and not my actual texture
Multimaterial this is
yeah i know, i reformated and linked that rvmat
this is how most of my masks look like:
are you using a 24b TGA? or are you using a PNG file format?
here is a quick example multimat i've done some tima ago, might be useful
just drag and drop in your P drive
Willl take a look when i get home thanks
I guess you could be using CMYK...
can anyone tell me how to edit a RVMAT file properly?
how can you edit it un property
via text editor... if it is unreadable garglblarb then it is binarized and needs to be unbinarized
guys i am struggling with mask for over a week now i need answers if anyone could help me i would be glad
i need to hand paint it and question is in PS should i use hardness of brush on 100 or on 0 and at the end add gaussian blur to whole mask ??
problem is places where are two different textures connecting it doesnt look natural
can you actually post a picture?
@frozen blade was answered in #arma3_terrain
@frozen blade will post after effect from answer i get on terrain makers
ahhh, terrain quesiton...alright
@frozen blade u seems like guy with knowledge to answer my question :)
So i want to use standard a3 trees but using winter textures. How can i do it ?
you can't
Then how were winter trees done for chernarus ?
a2 trees
@nova hatch never did that before
well, some needs to start somewhere...
Anyone able to provide advice on hiddenselectionmaterials? I'm using it in the same way as hiddenselectiontextures but it does not seem to work...
The same .rvmat files do work if I assign them in objectbuilder so I don't believe it's an issue with the rvmats themselves
I've heard hiddenselectionmaterials is broken at the moment.
Ah - OK, thanks. Stops me trying loads of different things with no hope of improvement! I've got a model with a LOT of selections and 6 visual LODs so I was hoping to find another way of assigning all the rvmats without having to do each one individually for each LOD in ObjectBuilder...
you can edit the .p3d in text editor and replace paths and save with new name
it that helps
or just make configs for variations
config hiddenselectionmaterial should work?
Yeah, hiddenselectionsmaterials is pretty broke. It works if the material is applied inside a .p3d somewhere though
So you can apply it to a lower LOD
and then let hiddenselections replace it in the ingame version
ah so all different materials have to be used in the p3d for them to work?
It's the only way I've managed to get the ones loaded from hsMaterials to apply 100% of the time
have to remember that. my info on the matter was little vague
OK - applying them to just LOD is not too bad...
but still problems exist like damage textures will not load with hsMaterials on an object
and if you're using the same selection names to apply the materials to the model as the texture, it means your lower LODs will have materials applied, which isn't optimal for performance (BIS models don't have .rvmats applied in the last LOD or two)
Good point about not needing to apply materials to all LODs
it can be worth trying hiddenSelections[]={"camo1","camo2","mat1","mat2"} to avoid that and only have the material selections in the top LODs. I think BIS has this setup on their GM6 rifle
so then you'd have hiddenSelectionsTextures[]={"texture1.paa",texture2.paa"}
hiddenSelectionsMaterials[]={"","","mat1.rvmat","mat2.rvmat"}
Understood. Many thanks for that. Out of interest, does anyone know what ranges ARMA switches between the LODS? I suspect it's complicated and might be depenant on the size of the object in question.
It depends on the size of the object, player's video settings, framerate
i.e. it's not really predictable
OK - I'll judge it based on when my LODs start to get blocky! Also, is there a trick for opening .p3d files in text editors? I used Notepad++ and the first line of my .p3d looks like this 'MLOD P3DM " โ โฆ , Fรฌยฝรdf>h}*> ยนKรฌยผVjf>ร'
So not something I can edit by hand!
Why would you want to edit it in a text editor if it's MLOD?
Only real useful reasons to open them in a text editor is to find selection names and texture paths of binarised ODOL models
I despise the objectbuilder interface so anything I can do to avoid that is worth considering... Also, apologies, I've only been modding a few months so don't know MLOD / ODOL. What I pasted was just the first line of the p3d file output from Addon builder. And many thanks for your patience and time, by the way.
even objectbuilder is better for changing texture paths and selection names and things than a text editor. Hell there's even a mass path renaming tool in it
Its something I said
I really must learn it better. I suspect it's much better than I give it credit for. It's just not the most 'modern' of interfaces... One of the things that's surprised me about mod making is just how many different steps (and so different packages) are required along the way so it's a very steep learning curve!
Very satisfying though. Some of my texturing with SP is not too shameful but the same can not be said of my config.cpp and model.cfg files. Lots of learning still to go!
hey guys, how to retexture an object without an hidden selection? I want to retexture the canned beans, but i dont get the texture to work (it shows only the standard texture)
@nocturne lake you should put that insight into some forum thread or wiki page ๐
I'd rather BIS just fixed hsMaterials ๐
dont we all ๐ต
can anyone help me with transparence? i try to make a Drink with glass. my glas have dirtywater. the dirtywater have the transparance problem. i can see gras and so behind the drink...
sort alpha
forcenotalpha = 1 in resolution lod affected by it should fix it
sort alphas = more buggy... hm forceenotalpha = 1? in the object builder?
i test it
no problems putting da12thMonkey's hsMaterials info to PMC Editing Wiki, but what engine version has this been tested v1.66 or older?
Noticed the thing with .rvmats loading when they're assigned to a model all the way back in May and sent a PM to Tom_48_97 about it since hsMaterials was discussed here at the time and he asked what wasn't working with it. So whatever version that was
okay. damn I gotta start keeping arma3 version history log ๐
Dunno how long the special selections for materials has been a thing though. As I said I've only seen BIS use it on the GM6 or the M320 or something because somebody posted the config snippet
was Commy I think
does this look ok? http://pmc.editing.wiki/doku.php?id=arma3:modeling:hiddenselectionmaterials
just realized... is it Selection or Selections?
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration states without S but heh also with it for basic hiddenSelectionsTextures hehe
fixed (fixing...), everything else looks ok?
e.g. class srifle_GM6_camo_F: srifle_GM6_F { author = "Bohemia Interactive"; _generalMacro = "srifle_GM6_camo_F"; scope = 2; displayName = "GM6 Lynx 12.7รย mm (Camo)"; picture = "\A3\Weapons_F_Bootcamp\LongRangeRifles\GM6_camo\data\UI\gear_gm6_X_CA.paa"; 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"}; deployedPivot = "bipod"; hasBipod = 1; }; from BIS config
yah, looks fine to me. Was seeing if I could find the PM I sent to Julien with the observation about the materials working when assigned to a p3d of some sort
๐
For the Quixels users: I've fixed p1ngas old preset, so it exports the smdi now again. You can download the fixed version here https://github.com/ssnd292/RV4-Calibration
@distant rose thx Uro. Perfect ๐
Yes, it didnt export smdi maps anymore.
hmm wierd, mine was ๐
Did you use the latest version, or release?
Anyway, I am planning on making this a bit more futureproof as well as keeping this uptodate and adding maybe some more export presets (like automatic AO overlaying)
version downloaded on 29/11/2015
cool
ADS maps would be a useful addition,. save having to manually do em
I can look into that
thanks
I'll make an issue for that
Hey guys, working on a few UI's atm. Releasing to the community as Im finishing. I'm tired of using free clipart images and am no artist myself. Wondering if any of you artists are interested in helping out with some textures/icon/button images. I'll add some images of what im working on. Mostly it's the custom strategic map fnc(allows much more customization), the "life" tablet which is being reworked for other game modes, and weapon/vehicle/skill menus. PM me if you're interested in helping(none of this is for life incase ur wondering) http://imgur.com/a/UxHBE
Guys i really need some help here
wich programm do you use to get best ambient-occlusion map results?
My AO Maps do not have the desired quality right now and this is a total show stopper. My Programms are Quixel Suite 2 and Blender
@dense peak Handplane baker is free and can bake quick AO maps
@distant rose - ADS maps require 2 individual AO bakes, which is outside quixel power.
plus i have no tried, but i doubt you can bake shit on secondary uv set
I bake my occlusion HP>LP in xnormal before throwing those into quixel,. could be possible to plugin those AO's, I dunno im no quixel plugin guru ๐
no for my occlusion to plug in to quixel
yeah but the plug @unreal magnet fixed is for output maps, and youd would first need quixel to either be able to bake a custom AO, or be able to imput tgat sort of map by itself
I can probably add another map slot where you manually put in another map. then I can grab that map and add it to the AO map channels
but I'd do this with a different preset
can someone confirm that for some reason i cannot convert (or load in texview) neither MASK, ADS or the newer ADSHQ?
@crisp edge
hmmm...seems resaving it as PNG fixed it...weird
i only remember that 32bit tga where not working with the paa tools - so maybe accidentally or automatically saved as 32bit?
didnt work with imagetopaa in the past
anyone have the know how to create a Transparent Texture?
i need light grey and a littlebit light brown
Just go into your image software create the color you want then set the oppacity to anything i would say bellow fifty then save as png or tga
Then you can convert those to a paa dont save as jpg cos you loose your alpha layer (transparsncy)
good grief what a wrong explanation
for tga you actually need an alpha layer
not sure about pngs, unlikely, but anyways
๐
Could it be compressing the image? When I export TGAs with RLE Compression in GIMP I get the same "error loading file", but if I export again without compression TexView can open it
I have it ๐ but i forgot to write here and say it. but thx for your help ๐
@PuFu oh ive only ever done it with png and assumed tga was the same
@brittle cosmos no man, really weird, i never compress stuff...
.psd files for Apex vehicles are now in the Arma 3 Samples. Samples dev Branch at least
I did a quick USMC Blackfish retexture
Though unfortunately it doesn't reflect on the other side ๐ฆ
Considering they only have one side of the aircraft and it just copies it over to the other side as well, so I don't think theres a way around it
Also made a USMC Blackfish rextexture ;)
https://abload.de/img/redphoenix2jzsqr.jpg
Also I made a retexture of the Mohawk. Really happy with this one. https://abload.de/img/redphoenix1k3s69.jpg
And complating the USMC theme, the Huron also got a USMC skin.
https://abload.de/img/20161023165934_1szsff.jpg
i have a problem... i Use a Glas Transperence texture. this works a littlebit... my problem is, under the glastexture looks my object white... i dont know why. anyone can help me? ^^
objectbuilder -> select glass, face move top. Glass must always be on top (unless there is other glass on top of it)
@unreal magnet mines better ๐ haha
I'm so dissapointed about the non flipping text though ๐ฆ
I dunno what to do now haha it looks dodgy with everything backwards on one side
I didn't look at the UVs much. There isn't any fuselage section that isn't mirrored?
Theres only one side of the fuselage
I'm not an expert in texturing however it only has one side so it just copies that side to the other side of the aircraft haha
yeah, a lot of BIS vehicles are like that but occasionally there's a section that's cut out and isn't identical because the model has a door or something on that side
mohawk is like that
but I didn't have a detailed look at the Blackfish UVs in the .psd
Pretty much negates all kinds of retexturing which is dissapointing
@somber pier Mine is closer to actual MV-22 ๐
in theory all decals that needs to be assymetric should be in a separate UV set, on the MC map
yeah...
So is there a way around this? The Blackfish has those numbers on the nose and tail when you spawn the aircraft in the editor but they're not on the psd or texture template
Those numbers are the right way around on both sides
@frozen blade ?
@unreal magnet Mines closer to cliche marine aircfat haha
i haven't checked it, but ussually for anything larger than a gun, one would use an MC map to overlay the decals
How does one do this and is it possbible for BI stuff?
I think they are normal decals pufu. dont think they are a MC map. Havent checked tho
i haven't either but that is how i would do it
that's why the MC map is there
i have explained the use of MC map so many times before in this channel
in any case, you would need a new rvmat
yeah but that's on you
in any case, it would need a new rvmat with your custom MC
ONLY
if the mesh has a secondary UV set
otherwise it won't work
Interesting, I got really no idea how to do that so I guess I'll pass haha but at least I know the extent of how it would have to be done now
thankyou I'll have a look
Ahh yea I think I get it
So you would just edit the mc.paa for the roundel textures etc?
Instead of the base model texture
the overall textures are small res for a reason, while the MC is high res, to explain what happens when you have a big mesh (so lower texel density)
the MC is using set1 UV
Little confusing but I kinda get the idea
what is confussing?
How the rvmat stuff works with the UV
I'm not very experienced at this stuff so it aint too bad
{
texture="mc_example\data\pfu_MC_exp_mc.tga";
uvSource="tex1";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};```
uvsource="tex" means uv set0
tex1 means uv set 1
Ah yep got ya
I think _MC blurs quite a lot at distance of a few dozen m though so might not be great for large decals
i haven't noticed that
Is that for super shader?
(I was under the impression you needed _mca's for super)
And there might be blurriness if the _mca texels are a substantially different resolution to the _co texels, because the alpha that mixes between them is sampled from the _mca mipmap.
@frozen blade I tried making a big US Air Force _MC decal for the C-130, and it blurred out at more than a few meters. Could just be my potato computer though
Do you still have it? I'm taking huge numbers of DX11 frame dumps from Arma at the moment and could put that through one to see why it's blurry.
looks too uniform
I'd like to show a propper side view of mine, but I'm in uni right now
Uniform in what way?
Like the grey, its the same grey all over? Yea I noticed that too though I dont know how to work photoshop enough to have some sort of variantion
@nocturne lake - maybe so, never seen it happened but yes, mipmapping is based on the MC texture, although i don't see a reason for it to happen
Hi, i made this skin for my mod: http://images.akamai.steamusercontent.com/ugc/178287618210096517/DF2E48C19298BB29013C3A440369DFA3FC24E112/
but ingame it looks ike this: http://images.akamai.steamusercontent.com/ugc/178287618210096734/5101AA322251E2A8A60641970758A0777292D154/
why is the blackpaint shown as brown skin? is there a possibility to fix this?
is there someone with a idea?
Tried looking at how an existing face does it? Skin shaders are quite different to regular ones (https://community.bistudio.com/wiki/Skin_shader)
what is the texture suffix for that texture?
.paa
XD
https://community.bistudio.com/wiki/File:SkinShaderTextures04.jpg thats the texture in the skinshader that it switches to when the character becomes a zombie
Anyone knows why the texture doesn't show for the stop light? It only shows when I break http://prntscr.com/djerzp
arma illegal port protection in action - nothing that can be done about it ๐
wait i see more than a solid color as texture, that one must be legit then "all units back to the HQ"
nah man those criminals just upgraded their weapons
I'm more upset about what's going on with the ground texture behind the car.
Pretty dangerous looking giant grass blades.
Finex: This isn't solving your current issue, but you need an _smdi map with the blue channel darker where that dirt is, so that the dirt doesn't look as shiny as clearcoat paint.
actuallly what i made out as dirt is the AO shining trought the car, so we are back at solid color "all units fire at will" ๐
Oh, yeah.
when will these blokes learn
rolls dice on 'never'
never, because its always new people trying to do the same thing
each life mod = 1 server (or 2-3 at max maybe)...
there are exceptions, but the majority just comes here, squaqs for help to leech off the knowledge around here and then buggers off to their own community and not share or help with anything. I just block such parasites these days.
it's not about that, i wouldn't mind it if someone (who obvioulsy has nothing to share in terms of know-how)
would be willing to put in the effort to do his own thing
yes that
@frozen blade I can create PMC Editing Wiki page for mc_example.7z if you can go over the example one more time with me as unfortunately I did not see your previous explanations. this way you could just link to that page when next time someone asks?
i will most likely right down it on biki at some point, so you can just mirror that
i wanna do the same for the MC use on structures, and ADS/MASK use as well
okay, too bad I didnt catch the explanations so the some point could have been today ๐
I'm trying to keep an eye on all good info explained in discord and put in our wiki, but only if I understand that stuff myself, there already is too much of odd or out of context info.
yeah no worries, i have it planned for quite some time
especially since i actually did some examples
need to merge the MC with DT as well, so it explains both
Hi guys. When using texture variations with hiddenSelectionTextures in cfgVehicles, is it possible to use diffent textures based on distance? I know how to do it in Blender, but then it only works for the default texture
I dont want to use 4k res textures when Im far away from an object
@unborn river Its called mipmapping and Armas engine does that for you.
or do you mean like different color on different distances?
Hi, no thats what I meant. Thats good to know. A2 didnt do that right?
it did
Someone recommended that I use lower res for each view distance LOD
so thats not necessary?
don't think that is very common
ok ty
well I could unwrap in a smart way
use the same surfaces on the same texture where I can
and use a second UV layer for details
what are you making if I may ask? vehicle or a building?
a walking mech
cool
For a building I would have suggested using multimaterial, but that is different case from what you are making. I believe however that you can use detailmap in supershader material for all kinds of details
how big a mech are we talking about?
Oh very nice! Very battletechy.
Though Tomahawk is from the other thing I think
whats it called
That yeah
Im about to start the unwrapping process..... this is the least fun part T-T
๐
Mine is about 10m standing upright. https://www.youtube.com/watch?v=8W14UEn44yQ
holy crap!
awesome
Very nice walking animations
I spent alot of time on mine. Still not perfect, but I think Im getting there
We call it the ManTank
the legs are separate "man" unit and the torso is the tank piece
the man has better walking movement than what tank can have
omg I didnt even know that was possible. I use alot of custom animations and animating them with an sqf script
I would very much like to know how you are able to mix to classes together. I've been thinking about that but didnt think it was possible in the arma 3 engine
well its not really mixing, but crude haxing xDD. Basically its just man unit that the tank torso is attached to with a script
cool
http://www.moddb.com/mods/lost-dragons/news/modders-logbook-september-2016 If youre interested! It does not go very indepth into the combination process though nor the configs.. :9 I've wanted to write a tutorial about it, but we still gotta iron out some kinks.
very cool I'll take alook
lol @full quarry
๐ฎ
i forgot about the christmas video ๐
xD
@unborn river ppl recommend max 2k textures as the engine drops down with 4k almost immediately to the lower mipmap and thus visually 4k is generally even worse than 2k
some people use separate texture for the lowest RES LOD
@frigid escarp how would you do that for the variations in hiddenSelectionTextures?
you just assign a different texture in the given LOD - if you want to use hST, you just give it an unique name
like you dont have to have the same selections nor selection names in each LOD
aha ty @frigid escarp
didn't think of that. Thought I had to define in the cfg which textures to use on different distances
Santa's CUP elves have been been busy...
the kids on the OFPS CTI server are gonna have fun with their new toys
is that santa dropping cluster bomblets?
Gotta say Hoooo HOOO HOOOOOOOO like the mall Santa from A Christmas Story in VoN
you need to split your UVs along hard edges and give them some space to pad around the edge
@placid thicket use cage
Hi guys. Anybody know why my textures turn into another color ingame? my main color is brown, but it all turns out bluish. Red turns to blue etc.
are they using texture naming rules? blahblah_co blahblah_ca etc ?
wrong/no suffix and your textures will be converted wrong for what you intend them to do
make sure your texture has the _co suffix, sounds like you named it _as or something
hm let me check
its name is body_co.paa
I have just 1 texture file right now
so I'm using the right naming convension
Your texture probably isn't of the correct dimenstions. Textures in Arma have to be 2^n X 2^m (so only dimensions like 32, 64, 128, 256, 512, 1024, 2048 pixels in height and width)
If anyone is looking to pick up quixel or megascans it is 30% off atm in their store - http://quixel.se/
lol, it was 40% until this sale for like 6 months ๐
But Megascans wasnt off
yeah true that
Has anyone had any experince putting substance painter stuff across into arma 3
why?
@silver gull I use substance painter for texturing and wondered if it was possible
why wouldnt it be possible? you are creating textures. Arma uses textures.
use "old gen" gloss-specular workflow, pbr wont give you good results
MindTex 2 worth getting?
Okay, so I have added the option to Standalone to paint the Mosin more colors. The problem is, if any of my new textures contain pure black then it will show the original wood texture instead of the black. For testing purposes I added the option to paint the Mosin white and then add all of the other colors as well, so you can paint it white then add any of the different colors as "camos". You can alway look on my youtube channel to see what I mean if you don't understand. It's RWD Mods. Any idea what is causing it? There is only one hidden selection, so I don't understand how it's showing the "original" texture.
It seems like the original texture is on the model and the hidden selection is a mask? Idk how or why it works this way. I would just like to be able to have black in my textures.
Maybe a dark brown/black so it doesn't mask out?
Silly question, but how does CUP guys update the textures, do they simply scale up the res and do it by hand or do they have some cleaner method to making the textures look good
Hey guys maybe someone can help me with this :
http://imgur.com/a/tEtAh Bulldozer + Ingame
http://imgur.com/wy3XLdi Quixel
Frist in the Shadow the Model is a way to dark and in the light it looks a bit oversaturated .. ๐ฆ Is this a Problem in the Rvmat or in the Texture ? I can send the files if someone is willing to help. ty for youre Time ๐
@nova hatch Are you speaking specifically to weapons, vehicles, units, or terrains? If you have a specific asset in mind I can probably track down who "updated" it and ask. I doubt there are many textures that were only scaled up
@echo oriole Could you copy the RVMAT to pastebin, or a similar text uploading site? I'm not very good with RVMATs, but someone else might immediately see the issue. Wouldn't hurt to also check what kind of values the A3 backpacks are using as well
here it comes http://pastebin.com/Z31fCKm2
Thats a good idea ๐ i will try it with a3 backpack rvmat ^^
Your diffuse and specular values are really low
mainly the diffuse that's the problem though I think
y that worked ty guys ๐
o0 do you use some heavy coloring profile or injector thing? the red on the leather doesnt look good
I use Quixel with punga's RV plugin ^^ y youre right the leather needs some work.
no i meant ingame - the brown leather from the quixel viewer doesnt match the red leather ingame at all. So i wondered if you use some non-standard color calibration or (imo) one of those horrible injector things
ah ok got it ^^ No i dont use stuff like that
but for whatever Reason i had the Sat ingame on 135 ...so turn it down to 100 and it looks better ( still need some little adjustment ) :}
Hi guys. Im really puzzled about this one. My normals and specular maps work fine on my entire model, except one little piece of mesh. I have no idea why it doesn't work on that one. It is unwrapped and uv mapped liked everything else. The _co texture works fine...
Here you see what I mean:
https://www.dropbox.com/s/qrfzpf4lmr7f3bo/20170104234722_1.jpg?dl=0
the right part is totally not affected by my normalmap or specular map
and Im a 100% positive I have a bump for that square in my normalmap
anybody seen this before?
what?^
Didnt know BI works for us
consBIracy ๐ฎ
@unreal magnet i thought that was well known ๐
Hey there, little question regarding substance painter workflow, usually, exported SMDI files are terrible and I have to make them myself on photoshop (red white, blue white, level adjusment on another layer, blablabla) it takes a ton of time to tweak. Does anyone know a quicker way to deal with this ?
red white blue white? are you sure you dont mix up with _AS ?
the process is automated in my hands, I might write stupid things but I do it correctly, but it take multiple tries to have a result that has not too dark shadows and good details
I have 12 textures on 5 different models for a church, manual tweaking is going to take me a full day to have a consistent result, so if you have any trick to make it faster
what is it that you dont like about the smdi you get out of the gloss and specular in substance?
the problem with arma is that it uses only linear specular highlights and the rvmat can influence the textures as well
so you have to balance all your materials you use in substance specifically for arma. If they look good in substance thats no guarantee that gloss and specular will work well in arma
that's it, the SMDI export never renders well so I have to remake the smdi from 0
so maybe my SMDI values are wrong in substance, does anyone managed to go directly from substance to RVMAT tweaking without having to remake the smdi file ?
do you have an example of a map you got out of substance, and a reworked map?
specularPower = 80.0;```
These two parameters act in a way as global multipliers to your per pixel values of gloss and specularity of your SMDI bitmap.
I'd recommend tweaking them to match your output. Generall RVMAT supershader is a very fiddly thing to do, and the fresnel stage messes about there as well, so its like egg-running while handcuffed to balance and find somethign that works. For me, I have locked these values down to become constants in my workflow, and I only adjust the intensities via bitmap and not touch the rvmat anymore. This means I have a generic template rvmat for characters, and one for weapons, one for furniture, etc...
thats true mondkalb, but when your specular map does have low contrast (https://abload.de/img/levelsfnkhx.png from his example - left is raw, right is manually adjusted) you just increase specularity of the entire object/map, which doesnt really help. Arma doesnt handle subtle variances in the specular well.
So either you tweak every map afterwards, or you adjust the materials that you paint with to have higher differences in the specular and gloss channel to avoid it
Oh yes, there's the weird artifacts you get ingame (some even due to compression) if your green and blue channel has values close to 0 or 0 itself.
Partly the reason I stick to my "constants" in rvmat that I know work for me and the range ov gloss/specularity I work in.
yeah me too
unfortunately you have to use different constants for different materials (e.g. you cant have glass and normal metal or even cloth in the same rvmat)
for this specific rifle I set this value with the reworked SMDI, close to yours @fresh hill
specularPower=22;```
Yep. Also the specular color is fixed per material. You cant have specular color per pixel either. ๐ฆ
Regarding the compression, I found that this scenario messed my file up horribly:
http://i.imgur.com/pUPnLzN.png
Left uncompressed, right compressed with default texconvert rules.
so, from your experience the best is to have fixed RVMAT and tweak the SMDI file it self ?
Yup. I have a single tweaked rvmat for cloghting and re-use that over and over again. Any real customization happens in the SMDI
I also found that it seems in A3 BZ at least the shader does care about what the file extension is. so it is not purely for texconvert alone:
๐ฎ
_UC being:
{
name = "*_uc.*";
format = "ARGB8888";
dynRange = 0;
};```
i suspect thats because _SMDI auto converts green channel to the red channel by inverting it
Yup, figured as much. So I renamed my file to _smdi_co.tga, converted it, renamed it to _smdi.paa. Same result.
maybe thats the whole culprit - the dependency of specularity and whatever the hell the red channel was for
Another big annoying issue is the environment reflection still showing, even in shade.
For the "smdi", it is preferable to stay with a layer in RGB (255/0/255) and to vary the desired degree of light, by means of adjustments of the original texture above, in mode "Lighten only", with the level tool. same for you guys ? Take the co file, 255,0,255, duplicate co file, lighten only, adjust levels ? nothing quicker ?
quote from LODU
no, i use dDo (legacy) and i adjusted the specular values and gloss values for all the materials to fit my rvmat. So when i apply "scratched metal" it automatically applies values to the specular that are good for my use-case. In the toolspecific preview renderer they might look a bit off, and its harder to judge final outcome, but it avoids manually doing anything
i would be surrpised if you couldnt to the same in substance
Same for me. Metalness workflow and then I basically do some BS tweaking until it looks fine in A3.
metalness? really? i would have started with standard specularity/glossiness workflow... but i dont use substance, so what do i know
dDo ? sorry I'm clueless here, texturing isn't my initial field of competence, i'm just getting into it
its another tool for procedural / multi-channel texturing, basically the competitor for substance
I'd like to think I've got all of it nailed down by now so I can focus on content production instead of random arbitrary number tweaking. Only thing left bugging me is the environmental reflection in shade:
http://i.imgur.com/SJTLHEV.jpg (bluish teint on magpouches and O/D-Rings)
So if anyone has any knowledgeable input on this, I'd be glad. ๐
I'd like to avoid hacking this ^^.
I fear a fix for this means tweaking the fresnel values. but I loathe those with all my guts.
okay so I need to find a substance painter guy ๐
Lol, I just noticed the head on that guy on my pictue has earrings. Time to tweak the allowed identities. ๐
haha i thought "wow thats a lax aparrel rule in that unit"
Still trying to find the regulations booklet on GDR Army form the 80s, so I can find out if they were allowed beards or not. For FRG Army its all clear already.
Has anyone here got experience with substance designer and knows how to properly export the SMDI map (I keep getting mixed results)
Pinging @ancient smelt
Should be straightforward, what are your source channels, @plucky olive ?
Diffuse, Normal, Rougness and Metallic
but I only export the roughness map and convert that to a SMDI using texview2 but I keep getting really wierd results and very bright textures
should I be using a different template?
The PBR shader won't look much like what you get in Arma.
yer Im aware of that. ive got fairly similar results from painter thanks to the export channels configuration. but designer (this is for multimaterial rvmats) always gives me very bright textures and very odd lighting
Ahh, check linear vs sRGB then, might be that your channels are ending up exported at gamma 2.2.
@dry otter did u tried the settings of Soul Assasin ?
I kinda get what you saying but have no clue how to change that... I will try and google it lol
@ancient smelt am I meant to linearize my specular? or my diffuse
Diffuse is sRGB, the rest should be linear.
ok thanks
(iirc)
e-sRGB or sRGB-IEC61966
Anything with a gamma vaguely near 2.2, pretty sure texview ignores any colour space metadata.
ok. As for linear from google ive been told to just convert the image to 32bit but texview2 doesnt support more than 8bit (I think) and 32bits can only be saved as things such as PSD and not PNG or TGA
@vagrant lake yep I use those http://i.imgur.com/mInm1pX.jpg
@ancient smelt http://i.imgur.com/V2hyfiU.png any idea as to what it is I do here to convert to linear
or is it that I just want gamma to be 1? cos if so I can do a custom RGB that has a gamma value of 1
Yeah, that's how you do it.
what set the gamma to 1?
Convert it to custom RGB of 1
ah ok yer. I will test that now, thanks so much for all the help so far!
@ancient smelt didnt change much https://imgur.com/a/0NFEE
Just a sidenote: The _F at the end was done to indicate futura content: Arma3 original stuff to not collide with items from arma1/2. No need for community content to carry it.
Find some A3 stock bricks and have a look at the histogram of the _co and the rvmat values.
ok I will try that
@dry otter https://forums.bistudio.com/topic/197417-3dsmax-substance-painter-object-builder-workflow-tutorial/
Yep @frozen blade, I checked SA's videos already, and had a brief chat with him. Yet SMDI exported with those parameters are not usable, or I am missing some stage.
too low contrast in spec channel apparently
http://imgur.com/a/Z2D4y
shade is just full black
that's always my issue with substance exported SMDI
SMDI shouldn't affect that.
it does, when I generate a new SMDI I can fix this issue without touching the RVMAT
That probably means you're fixing it by making the specular power map go to almost zero which causes a very, very flat specular response.
The model should still look fine with specular[] = {0, 0, 0, ... in the RVMAT.
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="Super";
VertexShaderID="Super";```
with no fresnel
Now check your ADS, you might be "turning off" the ambient completely.
(or _as map if you aren't using _ads)
{
texture="church\church_base_02_as.paa)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};```
) after the paa?
please kill me
Heheh.
๐ซ
happens to the best they said ๐
If you want specular on the building you should also tweak the fresnel to act like it does on concrete, where you usually only see specular at glancing angles.
And set specularPower to something low (but not 0), in the 1-20 range.
If the slabs are supposed to be pretty rough (more so that typical concrete) though I'd leave specular down though.
well thanks i'm going to run more tests, still weird I got this issue on weapons too, without the ")" mistake
but it could happen I just mistweaked rvmat there too
๐
http://forums.cgsociety.org/archive/index.php?t-513458.html
To help you with the fresnel values
iirc the fresnel values basically controll how strong you see the the environment map in the highlights (vs just white specular, or whatever color you defined). Or at least one value did and i forgot about the other
Anyone know how to re-texture a vest?
The same way you'd do it for a uniform if you're doing it in config - however, you only need to worry about the values in the cfgWeapons entry since that's all there is
Hi all, I am currently trying to make bump/parallax ground textures for my new terrain , method is to open normal map in Gimp , add alpha channel > add layer mask grayScale copy of layer > apply layer mask then run through the rvmat as a noppx - BUT this is happening and I have no idea why , 1st time working with this by the way. https://s20.postimg.org/m1znorlfh/Untitled.png AND https://s20.postimg.org/oxcqvmpfh/wrong.png
i have no idea about gimp but you just want to have a grayscale heightmap in your alpha channel, no masking or anything.
also make sure to use _nopx not noppx
also make sure to read this wiki page:
https://community.bistudio.com/wiki/Arma_3_Parallax_Map
Hey, does anyone have any suggestions for my issue:
I have been trying to use substance designer in order to create seamless textures to use in an ARMA multimaterial RVMAT by using the metallic roughness template then only exporting the base colour, directX Normal, and Roughness map and converting does through texview to CO, NOHQ, and SMDI. However all my textures end out with a rather wierd specularity and are always increadibly bright. I have tested linearising the specular textures incase they were gama 2.2 (as suggested by ianbanks) however this changed nothing (I did this before using texview to convert to an SMDI) I have taken a look at some other smdi maps and the main difference that I have noticed is that the majority seem to be a very saturated pink or darkish red. However all my SMDI maps are always rather unsaturated light pink colours eg. :
Em Buildings Wood: http://i.imgur.com/o8lVG7k.png
My favella brick: http://i.imgur.com/fh7LuWo.png
Any ideas or suggestions are greatly appreciated!
post individual channels, not the overall output. oh and btw, the very high spec parts is usually yellowish
by post individual channels Im not to sure what you mean (sorry if its stupid that I dont Im really just properly learning images and how it all works) Do you want me to seperate the R G B A channels and link them here? and ok thats good to know thanks
wait I think i know what you mean now two secconds
Red Channel: http://i.imgur.com/fuYlwUg.png
Green Channel: http://i.imgur.com/VRZUsLh.png
Blue Channel: http://i.imgur.com/ApMQ6eH.png
Alpha Channel: http://i.imgur.com/hEP3l60.png
Is that what you mean Pufu?
overall aspect of rvmat is really not important
because each individual channel controls gloss and spec
as in the green and blue
yes, i do recommend you have a read on DTSMDI (which you should be using btw) and SMDI as well
is your green and blue precisely the same?
ok I will do that in a min. and yes it seems that way
my alpha channel is also empty
hence why your image looks red
SMDI is 24bit not 32
green and blue should not really be the same
right. When I export from substance I have to convert it from 16bit to 8 bit or tex view wont open it?
(in photoshop)
so i have a feeling that you exported wrong from SP
LOL on the 8bit vs 16bit comment
8bit per channel is that
yes
so 3x 8 = 24bit (RGB)
4x8 = 32
now I feel dumb XD
32 = (RGBA)
but yer It must be something to do with exporting
so is it because im exporting it as 32bit? or is it something different
why?
Idk. I click export as bitmaps and I cant see anywhere to tweak those
I can tweak the the format. not the bit/channel
- always use the closest file format to the one that you want later on to convert
in the case of .paa, that would rather be TGA than PNG
ok thanks for the tip
TGAs is only gonna be 8bit/chnl
right
16bit has more depth indeed, and might be usefull for better RTrenders (such as marmoset)
right. I kinda get that as I did read a little into that before when I was looking into normals
is that substance painter or designer?
alright then, since i have 0 experience with designer
that works reall well. Its just cos obviously you dont use it for buildings lol. So i wanted to use designer to create my own textures for multimaterials
i can only comment on the fact that you are exporting normal and specular
and there is no gloss
actually thats a test I normally export a normal, diffuse, roughness and metallic
i use a mix of SP2, quixel and old school PS to create my seamless textures
well, while roughness is actually inverted gloss
but I always have discarded the metallic as I didnt know how to use it with ARMA (like I say im still just learning imgaes and getting this to work well with ARMA)
metalness is a lot different than specular
yer I used my roughness for smdi
it doesn't look that way
?
that image I linked there is just me testing if it was the maps I was exporting
https://gyazo.com/97ae59ff1c33d6669d63ff753b08e7bf what I normally export
green and blue channels should not look exactly the same
but im just testing TGA now to see if it makes a difference
mainly because for one white means shinny, while for the other black means shinny
right
or whatever, not shinny, but you get the drift
so im basically saying not shinny but shinny at the same time
yes and no
so how would I make them different? would I grayscale my specular and gloss maps then use them in the g and b channels?
old school way of doing the SMDI (and i think the o2 script) is to invert one channel and feed it into the other with some adjustments in term of white/black range
isn't designer able to export directly specular and gloss
yes
basically my logic was that I was told to use the pbr metallic/roughness for painter so I used that for designer to. The one that exports specular/glossiness is also pbr (PBR Specular/glossiness) does diffuse normal spec and gloss. Or I can do an empty template and add those output maps
so basically I need to create my textures using the specular/glossiness shader. Then export those and put them into a g / b channel ?
yes, painter works that way indeed. it can export as needed afterwards
if you wanna take this further
and use it in painter, then yes, use metal/rough
otherwise, why would you?
right but if I just want to put it in ARMA then use spec/gloss
and idk. I was told metallic/roughness is closest to ARMA so I assumed that the same applied in this program
who told you that metalic/roughness is closest to arma?
errm im not sure exactly I remember reading it in this discord when people were asking about painter
you either missread, or read something written by someone who has no clue what the fuck he/she was talking about
ah ok lol
ok ill do that now
in short - arma is using spec/gloss workflow. metalness is such a different workflow and texture that you gonna end up cutting your wrist out of frustration trying to get it to works (it is more or less a mask)
right that specular map just made it alot clearer. Two questions now:
what does it mean by set r to 1? (White or black?)
and is there a guide on how I put the maps into said channels?
R = white
and right that makes even more sense cos I remember seeing imags of the metallness just being like mostly black or white and the white I believe was where the reflectivness happened. So I get what you mean by a mask
guide to put maps into said channels using what software?
any really. I got photoshop and I can download others if there is an easier alternative
right click on your layer or group of layers or whatever, blend
and choose the channel you want it to fit it (default is R+G+B )
you can also copy paste layer to channel directly, but that is so fucking old school is not even funny anymore (still a lot of people are doing it that way instead of using blends)
right im gunna give that a shot now
do I stick with normal blend mode?
https://gyazo.com/337c3e48635e4f4ca5a0b59a2b360869 this doesnt look exactly right yet?
Specular: https://gyazo.com/cc66e88e1e44b4d6a07a31b5d7aa46a8
Glossiness: https://gyazo.com/b511d538015d25bd82ce09e5548d0ee1
which channel is which?
ok thank you so much lol it actually looks right in game now (except for a loss of normals but im sure I just messed up somewhere
and b - glossiness g - specular
would having my glossiness map to dark mean the normals dotn work properly? Also I take it specular = white = lighter while black = darker
think I just needed to invert my specular in order to fix my normals
smdi has nothing to do with vertice normals not face normals
With painter you want "specular level", too, not "specular".
"specular" is designed to be used with RGB specularity and as such will export with the wrong gamma.
Where as "specular level" is linear.
Anyone made a python plugin script for painter that exports to RV4 specific textures? Found out it is extensible with python plugins, not as open as quixel and it's JavaScript, but i think it might work
there is really no need since the exporter allows you to set up your exporter files as you want
yeah, mostly
๐ what's missing? ti?
guys anyone know can i use object normal map instead of tangent normal map >?
anyone knows if the common rvmat parameters have any relevance for *penetration material rvmats, or is there sole purpose to point to the bisurf file?
in BI penetration material rvmats you find all possible combos (all common rvmat parameters, some, or none)
These?
diffuse[]={0,0,0,1};
forcedDiffuse[]={0.0049996274,0.0049996274,0.0049996274,0};
emmisive[]={0.5,0.5,0.5,1};
specular[]={0,0,0,0};
specularPower=0;```
VSB wiki says
These Materials are not much unlike normal Materials, in addition to which they must have one specific property surfaceInfo in addition to all other possible properties.
https://resources.bisimulations.com/wiki/Damage_Modeling:_Objects#Objects_and_vehicles_penetration_properties
yep referring to these mainly (some in A3 penetration material even has stages in them..)
Yes. surfaceInfo is the only relevant here for material properties. However we use the ambientdiffuse parameter to color our base materials for easier recognition in firegeo lod view in buldozer.
I.e a gradient from red to green to indicate RHA strength
the only reason i can see is some just applied in just fire geometry, while others are dual use so to speak - so also applied in Res/View LODs
good point for buldozer recognition
with common material lib you mean the one available in VBS vs the ones available in A3?
Both.
though I havent used any from the A3 yet. And I think for our cold war project we did a new one to match our armor simulation.
data_f\penetration should contain some, IIRC
for reference: https://dev.withsix.com/projects/cmb/repository/revisions/master/show/rvmat/A3/unformatted/a3/data_f/penetration
Redmine
we use some from A3, but largely our own set, yet we have aligned them with the BI A3 ones for the most part
thanks for the input @fresh hill ๐
can someone link me some reading material on what a DTSMDI is and how/why/when to use it
DTSMDI is a SMDI with that has some detail (that will be kept) in the red channel
so it is basically a mix of _DT and _SMDI (hence the DTSMDI name)
right so basicaly read up on DT and conver that map into the red channel
also can someone just give me a rough deffinition of how ARMA interprets speculars as I cant seem to find anything.
(I mean the specular channel)
I get that gloss is black is rough and white is shiny, but not sure what white/black means in the specular map
@plucky olive The value of the specular channel simply multiplies the specular[] = in the RVMAT.
So if it is 255 the specular[] = is applied unchanged and if it is 0 the specular[] = is zero'ed for the purpose of that pixel.
ok, that makes sense. But I was more wondering about the map itself not the rvmat properties as in what does dark colours do and what does light colours do (for instance black = matt in the gloss map) (these are the maps before converting to the colour channels btw)
Does anyone know any good jungle/tropical textures and clutter
Yea something else than tanoa
Why not Tanoa though? You could ask the Unsung guys but I think they switched to Tanoa stuff too.
Because 1: i dont have it 2: If i chose tanoa everyone needs tanoa to play the map...
Id guess options I can come up with are then either check out Armaholic for assets, ask Unsung guys, get Tanoa or make your own.
Got any tutorials for that?
Nope. Learned by studying how Arma clutter is done with A2 samples. Its pretty basic modeling though so start by picking a program you want to use and look for tutorials for it. I would guess there are many tutorials on different types of plants out there that would apply in this situation too.
guys... the shadow from arma overlapping my normal map. is that right or what is the problem?
lol what? ^
wat
... my normal map from objects is under the shadow from another objects and i cant see my normal map details. i have normal map details only with no shadow
is that normal in arma?
not unless you have a black AS map
Black as map? but i think, my _co texture dosnยดt work in shadow when my AS black is or?
true ^ everything should be pretty dark
hmh ok
hey guys, how to remove a color from an uv map, wich makes my ship looks like it have a blue texture, of of a dark red-brown texture?
1024x308 ok normally it should be 1024x1024, but within jpg format it worked, but in paa not
Yep, correct
power of 2 is neccessarrrrrrrrrrrry *fixed
^^
works ^^
but now some face have streched textures....
and how to turn uv maps from the inside of an object to the outside? looks a bit weird if its inside the object xD
Start working with the 1024x1024 Texture, no wonder its stretched now. Sounds harsh but: You made yourself more work, for not reading/informing yourself before :/
tl;dr:
Redo the Texture/UV-Map with correct size of texture
tried to do that, now the whole texture is inside the model ๐ซ
from your picture I'd say your ship has bigger issues that just the texturing,. never known a sailing ship to have a mast on the bowsprit or any kind of mast infront of the foremast.
wierd
for this time (17th century) actually not, i think later the design was changed and the mast was reduced to a flag pole or was completle left away
can someone give me an idea of what white -> black equals in the G channel of and SMDI map
Ik black = matte and white = gloss in the B channel
White = highest specular intensity. Black = lowest specular intensity. Acts as scalar to the specular[] = {R, G, B, A}; array written in the header of the .rvmat
thank you
does anyone know if there is a way to select UV's by mask colour in object builder?
As in its using a multimaterial rvmat (already assigned) and I want to select all uvs that have blue in the mask
tried filtering by material texture but it says unable to load bitmap and just selects teh full rvmat uvs
you cannot select UVW coordinates by bitmap color
as in no software out there, o2 included
how to bring my uv map from the inside of the model to the outside? since i tried to rework all the uv maps, the model is nearby to be invisible...
@prime saffron is it invisible? select all and mirror x possibly or are the faces flipped
@nova hatch little bit both of them, the texture is on the inside, it's like watching trough an one sighted mirror in a police station
and you tried selecting the model and 2d > mirror x
if not then you can also press v then select the verticies of the poly/tri that you are trying to flip and then press w
that will flip it individually
ok thanks, will try that tommorow
https://cdn.discordapp.com/attachments/248906765700169728/270325404210823171/Untitled.jpg
anyone know how to set up textures so normal map details will be visible ?
Well what does your RVMAT look like?
still need some more work feel free to use and if anyone want to help adjusting just drop me a msg http://steamcommunity.com/sharedfiles/filedetails/?id=843443293
thx @nova hatch it worked ๐
which method? hopefully the first one as its easier ๐ @prime saffron
@frozen blade thanks for letting me know, whats the select by material texture for then?
will select the faces/verts a certain texture is applied to
which different than selecting verts based on bitmap color - in your case blue color based on some mask
Not sure if it was posted here already:
@fresh hill you know its part 1 right and there is new version out
No I don't.
It seems to me that its a complete tutorial. I just looked over it briefly.
Please share your insider knowledge that you seem to posess.
that is the final tut yes
admit that a ppt would have been worse
A pdf will be available later
Hey guys. I'm trying to hunt down a UV mapping tutorial that (I think) FRL Myke made. In particular cause it covers missiles. I'm sure it was him since it was based on making a missile and was related to Mykes missile pack
Probably gone down now. AFAIR it was on the Biki but I can't seem to find it
there isnt anything particular special about uv-ing missiles so you might as well take any uv tutorial
Wasn't the mapping as such. More te texture process. He had some good pointers
You are specifically looking for UV mapping in O2?
@frozen blade about that tutorial it isnt final there are two versions of it i will share links straight from the author
@fresh hill link you posted is for second part and as Jonathan told me he still will update it as its not fully complete but will work for most of people at the moment
@true pivot try arrimus 3d youtube channel he have plenty of tutorials including uv mapping or if you want you can join me and few other people for private session which will cover uv mapping :) we havent set up date specifically but will be this week
Its more to find the tutorial for the texturing part. But I can live without. My problem is once I set out to find something I can't help but keep looking lol
Sounds good Damian ๐
Lot people here use substance painter 2 for texturing, i use quixel ( at least i bought licence few days ago lol and with thise tutorials i linked its very easy to make it right. But i think i still doing something wrong as my quixel render looks way better than in game lol and thats rvmat issue which i cant find tutorial about adjusting that xd
@true pivot feel free to pm me for more info
Quixel is a tool for PBR, Arma does not use PBR methods.
So you can only shoehorn your results.
@fresh hill now now mate, not 100% true
you can work with non pbr setup
and export for non-pbr as well
with little adjustments you can sort of replicate it
Yeah, you just have to apply some old-school texturing concepts to the albedo/_co, like applying base shading to it from the ao and curvature (the "texture base" smart material as a top layer), and adjust the colour of base metals so they look like white/grey bare metal scratches rather than something that relies solely on the specular+gloss as pbr does. And of course adjust the various brightness and contrast of the gloss and specular maps to better suit Arma
with little adjustments you can sort of replicate it