#arma3_texture

1 messages Β· Page 23 of 1

fresh hill
#

Its not PBR

#

You will never get what you see in Quixel to Arma, no matter how you set up your project.

#

And if you need to make any kind of adjustments, as you both just described, its shoehorning the results to fit into arma. πŸ˜ƒ (Which is a very unhappy thing)

unreal magnet
#

@fresh hill I never had any problems bringing my Quixel textures into Arma.

#

And Quixel works perfectly with specular texturing workflow

fresh hill
#

I dont have problems with exporting from it as well anymore.

#

Its just not 1:1 WYSIWYG

unreal magnet
#

no texturing tool is that way

fresh hill
#

My objection however is mostly due to how supershader works and the things it does.

#

I.e using linear and srgb in different circumstances.

#

The post apex lighting update added a bit more headaches in regards to how lighter and darker colors at both ends of the intensity behave. To a get a nice white effect ingame, 50% grey is fairly accurate. If I go to 60%-70%, it immediately turns very dark.

#

But yeh, what works for you, works for you. πŸ˜ƒ

gritty sky
#

those are all things you can adjust without using quixel at the very end in ps πŸ˜ƒ

#

i am looking for substance painter results to compare πŸ˜ƒ

nocturne lake
#

Quixel and PS are one though. You can do those same adjustments at any time, within the Quixel project

gritty sky
#

@da12thMonkey#2096 i am no expert in that as i own quixel for last few days only πŸ˜›

silver nimbus
frozen blade
#

alpha sorting issue it seems

pale oasis
#

yeah, writing transp pixels to depth

silver nimbus
#

any tips to fixing that or documentation that I should be looking at? Sorry, this is my first go at vegetation and I can't seem to find anything that pertains to this problem.

full quarry
#

not much documentation for vegetation available I guess. Do you use A3 rvmats as basis for your own?

silver nimbus
#

Yeah, I am using the plane rvmat from an a3 tree to get the most accurate results for leaves, and a bark one for the branches. I just noticed that the leaves use a different type of normal it seems...

full quarry
#

and you've saved the leaces as _ca

silver nimbus
#

yep, going to try one thing real quick. Just seen my "VertexShaderID" might have been wrong.

full quarry
#

I got VertexShaderID ="TreeAdvModNormals";

silver nimbus
#

yeah this one I was just using had "TreeAdv" just changed it to "TreeAdvModNormals" to see if that fixes it.

#

that didn't seem to do it, it seems the issue only happens on one side of the plane

full quarry
#

are the plane corner verticles merged?

silver nimbus
#

Yes, I needed double sided planes so I copied and pasted it and then flipped and merged in object builder.

#

for some reason when I imported into object builder it didn't want to show both sides so that is what I found on the forums to fix it.

full quarry
#

Try without merging them.

silver nimbus
#

@full quarry seems to work perfect without being merged... only problem is that everything is doubled.

full quarry
#

yeah thats how the trees seem to work

silver nimbus
#

damn ok, well I guess that will affect performance by a lot then. Wish there was a better method.

full quarry
#

Not really. Id suppose Arma trees are like that too.

#

Not sure if you can import them in with custom normals though. The smooth shading is what I think messes the face normal when they are merged

#

Have not studied that bit too deep yet.

silver nimbus
#

Thanks for the help tonight, if I find any better methods I will let you know.

frozen blade
#

@full quarry yes you can and one should (import with custom normals)

full quarry
#

@silver nimbus Theres your answer! Thanks @frozen blade!

frozen blade
#

there is tut about it

#

from a guy that did his own vegetation (a single tree) for a2

#

i might hunt it later on

median stirrup
frozen blade
#

yeah

frozen blade
#

i need to find his tut about making custom vert normals for the foliage

#

@full quarry + @silver nimbus ^^

full quarry
#

o7 @frozen blade

silver nimbus
#

😍

brittle cosmos
silver gull
#

released on mediafire... means its propably no longer available

#

ok the link in the thread still works, but the ones on devheaven not

brittle cosmos
#

Yeah, but you can atleast get the texture from the PSDs or from the released versions available on armaholic

silver nimbus
#

most of them but not all sadly

rare lake
#

I can search my drives, I should have the MLODs.

frozen blade
#

please do @rare lake ^

rare lake
#

mb_veg_mlods_v0.9.rar, includes dirs for bushes, clutters and trees.

#

oh the mediafire link works sorry missed that heh.

nova hatch
#

can someone help me explain a bit of the multimaterial texturing for buildings?

#

I am reading mondkalb's tutorial about it

#

just having trouble figuring it out is all, are stage0-3 just textures that will blend through with the colors black/red/green/blue are like a satmask for terrain?

#

basically you paint the uvmap what you want the colors to be then this defines based on the mask

frozen blade
#

yes, you use the mask to define what goes where

#

similar to a materialID

#

that said blends is a bit too much to say, but yeah, one could use that to blend between them as well

nova hatch
#

so then based on the tutorial, the _MC texture is where the window textures are defined? @frozen blade

frozen blade
#

no _MC texture is an overlay (MaCro)

#

in this case (structures in general) it is used to emphasis the shadows or overlay color

#

say you wanna use same textures, but some areas to have a different tint

#

windows (as in glass, not windows including frame)

#

is always a separate supershader

#

not sure how you define "custom parts"

nova hatch
#

I mean more like the windows he drew into the texture

frozen blade
#

in fact to rephrase, what you mean by custom parts

nova hatch
#

parts that aren't one of the 4 masked textures

frozen blade
#

how do you know these aren't

#

i can use the same method for both seamless tilable textures

#

and not so seamless textures just as well

#

in fact i for one always have one set with accesories and alike

#

unless i really want it shinny and then i use a supershader

nova hatch
#

ohh

frozen blade
#

i am not really sure why he put that as an MC

#

in any case, the MC is always always an overlay

nova hatch
#

So using multimaterial for lets say the whole building, or walls then a regular texture for accesories

frozen blade
#

there are multiple ways of achieving different results

#

depends on your structure

#

i ussually use 2 multimats (1 interior 1 exterior)

#

although you can mix em

#

and a supershader for accesories

nova hatch
#

i see

frozen blade
#

sec

nova hatch
#

k

frozen blade
#

OB viewere - the pinkish parts are obviously multimats (2 of them)

#

the textured parts (most on the interior in this case, but you can see the electric meter right side) are accesories

#

OB view, the multimats for now have only CO textures in use, didn't get to make DTSMDIs and NOHQs just yet for them

#

but mask, ADS and MC are present

#

hence why the interior is darkish

#

in this case i have 2 multimats, 1 superhsader for accesories and there will be another one for the glass panels

nova hatch
#

very nice

#

looks good as well

frozen blade
#

hardly finished

nova hatch
#

how many faces is it, or how many are recommended for arma 3 buildings?

frozen blade
#

it depends, there isn't set in stone, the least amount of section counts the better

nova hatch
#

so you have 4, 2mm 1 super and 1 more

frozen blade
#

i have 14733 vertices (mind you i have wall sockets, light switches, a delapidated WC, ceiling laps etc)

#

and 4 sections yes

#

in the end will be 6 i think (sections)

#

ahh and a garage door that will be working (its structure visible from the inside)

nova hatch
#

very nice

#

thanks much for the help πŸ˜ƒ

#

I think I got my head wrapped around it, I am gonna try to make a mockup house with it and I'll use the rvmat from the tutorial

#

which should work for arma 3

frozen blade
#

here's a quick example i made

#

use the rvmat inside as a layout

#

much easier to work with

#

because it is based on mask color

nova hatch
#

ok

#

wow that looks really good haha

#

thanks

#

now I gotta figure out how to properly do _mc and _ads textures haha

fresh hill
#

i am not really sure why he put that as an MC
Back then I was figuring out the MultiMat, and that gave me the best results at the time. It is as you say, the window frame and such are separate objects with normal Super Shader parts.
Putting the details on MC kinda helps with distant lods. These days my MC looks like this:
http://i.imgur.com/Nt9syUo.png

Arguably one could split outside and inside onto two separate textures, but the results are alright for now. But I havent worked on this in about two years, actually. :/

unreal magnet
#

thanks @frozen blade πŸ˜›

frozen blade
#

for what? @unreal magnet

unreal magnet
#

the multimap example ^^

frozen blade
#

lol

#

@fresh hill yeah i still don't really get why you have ao stuff in mc

#

but anyways...

nova hatch
#

In PuFu's example the mc was like a tinted dark black-blue-grey, while mondkalb's there was a bit more like actual textures either way thanks to both for explanation and guides, time to dig my hands into it πŸ˜„

frozen blade
#

as i said, i use MC to adjust the shading in the distance

nova hatch
#

Yea

frozen blade
#

as in mostly black with blue channel from ADS (with adjustemnts) as alpha

#

and inverted of course

nova hatch
#

@frozen blade what do you use for texturing? From regular _co/diffuse to normals etc?

frozen blade
#

in general or for structures?

#

a mix of photoshop, quixel (NDO for seamless) and substance painter 2

nova hatch
#

Are you able to output the sets for arma use through an export setting in them?

frozen blade
#

yes to some degree, but i always do manual corrections

nova hatch
#

I have a method for substance painter that works-ish

frozen blade
#

there is no way to be 1:1 due to difference in shaders

#

and lighting

nova hatch
#

Yea, but even then my setup is a bit wonky

#

I make each different texture I want a different material in blender then load in substance painter and set textures then sitch together the outputs lol

prime saffron
#

hey guys, need your help

#

ingame my model looks like this

#

but in my blender it looks like this:

#

do you have a idea, why my texture get strechted and deformed so much??

#

even with the original textures, it looks like this...

frozen blade
#

how did you get that mesh from modelling software into o2?

prime saffron
#

@frozen blade exporting it with blender to fbx and import the fbx into o2

frozen blade
#

how many uv sets does that model have? @prime saffron

#

because if you say 2, then fbx does that

prime saffron
#

Ok, I'll have a look in a few minutes @frozen blade

prime saffron
#

i had active 0 and active 1, deleted 1 because it was empty...

#

@frozen blade to do this didn't helped me...

prime saffron
#

@frozen blade should i export the model into obj and then import it?

nova hatch
#

@prime saffron I would try messing around with importing it in obj and check the uv maps for stretching, possibly with a new p3d file to test stuff

brittle cosmos
#

I'm thinking about redoing the ADS textures for some of the A2 buildings and curious what people's thoughts are. This is quite an image heavy album, as it has the original and new ADS textures, along with in game comparisons of the old and new for one building.
http://imgur.com/a/3YYSo

#

I guess the most noticeable difference is I baked the AO with proxies, so they now have a better shadow, but I'm not sure if it's all too dark

dense peak
#

the AO definitly looks better, but i think for sand/mud buildings its a tad bit cold color wise

silver gull
#

cold? i barely see any difference on the ingame shots

#

the only difference i see is that the furniture objects (proxies i assume) have too much AO behind them - so i would say that part is definitely a bit much

#

its almost all black behind the little shrine desk drawer thingy

dense peak
#

oh i completly ingored the image titles :D
mistake the overcast shots for the new ones

silver gull
#

yeah assumed as much, its confusing having no clear designation what title belongs to where

fresh hill
#

@brittle cosmos What about the new ADSHQ? Afaik it uses another channel for higher accuracy.

frozen blade
#

yeah, it uses alpha instead of green @fresh hill

#

same workflow though

brittle cosmos
#

Yeah I guess it's. It's not super obvious on imgur which image matches the description, but it's the one below the image. I tried it with ADSHQ as well, but noticed no notable difference.

I'm wondering if I should bring my green channel's black up to more of a middle grey. That way the shadows on the proxies aren't so drastic.

nocturne prairie
frozen blade
#

because that image makes a lot of sense

nocturne prairie
#

its a LOD properties problem...

distant rose
#

what are you trying to show with that pic?

nocturne prairie
#

a visuel problem on the left side? the lines in the light?

#

rightÜ

frozen blade
#

what am i looking at would be a nice way to. begin a debug

#

it's a bird...it's a plane...it's an image of what?

nocturne prairie
#

in the screen you can read "bank" and "building". For example. :D

so, my problem is the shadow and light effect. When i use in geometry LOD

Sbsource = shadowvolum,
Prefershadowvolum = 0

Looks so with lines etc.

frozen blade
#

do you have a svlod?

nocturne prairie
#

yes, i use my resolution mesh for it

frozen blade
#

is that -copy pasted in a svlod

#

?

nocturne prairie
#

yes

frozen blade
#

does your visual lod have lodnoshadow=1 named properties?

nocturne prairie
#

no, only forcenotalpha = 1

frozen blade
#

all res lods should have losnoahadow=1 present

frozen blade
#

well that is extent i can guestimate your issue

#

one more thing svLOD should NEVER have an UV map

brittle cosmos
#

I believe that banding issue is from their faces being too close together, so try reducing the size of your shadow LOD

nocturne prairie
#

Is a littlebit better with smaler size

fresh hill
#

svLOD should NEVER have an UV map
How do assigned UV coordinates in SV lods affect the shadow ingame?

silver nimbus
silver gull
#

they are both pretty bad actually...

#

you want to leave as little empty space as possible

fresh hill
#

Its a target conflict really.

#

On the one hand you want to use as much area as possible of the texture. On the other hand you want to make sure the UV islands are correctly separated along sharp edges so your normal map bake is fine.

#

Also you may want to orient visually prominent edges to be horizontal/vertical to avoid edges/stairs in the normal map that AA doesnt get rid of satisfactory.

#

So you will have to find a compromise for each face. πŸ˜ƒ

#

However, both of those look like auto unwrap. πŸ˜›

bronze stone
#

wow, what a waste of Space

fresh hill
#

Oh, and mip-map "bleed" can influence your UV layout as well.

brittle cosmos
#

For some reason I thought I read that shadow LOD UVs are lost during binarization, but that couldn't be true for the special shadow LODs that vegetation and a few other objects use

fresh hill
#

yes, shadow = hybrid will require textured shadow lods

#

However, that is specific to the shadow buffer: shadow lods 1000.0 and up.

silver nimbus
#

@silver gull @fresh hill @bronze stone Thanks, it was for one of our modelers.

#

he probably thinks I am crazy

bronze stone
#

your welcome.

nova hatch
#

UVs are fun

silver gull
#

i aim for 4 pixels minimum distance between islands but also not much more than that. That holds up in second mipmap and maybe third, so when you will get bleed you are unlikely to see it anyway

nova hatch
#

@silver gull do you have a program or process when uv mapping that will smush them together after you map? Or do you do it by hand

#

4 pixels is pretty small πŸ˜›

silver gull
#

mk1 eyeball and mk1 hand are the tools i use

frozen blade
#

@fresh hill no, unrelated to the described issue at hand, but UV information should NOT be in svlod

#

that info doesn't get dumped on binarization

fresh hill
#

But other than file size, does it have a negative impact?

frozen blade
#

not that i know of, minus the special alpha enabled svlods

silver gull
#

well people can extract shadow lod from your binned model with intact uv so theres that

acoustic dove
steel oriole
#

^

proper pivot
#

Hi Folks. I was wondering if I could ask for a little Substance Painter advice. I've been modding for only 6 months so still learning a lot... I think I've seen a post relating to this before but I've struggle to find it so apologies if this is a repeat questions. The issue I have is that when baking my normal map from my high poly model, I seem to get small wrinkles in what it produces. I've set a shiny base texture so it's a bit clearer on this screencap: https://www.dropbox.com/s/tt5i04h0bdc1jpw/Capture.JPG?dl=0

#

Does this happen when trying to ask too much of the normal bake? I.e. there's too much difference between the high and low poly models?

#

Changing max frontal /rear distances affects other parts of the bake (as you'd expect) but does not seem to have any effect on these creases

frozen blade
#

what do you use to bake? SP2?

proper pivot
#

Yep SP2

frozen blade
#

do you use a cage for that bake?

proper pivot
#

Nope. I've not tried to make any cages for baking yet. Is that your prefered technique in SP2?

frozen blade
#

i don't always bake in SP2 for a number of reasons

#

but the only way to bake is with cage

#

i never baked without it (minus zbrush) as in ever in my life (most bakes i do are in max anyways)

fresh hill
proper pivot
#

Thanks for that. I think I understand what's happening. My attempts with a cage are disasterous so far - it's as if my cage file is somehow scaled (not offset) compared to my low res mesh despite importing them into Blender showing they are what I'm after... I'll keep trying!

proper pivot
#

OK -just for info, it's actually the second link that @fresh hill posted that's what's helped me out. I got the cage 'working' in the end but it actually made no real difference. My error is that I'd been exporting (from Blender) the entire mesh as non-smooth / flat and so Blender was splitting all those curved surfaces up into separate smoothing groups but my UV splits had them as very few UV tiles. So I think I was getting image3 in this link. Many thanks once again.

fresh hill
#

Also, while at it, make sure to check if you need to invert the green channel on your normal map. You'll immediately see the difference and whether your normal baker needs -Y or +Y

warm stag
plucky olive
#

Anyone got suggestions for good places to get decent res real world height maps

hot grove
#

someone was chatting about real world terrain data yesteday in the terrain makers channel, might be worth poking around in there

plucky olive
#

not gunna lie I thought this was the terrain channel I miss clicked... my bad lol but thanks!

hot grove
#

aha no worries πŸ˜›

static depot
#

Good Morning, anyone here?

silver gull
#

no

static depot
#

Huh! I could have sworn I saw somebody duck out the back.

#

do you have the time and/or patience to walk a noobie texture maker through some process @silver gull?

#

I've got the texture open in GIMP, but I've never used the program before and I have some questions.

silver gull
#

in that case you are better off looking for youtube tutorials and the like. If you have arma specific questions, this is the right place.

static depot
#

well, it's a texture from a vehicle in a CUPs mod in ARMA...but really the question is more about "how to make a texture" than truly ARMA specific.

#

I'm just trying to repain a vehicle.

#

*repaint.

silver gull
#

repaint as in recoloring?

static depot
#

Yeah.

#

Basically from tan to white.

#

but then I want to paint a stripe also which I think will be it's own kind of problem.

silver gull
#

ah the police car type...

static depot
#

Actually, I want to turn a British Ridgeback PPV into an Ice Cream Truck to lure Zombies to their death.

#

I want to paint it white with a blue strip at the bottom and white wheels. Then maybe pink, yellow, blue poka dots wrapped around the body.

#

But first I just want to figure out how to color it at all.

silver gull
#

there are retexturing tutorials for arma i'm sure. but any other tut for other game will do, its always the same.

static depot
#

I've never used GIMP before, but I used to use Photoshop about 15 years ago. I just don't have a licensed copy of photoshop anymore.

full quarry
#

GIMP can do what you need. Differs a little from PS by tools names and such at some occasions. If you have 64bit system make sure you get the 64bit GIMP.

worn jasper
#

Hey guys, Im having an issue where there is a big black almost shadowy thing covering part of my textures. I think its probably an RVMAT issue but I cannot find any issues in the RVMAT . I will post a screen shot in a minute

#

As you can see, it covers everything below the MFDs. I can upload my RVMATs too if wanted

nova hatch
#

that seems to be a wrong texture in your model or rvmat

#

like wrong location

full quarry
#

can it be your shadowLOD? @worn jasper

worn jasper
#

I do not think so. LODNoShadow is a property of my view pilot lod

#

and my rvmat points to the correct textures

brittle cosmos
#

Yeah I'm very doubtful of it being a shadow LOD issue. Could you pastebin your RVMAT? And if you remove the material, is it still black? If so, then it's most likely something wrong with the texture or UVMap.

worn jasper
#

I took the cockpit model and put it in its own p3d separate from the F/A-18 LODS, and it looks fine. I will upload RVMATS. One sec

#

Those are them

brittle cosmos
#

I'm in mobile so I can't view those RVMATs, but is that how you expect it to look in game?

worn jasper
#

no, the shadow covers most of everything in the cockpit 😦

#

I hate arma sometimes

silver gull
#

do you have a black AO ? because thats what that does.

worn jasper
#

That would be the _AS correct?

twin bane
#

correct.

worn jasper
#

They are not black

#

They are purple/white when opened in text view

twin bane
#

link a screen?

worn jasper
twin bane
#

@worn jasper that looks proper'ish

#

sorry, kids now running interference here locally now. i be slow to reply for a bit.

worn jasper
#

no worries

#

and yeah Im not sure what the issue is

silver adder
#

LODNoShadow in the viewpoint lod tells it to not use it as a shadow, it will still use the standard shadow volume to shadow it, just try turning shadows off in game settings, and try again @worn jasper

#

do you have a ShadowVolume - View Pilot?

potent swift
#

Fail to process imagetopaa

worn jasper
#

@silver adder I do not

silver adder
#

you can add those shadow lods, they can be empty if that works for you, they will be ignored unless the config values are set

#

I'm sure the viewpilot works, but I think that viewgunner and/or viewcargo are broken

static depot
#

Hey, guys. Anyone got a second to show me where to find a certain vehicle in the ArmA 3 .pbos?

#

I've searched through every folder I can find .pbos in and extracted all the ones that make sense, I just can't find the files.

silver gull
#

ingame configviewer, find the class and look what model="<name+path>" it has

static depot
#

okay. I found the config viewer, but I've never used it before. do I spawn the vehicle I want first?

#

there's a name when you hover over it in the drop down. I took that to be the name of the file, but I couldn't find it by that file name.

#

and I'm not sure how to open the path to vehicles.

#

oh for Pete's Sake! I just didn't scroll down far enough smack

#

Thank you.

static depot
#

Which approach is better? Converting .p3d files to .obj files in Blender and then working them in 3ds Max or

#

using the P3D to FBX converter which hasn't been updated since 2012?

#

Because 3ds Max doesn't seem to natively recognize .p3d files after unpacking .pbo.

full quarry
#

using blender and the blender arma toolbox to export straight to p3d

#

though there are different opinions on that depending on what program one primarily uses.

#

Also unpacking a pbo and using the p3ds packed in there is a big nono.

#

@Blackhammer#7474 you might get better help if you elaborate what you are trying to do.

ashen granite
#

Hey guys, do anyone know how to make a shadow based on a texture alpha ? e.g the camo net has that type of effect, I'm actually creating a hut roof, and I would need this technique

static depot
#

Well, great. All I get is a cube when I try to convert the .p3d to an .obj and import into Blender. To clarify. by big "no-no" do you mean we can't do it? How da heck are we supposed to retexture the 3d vehicles if we can't get the models to work with? Do I have to go to a mod someone else has already done to get a vehicle there?

full quarry
#

You edit the textrue templates

static depot
#

_co files?

full quarry
#

the only way to retexture binarized .p3ds

#

those or the ones provided in the Arma 3 sample files

static depot
#

well, I tried a few different things these last two hours to recolor the textures. I'm not having much luck.

full quarry
#

actully the templates are not in the samples

#

now where were those

static depot
#

I basically need to color the Box of the Box Truck to white instead of black.

#

And then I have to layer decals all over the cab and box.

full quarry
#

in any case retexturing is purely image editting since the source models are not available

static depot
#

That step should be easy....the decals. but the initial coloring has me stumped. I thought by recreating the layers from the original 3d object I could just paint them in 3ds max.

#

so what you are saying is they don't even want you to alter the 3d images...or even have access to the vanilla polys

full quarry
#

3d images? and yes no access

static depot
#

because later I was going to try to figure out how to animate lifting the side panel to reveal a built out interior.

full quarry
#

cant

#

if its not in the object, you cant edit them

static depot
#

I know I can't. Not till I learn how.

full quarry
#

I mean that you cant edit any packed model

static depot
#

but you are saying can't as in BI doesn't want you to.

full quarry
#

it is against their EULA

#

and Im saying you can't as in you can't

static depot
#

so basically what you are saying is that I either have to make it from scratch or find it somewhere outside BI content or any mods.

full quarry
#

well yes

#

but also using content ripped from other games/etc is not allowed

static depot
#

yeah, but there are people that will make them for you for a few bucks.

full quarry
#

sure

#

as long as they dont rip them

static depot
#

Or I can figure it out after a few dozen or hundred hours.

#

what about scripts to get them to actually function in game?

full quarry
#

best bet is to make it yourself since you can then alter it when needed

#

well there are guides and tutorials for all the configs and shizles

static depot
#

okay. that's a whole nother kettle of fish.

full quarry
#

Indeed.

static depot
#

even though you are dashing all my hopes and dreams, thanks for responding.

#

maybe I just need to have another go at retexturing.

#

I just can't figure out how to simplify the process of recoloring the panels.

#

I even have correct sample colors from the cab and other parts of the panel area.

#

but I'm pulling my hair out trying to figure out how to color it properly while preserving seams and details.

#

at least I finally found the right .paa file after about 2 hours... that was a major breakthrough in itself.

full quarry
#

πŸ‘

nova hatch
#

start game, look, restart over and over

#

gotta get used to that hah

static depot
#

bleh. I know you guys are laughing into your sleeves because you had to go through the same process back in the day.

ashen granite
full quarry
#

is it _ca or _co texture?

ashen granite
#

It is a _ca

full quarry
#

try selecting all faces and in OB faces menu - move top

ashen granite
#

Does _ca faces with that kind of alpha requires any special type of rvmat ?

full quarry
#

sorry, getting too zzZZzz to remember. Have you searched the BiForums? Similar questions have been asked a few times I think.

ashen granite
#

Yep, still not got it working unfortunately

nova hatch
#

I think pufu had the same issue with a fence and a house

#

iirc it was a problem of the house not the fence.. I think

#

@Blackhammer#7474 Not laughing because we had to do it back in the day, you still have to start up arma and test all the time

#

so its.. fun

glacial star
#

hey guys does anyone know any good indepth info for the multimaterial rvmats?

#

like how many colors can the mask containt and such?

#

better description of the _mc and _ads layers

still ibex
#

@ashen granite try increasing the size of the texture, had a simular issue once and that fixed it

dense peak
viscid gazelle
#

I just discovered that I suck at UVW unwrapping.

ashen granite
#

@still ibex Switched from 1024Β² to 2048Β², still the same results sadly

woven storm
#

Can anyone help me on making Pal2PacE convert to png instead of paa?

brittle cosmos
#

If you'd like to be able to convert PAA to PNG from Right click > Send to, then you can enter shell:sendto in file explorer. Then make a bat file in that directory with the name of your choosing, and inside of it put

"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\TexView2\Pal2PacE.exe" %1 %~n1.png

You would of course need to change the path to Pal2PacE if your tools are installed elsewhere

woven storm
#

okay it works for only the first file though

brittle cosmos
#

Did you get it working with send to? I can give you something else for it to work on every selected PAA

woven storm
#

ya it's working when sending to tha bat

brittle cosmos
#
for %%x in (%*) do (
  "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\TexView2\Pal2PacE.exe" %%x %%~nx.png
)

Should work for converting only the selected files

woven storm
#

says the filename or extension is too long

#

I think I'm doing too many at once

#

can I send the whole folder?

brittle cosmos
#

I'll say no

#

Well I might have misunderstood what you meant. You should be able to select all the PAAs within a large folder, and then use it, but you can't just send it a directory

woven storm
#

it said

the filename or extension is too long

when I tried sending all the files at once

brittle cosmos
#

Odd, I haven't gotten that error. Did it work when you tried less?

woven storm
#

yes

#

trying to find the threshold now

#

seems to be somewhere slightly over 100

#

164 apparently

#

"slightly"

#

I did it in batches, thanks for the help

#

ti seems to be relative from 140-180 depending on filesize and name length

plucky olive
#

Does anyone know what the emmisive[]={0,0,0,1} value does because changing it seems to have no visual impact?

ashen granite
#

It is in the R G B A format, being Red Green Blue Alpha

#

So basically you're just changing the alpha of a negative emmissive value, which is nothing

nocturne lake
#

Compared to A2 you have to have reasonably high values for emmisive in A3 before they glow brightly

#

but as Sam says, zero wont do dick

#

and the alpha value is redundant if the rest are 0

plucky olive
#

right, so basically its like adjusting the hue in a image?

ashen granite
#

The emmissive value is defining how much the material is emitting light

#

e.g: Arma 3 gas stations signs, etc.

plucky olive
#

right

#

thanks!

ashen granite
#

Take note that it will not emit light in the world (and therefore casting shadows), this is purely visual and acting only on the surface the material is applied

plucky olive
#

ok, thank you for all the info guys!

ashen granite
#

This is what happens when you turn on your cars lights at night in-game, some dashboard elements will glow: emissive

plucky olive
#

oh that makes sense

nocturne lake
#

if the values are all the same number, it will emit as "white light" which will use whatever colour the base texture on the object is

#

altering the values in an un-even manner shifts the colour towards Red, Green, Blue etc. at night

plucky olive
#

ok so like thats how the lightbulbs appear 'lit up' at night

proper pivot
#

Am I correct in saying this acts on the whole texture? If so, can you use the alpha channel of the main colour texture to decide what parts of the texture/model actually emit light? E.g. Save a small white area into the alpha channel and only that section will emit?

silver gull
#

no you cant to my knowledge. THe entire texture will emit light. Thats why emitting textures are usually overlays with alpha over the original texture (e.g. lighted truck dashboard)

nocturne lake
#

indeed. DayZ/Enfusion has proper emmissive maps IIRC

#

but not Arma

acoustic dove
#

they do? like having a proper maps? aka emisive map?

nocturne lake
#

i seem to remember they had a devblog about it

acoustic dove
#

if so that would be ten times better than what we have now

#

also those speculars that have colors would help alot too

#

which Dwarden told me before Tanoa expansion that "They been thinking of that for the expansion"

acoustic dove
#

cool , thats the emisive map , very good

silver gull
#

at least that means it will be in arma 4, so small consolidation price i guess

acoustic dove
#

that should have been in Arma a long time

nocturne lake
#

I'd imagine we keep the alpha stuff now since in most Arma applications it's useful to have the lights turning on/off based on animation rather than material changes

acoustic dove
#

you can imagine that how easier would be to do a emisive map for a cockpit for a example

#

instead of actual emisive models

nocturne lake
#

indeed, but as I said, how does one then transition from the emmisive to the non-emissive state when the engine is off? You still need to hook it in to the animation system somehow

#

but I guess it would then be easier just mapping the whole cockpit to animate hide/unhide and not having to fuck around with alphas

acoustic dove
#

ofc for complex things sure it is better have models of those parts

ashen granite
#

color spec tho

#

wow that emissive mask has been added 2 years ago lmao

nocturne prairie
#

anyone knows why the shadow from building hide the normalMap? is a RVMAT problem?

full quarry
#

got a picture?

nocturne prairie
#

ah yes sec

proper pivot
#

@X3KJ (and all!) I've not tried to do any emitting textures yet but would love to learn how to do it/implement them. Would looking at vehicles in the ARMA samples be the best way of seeing an example of how this is implemented?

nova hatch
#

Look at the lights sample models, has a thin selection on top of the light that emits

nocturne prairie
#

lights samples?

full quarry
#

@nocturne prairie have you tried it in the other maps like stratis or altis? VR lighting conditions might affect it , But it just might be that as the shadow cuts all light from the surface it just doesnt show. What kind of rvmat you have on it though?

nocturne prairie
#

yes, vr lightning is not the same. but i test it and i have the same problem. can i send you my RVmat private?

full quarry
#

sure

brittle cosmos
#

Does he have an AS or ADS? My guess would be there is something wrong with it, and it's probably hard to see that normal map through black

nocturne prairie
#

no my AS_map is white and a littlebit light red or so? i dont know which color is it in english πŸ˜„

silver gull
#

@proper pivot idk if the sample has a dashboard, but it should have head and tail lights (not the lightbeams, but the glowing reflectors) so yes

dense peak
#

all the paths form the p3d are white

dense peak
#

this may help, i found this in my rpt log

#

12:45:25 e76_roads\kr_x_usc4_4_usc.p3d - Not all levels have On Surface set
12:45:33 invalid center

nocturne prairie
#

Hey guys, my problem is, i have really problems with glossy. Here in the pitcure is my specular [ 1,1,1,1]. You see, many glossy.

When i change the specular to [0.5,0.5,0.5,0.5] in the rvmat , i cant see my normalmap details (planks) in the shadow. But in the sun or light works great.
https://cdn.discordapp.com/attachments/279334987285790720/279756342342975488/unknown.png (Works in the shadow, but many glossy)

https://cdn.discordapp.com/attachments/279334987285790720/279768050394202112/unknown.png (change the specular, dont works in shadow)

quaint shadow
#

from my experience, the procedural fresnel texture can make a big difference when it comes to reflections, so you may want to try to mess with that

#
texture = "#(ai,64,64,1)fresnel(1.5,0.5)";```
#

the 2 values I usually play around with are the ones inside fresnel(), I'm not sure what the other ones do but I think you can leave them like that

nocturne prairie
#

hm ok

brisk mountain
nova hatch
#

@brisk mountain it seems you dont have any hidden selection selected to override or even if the model allows hidden selections hiddenSelections[] = {"Camo"}; best would to be look at their config to see

brisk mountain
#

@nova hatch The config for the Gorka uniform in RHS?

nova hatch
#

Yes

brisk mountain
#

I found the Gorka in rhs_infantry2, the config in it just has a CfgPatches, witch has a rhs_infantry rather than A3_Characters_F under requiredAddons
Changing A3_Characters_F to rhs_infantry or rhs_infantry2 didn't change anything.

Thanks for the help either way @nova hatch , I'll have to look into the hiddenSelection

brisk mountain
#

Got it solved now. Under CfgWeaponds I had uniformClass = "haxfar_uniform_gorka_r_autumn"; but under CfgVehicles it was class haxfar_gorka_r_autumn : rhs_vdv_gorka_r_y_rifleman "_uniform" got removed and now it works.

frozen blade
#

@brisk mountain where you gonna release that retexture. mind if i see it?

brisk mountain
frozen blade
#

I'm not too much into how rights and licensing works, so yeah...
so yeah what?

brisk mountain
#

I don't know how that stuff works, only that I don't intend to infringe on RHS's work.

frozen blade
#

if you didn't want to, maybe you should have asked first

brisk mountain
#

I knew what I meant, but couldn't put it down properly

frozen blade
#

and since the gorka is my work, a word of advice here

#

i don't mind it, but on the other hand:

  1. gorkaR doesn't come with camo
  2. keep the credits as they are
brisk mountain
#

thanks

#

I only intended it to be a small addition to my groups in-house modpack.

frozen blade
#

yeah that is fine

viscid gazelle
#

Day 1: I'm now going to attempt some texturing work. This is unknown territory. May the odds be ever in my favor.

mellow timber
#

I'm working on a few variants of this and wondering if you guys have any camo textures you're willing to share? http://imgur.com/jm0B8Ii

olive monolith
silver nimbus
#

You can see other damaged windows through damaged windows which seem to almost overlap the closest window you are looking through. It is trippy

glacial star
#

any house builders in here? πŸ˜ƒ

#

working on improving the SFP object pack a bit

#

i am a bit stumped as to the _DTSMDI maps and their workings though

#

also, does anyone have a good workflow for lowpoly ao rendering

#

for the house light maps for example

frozen blade
#

dt smdi is a mix of dt and smdi maps

#

the dt is in the red channel

frozen blade
#

the rest behaves (the green and blue channels) just like a normal smdi

glacial star
#

@frozen blade thanks

#

i just looked at a vanilla DTSMDI and the G and B channels were blank

frozen blade
#

lol what

#

@glacial star - what file?

#

for baking ADS

  1. green channel is pure AO (fixed spread distance from edges)
  2. blue channel is lighting map (full range spread)
#

for example

glacial star
#

@frozen blade both ADS and MC maps really.. like more of a workflow, been trying both Xnormal and handplane baker but is hard to get convincing look, so was more interested in what program to bake in, what settings and so on.. a large question for sure..

#

also i was wondering why my _DTSMDI does not tile like the rest of the textures in my multimaterial rvmat.. annoying

#

it refers the same texgen as _co and _nohq, according to my admittedly humble understanding this means it should tile much the same way

frozen blade
#
  1. neither xnormal nor handplane will be of any use for anything bar the green channel in the ADS.
  2. I personally use 3ds max, and for bakes i use MentalRay and AmbientOcclusion (MR) with a spread of 0.8~1.0 and a max distance of 0 for blue and around 20-50cm for green
  3. your DTSMDI most likely doesn't tile due to some fuckup you have in your rvmat
#

more on 3 - what stage is that in? @glacial star

#

or post here the rvmat

glacial star
#

stage 7, the metal roof dtsmdi

#

the values work but the tiling is wrong

#

OK cool Pufu so you assign a pure white material and bake a lightmap to texture or?

frozen blade
#

it doesn't matter if you assign a white mat or not

glacial star
#

ok

#

yeah i see you wrote ao MR now

frozen blade
#

on that rvmat, da fuck you use that format instead of the one i kept posting everywhere....i can't even read that

glacial star
#

it's vanilla arma 3 asset rvmat i borrowed πŸ˜„

#

if you have a better blank multimat I'd be glad to use it though

frozen blade
#

sec

glacial star
#

thx

frozen blade
#

your issues is simply because you cannot change the relation between stage and texgen

#

stage 7 = texgen 7

glacial star
#

Ok coolio thank you

#

i got it sort of working on my rvmat but I will change to yours for sure

#

I'm wondering how dark I should go on the _ADS and MC maps now that BIS are changing their assets also

frozen blade
glacial star
#

yeah saw the thread too

silver gull
#

yeah sometimes i wonder how hard it is for BIS to post some simple details to answer simple questions like this... did they already forget what settings they used? xD

glacial star
#

guess i gotta update my dev branch install and extract some maps to see

frozen blade
#

extracting maps is pretty useless if you ask me

#

not 2 are gonna be the same

#

because at least the blue channel is different based on the number of holes in the model

#

@silver gull - also wonder that...i don't care what sort of software that is in...

#

since these changes are already in RC, i wonder there will be more bakes done...

silver gull
#

or they realised that... "well shit we forgot to make things consistent yet again" and try to push it under the carpet

frozen blade
#

most likely not hence a question could be answered

#

@silver gull neah, that'd be irrelevant

brittle cosmos
#

They didn't touch many of the vanilla A3 assets. It was mainly Tanoa. In addition they darkened _co textures

glacial star
#

@frozen blade still largely the same, the _DTSMDI map does not tile like the _CO and _NOHQ map -> no big deal, i just thought they would

#

or actually, do they

#

wait

frozen blade
#

another pita on that one (color equal), no matter the settings, i wasn't able to get O2 to show correctly the texture after visual upgrade...

#

@glacial star if it is not a generic one and it is made to fit the co, it should

glacial star
#

@frozen blade yeah it tiles now just like it is supposed to, thank you!

#

now my metal roof looks like a metal roof

#

awesome

#

got any more good tips for making houses? I am still a bit struggling regarding the finer points of the MC and ADS textures

frozen blade
#

i gave you an overview on the ADS

#

for MC, it is an inverted blue from ADS with some grey output change

glacial star
#

ok

#

thanks

#

now it looks better

#

gotta go back to 3ds max though and rebake some stuff, fix some errors though

#

but overall the ingame importing went a lot smoother than I would have expected

#

also, do you bake the interior separate from the exterior or all in one go? i got excessively dark maps when I did it all in one go, that was in xnormal and handplane baker mind you

frozen blade
#

i usually have 2 mats, 1 for interior one for exterior...the last one is diff, because reasons. I always back with everything that doesn't really move visible

glacial star
#

ok cool, yeah i have one for ext and one for int too

#

ps. care to reveal what houses you are working on? πŸ˜„

frozen blade
#

i have

#

can't take screens atm

glacial star
#

ok, didnt know that's all

glacial star
#

here's the result of my bakes now ingame

#

@frozen blade thanks for the assistance!

bronze stone
#

1 Channel is enough πŸ˜‰

viscid gazelle
#

Well, he's only thanking for the help here and asking for feedback in the other. πŸ€“

glacial star
#

yeah.. i didn't know there was such strict rules here.......

#

anyways, does anyone know if/how to export multiple UV sets from 3ds max to Object builder?

frozen blade
#

fbx or bitxt export

viscid gazelle
#

It's too easy to do something nice in Substance Painter. I feel like I'm cheating on a test.

frozen blade
bronze stone
#

nice floor.

frozen blade
#

needs a lot more MC dirt about...too prestine..

bronze stone
#

Yeah, but the walls look pretty decent

#

The "mold" (?) on it

frozen blade
#

it is a lot easier to have that sort of detail on a 2:1 texture that only needs to tile on a single direction

#

without the obvious repetition...

bronze stone
#

Wouldn't it be easier just to add a single Plane above the wall itself and use the Mold as an overlay?

frozen blade
#

you mean using a ca texture?

bronze stone
#

Oh yeah, banana. Apples are also nice.

#

( ?? )

#

ca = ffs... whats the name for it... alphaBackground? -.- my head is killing me today...

frozen blade
#

fucking noob...

#

color alpha = ca

#

yeah, wrong way to do that sort of thing, you just fucked the normals πŸ˜ƒ

bronze stone
#

Alpha! Thats what i meant! yeah! πŸ˜„

glacial star
#

@frozen blade damn that's nice! Getting a kind of North american vibe from the building? THe mapping community could sure use more american buildings and stuff

#

your house looks a lot lighter inside though, I think i need to lighten the B channel of my _ADS map

#

btw how does map keypoints support Γ₯ Γ€ ΓΆ?

#

in your screenies they do?

glacial star
#

I updated my lightmaps now to be lighter and character models no longer stick out like a sore thumb, so that's nice. Gotta try it on DEV branch still and see how it compares... http://imgur.com/a/zHohp

glacial star
#

oh just noticed it is exterior mc and not interior.. oh well.. it is just inverted BLUE channel

slate totem
#

nvm; i derped

silver gull
#

stop showing buildings, i cant restrain myself forever to not start yet another thousand models

#

doesnt necessarily help that i got by a few cool abandoned industrial areas recently and played stalker again

bronze stone
fresh hill
#

More buildings is always good. πŸ˜ƒ

#

Any plans for destruction states? First just DMG Texture, then destroyable parts.

silver gull
#

i wanna have a big city that is actually crowded (unlike falluja where its alot of "in between")... not sure how performance would end up, so not sure if worth it.

#

and with that "wish" everything else has to follow suit. I was thinking maybe have interior, but only unhide it when someone breaks the door or windows

twin bane
#

wants navmesh functionality.. and really large buildings...

silver gull
bronze stone
#

@silver gull
What about:
"Hide" the interiour (i fkn hate that word) and connect it with Door Anims?

twin bane
#

lol

bronze stone
#

I am not kidding, why not? πŸ˜„

#

(oh btw.: Nobody needs windows πŸ˜› )

twin bane
#

be curious to see how it works. i'd imagine it's not a clean scenario.

bronze stone
#

Why not?

#

AnimationSource bound to DoorAnim -> Done

twin bane
#

well, windows for starters.

#

clean meaning, optimal.

bronze stone
#

ignore Windows, they don't exist in this reality

#

πŸ˜„

#

(of course its bullshit what i wrote πŸ˜„ )

twin bane
#

lol

bronze stone
#

I mean, technicly, its working, but it would look ugly from outside

twin bane
#

performance is overrated, end of discussion.

bronze stone
#

Exactly!

#

But: For bigger Buildings -> Every room a single Model (remember: Occluder thingy)

twin bane
#

yeah i would still like some more time to do heavier occluder testing. they do work, and i'd like to think with some planning you could make really good use of them.

bronze stone
#

lets switch over there Hatch0rt

twin bane
#

aye

fresh hill
#

Not sure if this is the right spot, but does anyone know why BIS_fnc_exportEditorPreviews produces such faded images when following the wiki guide recommendations?
Seems to me the screenshot is dumped from some cache and doesnt get the final color grading applied. some post FX sorts it out for me, but not ideal...

brittle cosmos
#

Yeah mine were always washed out. After taking the images I could get them to look "normal" by changing some settings in my NVIDIA control panel, but I never figured out a way to translate those changes to an image editing program.

My solution was to use my own DLL for taking screenshots, but Killzone Kid made his own DLL as well http://killzonekid.com/arma-extension-scr_cap-dll-screen-capture/. The only downside to those is that they require you to edit the BIS function, and also keep A3 in "focus" while the script is running. The screenshot command works even if you have another window open on top of A3

unreal magnet
#

how do you guys go about baking AO for building interiors?

fresh hill
#

Extract furniture from proxies first, then as usual.

unreal magnet
#

well, "as usual" is still unknown territory for me πŸ˜›

fresh hill
#

Ah. Any specifics depend on your AO baking tool. And there are hella plenty out there. Which one are you currently using?

unreal magnet
#

3ds

fresh hill
#

Oofff... its a while ago since I last did it there. But I am vaguely remembering setting the distance to 100 and falloff to 2. But these values depend on your import scale. Metres/Centi/Milli

unreal magnet
#

mh kay, will search around for a bit

dense peak
#

i remember someone talking about baking the interior indipendent from the exterior

depends a lot on what you wanna achive really...
if by interior you mean buildings
do not explode it
same for vehicle interiors.
you can choose to bake a limited falloff if needs be
if you want that sort of effect
stick a light inside, besides the normal baking sky dome or whatever method of dome you use for baking AO(bearbeitet)
PuFu - 11.07.2016
for that sort of bake, you surely don't want shit exploded, because the lighting informaiton would not fit, unless you duplicate the light source about
which makes things way more complicated than it needs to be
plus exploding is soooooooo 1999s
you can choose to bake based on matIDs
max and maya at least
Schultz - 11.07.2016
Yes blender aswell
I'll do some tests, thanks!
X3KJ - 11.07.2016
@Schultz mental ray in max - no light source required```


from model makers channel
brittle cosmos
silver gull
#

i would use mental ray in 3ds max... you can adjust the range of the "ambient shadow cast" Light tracer doesnt work, it makes stuff too dark for interiors / you would have to rely on manual lighting (a pain)

unreal magnet
#

is there a nice tut around? not really feeling like fucking around lol

frozen blade
#

@unreal magnet there isn't

unreal magnet
#

😒

#

allright, time to play around I guess

frozen blade
#

i set 2 ao (mr)

unreal magnet
#

that reminds me, you can save baking presets. mind sending yours to me?

frozen blade
#
  1. distance 30-40 cm
#

the other 0 (as in infinite)

#

yeah will do when i get home

unreal magnet
#

kk thx

slate totem
#

Hey guys, I'm having a weird issue on an object I'm working on, in regards to receiving shadows. I get the following effect, as opposed to a proper shadow.

http://i.imgur.com/Y9KKqWE - Is this an RVMAT issue?

full quarry
#

All I see is grass on that pic?

#

πŸ˜›

#

But which model

slate totem
#

On the back of the chieftain (tank to the right, with the radiators shown), there's a spot of shadow as opposed to the full shadow casted from the Bulldog.

full quarry
#

which one is the bulldog?

slate totem
#

The one in the air on the left, that one is from CUP and I just used it to cast a shadow on top of the tank.

full quarry
#

oh its in the air

#

now wonder it cast no shadow under it

#

your picture is a bit confusing sorry πŸ˜„

slate totem
#

You should be able to see the shadow start behind the chieftain, and it's my fault, the perspective is horrid.

full quarry
#

yeah I thought that was the chieftains shadow

#

and then wondered where all other shadows were

#

does the chieftain cast shadow properly?

slate totem
#

It does on the ground correctly

#

but not on itself

full quarry
#

it does look strangely shiny

slate totem
#

Would you like to see the RVMAT?

full quarry
#

youre lacking some textures I see.

#

though those should not be necessary

slate totem
#

Yeah, I'm very new to this, just trying to get a grasp of each element before I move on

slate totem
#

Okay, I found out the issue if anyone else is to encounter it. When creating the texture, I had not attached the suffix _co before converting to .paa, and it wasn't passed through the correct encoding. Thanks for the assistance, @full quarry. Much appreciated. :)

full quarry
#

I wasnt much of help there.. πŸ˜„ Great that you figured it out!

slate totem
#

Yeah, but you offered your time and might have set me off on a different line of thinking to find the issue. :)

full quarry
#

I'll take it! You're welcome!

quaint shadow
#

hey @dense peak, if you don't mind me asking - I was looking at a twitter link you posted in #arma3_model and came across your post about the supershader for Substance Painter, so I was wondering if there was any additional information or any news about that project?

dense peak
#

Oh i was just linking to it πŸ˜„ @ancient smelt is the guy that does all that awesome stuff πŸ˜›

quaint shadow
#

ah, gotcha, looking forward to using that shader when it's done, as I already spent more time messing with rvmats than with my textures - despite the fact this is the first time I've used SP2 πŸ˜„

dense peak
#

I think its available, scan the foxhound international website

dry otter
full quarry
#

whats the issue?

dry otter
#

ambiant occlusion of other models is visible through the helmet

full quarry
#

is this 3rdperson mode?

dry otter
#

no, arsenal view

unreal magnet
#

lol ghost helmet

full quarry
#

ok yeah took me a while though but yeah thats an ear

dry otter
#

and a nose πŸ˜„

#

but it also does it with vegetation, buildings, etc.

full quarry
#

in what kind of situations?

#

and with all models or just characters?

dry otter
#

just the helmet, because of the net's alpha I guess

distant rose
#

try adding forcealpha = 1 into geolod properties

#

looks similar/same as alpha issue with structures, looks like ghosting in engine

dry otter
#

yep that's the extact same issue

#

trying your property

distant rose
#

more info from vbs wiki: ```
forcealpha 1
If this is set to "1" then the model will be drawn in a different pass, which can help address certain alpha artifacts

dry otter
#

uups talked to fast, not fixed

distant rose
#

ah well, worth a pop

dry otter
#

what if this property is set to resolution lod directly ?

#

it made the alpha texture nicer but did not fix the ghosting

distant rose
#

there is also:```
Forcenotalpha 1
Deprecated: This functionality is now handled by RVMATs.
Force the whole model not to be considered as alpha model so that shadows will be cast on it. Various alpha sorting artifacts may appear on alpha blended parts of such models negating the usefulness of this named property.

#

iirc its a geometry lod property only but feel free to go forth and test

nocturne lake
#

Is the netting alpha a separate texture to the helmet shell?

dense peak
#

i recall that mostly being the problem what da12thMonkey is after

fresh hill
#

Try applying a _CO to the helmet, and then changing the netting to the correct _Ca texture via hiddenSelectionTextures. For my helmets I found that if the model is binarized with _CO applied to the faces it behaves a lot better with shading as if it were to be binarized with a _CA.

dense peak
#

iirc a face in a p3d with a alpha texture applied is diffrent to one that is not, hence why you have to apply a alpha texture for binarizing when you want to add alpha textures via setTexture or hiddenSelectionTextures to the model later on

fresh hill
#

I just double checked what I did for my helmets. I use _CO assigned to the faces for binarize and then apply the desired foliage via hiddenSelectionTextures, which is also a _CO. I had to rely on 1bit alpha, as otherwise the shading went all crazy.

dry otter
#

@nocturne lake yep it's on a separate texture
@fresh hill currently, netting faces have the #(argb,8,8,3)color(0,0,0,0) texture and _ca is applied via hiddenselections

#

I'll try with you trick

slate totem
#

Did that fix your issue?

dry otter
#

Assign _co texture to the netting (I used the texture of the helmet itself) + _ca texture via hidden selections : nope
Assign _co texture to the netting + _co texture (same texture renamed) via hidden selections : nope
Result : http://imgur.com/qi6SD83
TexView : http://imgur.com/wjpNHTW

dense peak
#

as i said:

stuff like this could happen otherwise:
http://images.akamai.steamusercontent.com/ugc/171538338096368580/ED2A1657D4AB9813DE701B7ABD6FDE24E4A52C3C/````
dry otter
#

Yep

#

I'm trying alpha setup in O2 atm (move to top didnt work, trying move to next alpha)

silver gull
#

you have to apply procedural alpha map to be able to use alpha textures later

dry otter
#

what does this mean ?

fresh hill
#

initial _CA instead of _CO

silver gull
#

use this as texture for the netting: #(argb,8,8,3)color(0,0,0,1.0,CA)

fresh hill
#

However, initial _CA + supershader causes weird shading behaviour. I.e the faces themselves don't recevie shading from the Shadowvolume anymore.

dry otter
#

X3KJ, I'm already using this setup, then CA or CO applied by hiddenselection doesnt work

fresh hill
#

I.e vehicle decals that are changed vie hiddenselections show up super bright and unaffected by shading if they are _CA.

dry otter
#

my texture is a 32bits targa with alpha

#

initially

silver gull
#

@fresh hill thats because alpha with DXT5 does not receive shadows in general. Alphas with DXT1 (means alphamaps with _co tag, resulting in 1bit alpha) work with shading

fresh hill
#

Ohh, gotta try that! πŸ˜ƒ

dry otter
#

my bad didn't see the 1.0,CA at the end

fresh hill
#

Ah wait, I did already. πŸ˜„

silver gull
#

1bit alpha generally sucks

fresh hill
#

Thats why I use _CO for my decals.

dry otter
#

#(argb,8,8,3)color(0,0,0,0) i'm using this now I'm going to try your #(argb,8,8,3)color(0,0,0,1.0,CA)

fresh hill
#

Yes, 1bit alpha is barebones and OK for decals, but netting and feathered foliage... much of the poo

silver gull
#

i had to use dxt1 for my tank track textures, would look too shit otherwise

#

i upped the resolution to counter the "1 bit stepping"

dry otter
#

how do you change from dxt5 to 1 ?

silver gull
#

terrible workaround...

fresh hill
#

texture extension from _CA to _CO

dry otter
#

ok this I did

silver gull
#

if you compress an alpha map with a _co tag, you get 1 bit alpha. If you compress it with _ca tag you get 8 bit alpha

dry otter
#

πŸ€”

silver gull
#

how you rename it after paa compression doesnt matter, it stays the same type

fresh hill
#

HA!

#

Actually, I found the shader relies on the naming of the .paa

#

at least for _smdi

#

its utter BS

dry otter
#

ok so from tga to paa with _co extension

silver gull
#

for alpha maps it doesnt matter if you have 8bit alpha (DXT5) and _ca or _co tag in paa name.

dry otter
#

does it work with texview (open tga > save as > paa) or do I have to use BI tools ?

fresh hill
#

texView is just the nice(er) interface for pal2pac.exe. Its really the only way to get it to .paa

silver gull
#

should work yes... i just dragndrop my tga/png files onto ImageToPAA.exe

fresh hill
#

Ah right, these days it's called ImageToPAA. πŸ˜„

silver gull
#

theres still Pal2PacE.exe .

#

not sure where the differences are...

fresh hill
#

duplication / leftover, I reckon.

#

Its called ObjectBuilder now, but it's still called O2Script πŸ˜„

dry otter
#

hehe

silver gull
#

it still needs to breathe... so thats logical

fresh hill
#

Same with Czech Republic -> Czechia.

#

It's still Czech Rep to me... πŸ˜›

dry otter
#

ok so, with a properly exported _co texture :
#(argb,8,8,3)color(0,0,0,0) = shader issue
#(argb,8,8,3)color(0,0,0,1.0,CA) = black alpha

fresh hill
#

http://i.imgur.com/OQSITVc.png

here I was derping with the _smdi compression to get rid of the squarish dots. Tried using uncompressed texture instead, found that SMDI stopped working entirely as soon as the file extension of the .paa is not _smdi (regardless of how the .paa was converted)

#

Last picture shows the same .paa file just renamed.

silver gull
#

the shader issue you cant solve. Its how it is. You can only use dxt1 in this case. Idk if there is another shader that you could use for your dxt5 alpha

#

i reckon there is, considering camo nettings etc exist

#

just dont use super shader for the netting

fresh hill
#

Could give it a try without any material and old face/vertex flags. But that is a minefield in its own. Technically disabled and deprecated, but still real and active. 😦

dry otter
#
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.4,0.4,0.4,1};
specularPower=3;
PixelShaderID="NormalMapDetailSpecularMap";
VertexShaderID="NormalMap";
class Stage1
{
    texture="WW2\Assets_t\Characters\Americans_t\US_Airborne\us_helmet_net1_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={14,0,0};
        up[]={0,14,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="WW2\Assets_t\Characters\Americans_t\US_Airborne\us_helmet_net1_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
#

I took the base from A3 alphas

fresh hill
#

Try using superShader then. I guess we all assumed you did. πŸ˜„

silver gull
#

i think BIS (or someone at BIS) took note of the Supershader DXT5 shading issue, but who knows what happened/ if it was forgotten/ or deemed "too complicated"

fresh hill
#

Find a way to use it so that it CTD's the game, but would be awesome nonetheless. Then tweet about it and have PCGamer write about it. Then BI will fix it πŸ˜„

silver gull
#

"wishlist"... i call that a bug

fresh hill
#

One man's bug is another man's feature...

dry otter
#

PixelShaderID="super";
VertexShaderID="super";

no difference

#

still _co texture
#(argb,8,8,3)color(0,0,0,0) = shader issue
#(argb,8,8,3)color(0,0,0,1.0,CA) = black alpha

#

🀦

silver gull
#

the other way round i presume...

#

and thats to be the expected result... look for what the BI camo nets use for their alpha texture. If its 8bit alpha, use their shader/material

#

if not... i guess crying in the corner and cursing at Arma is the other option

fresh hill
#

BI's camonets are 1bit alpha, too. I checked back when I did mine. πŸ˜„

silver gull
#

😱 πŸ˜ͺ

fresh hill
#

Only other way I could see here is tree shaders

#

but they come with a whole new set of limitations that don't make them work on headgear / vehicles. πŸ˜„

dry otter
#

Yep DXT1 but they seem not to have anyrvmat assigned to the faces

silver gull
#

please remind me when BIS writes "look at what our engine is capable of" somewhere .... I shall remind them that their alpha texture tech is still stuck in 2001

fresh hill
#

The entire list of things stuck in 2001 may not fit onto that page. πŸ˜„

silver gull
#

gotta start somewhere

dry otter
#
        {
            "camo1",
            "camo2"
        };
        hiddenSelectionsTextures[]=
        {
            "\A3\Characters_f\BLUFOR\Data\equip1_co.paa",
            "\A3\characters_f\common\data\ghillie2_co.paa"
        };```
silver gull
#

if its dxt1 it doesnt matter. I was hoping that some stuff uses dxt5 with proper shading.

#

the ghillie uses dxt1 too? wow

dry otter
#

yet they dont have this shadow issue, and I do πŸ˜„

fresh hill
#

Yep. Ghillie and the camo helmet too. All DXT1

silver gull
#

jeez

fresh hill
#

Just give us attachToBone so we can add the shrubs directly to the head.

silver gull
#

^^

#

then they "move" with wind too

fresh hill
#

Thats the nice part about the grass shader... but it prevents the stuff from being skinned to a bone. :/

dry otter
#

omg.. If I remove the rvmat from the face I still have the shader issue + texture is alpha + black

#

πŸ˜‘

silver gull
#

you cant prevent shader issue with 8 bit alpha. Use dxt1 alpha map (compress your trexture with _co tag) and then whatever shader you fancy

dry otter
#

I already did

fresh hill
#

Do you have the net in your shadow lod?

dry otter
#

no

silver gull
#

what do you mean by "shader issue" exactly

dry otter
#

transludancy

fresh hill
#

The characters face (the one with eyes and nose?) I am not sure what I am supposed to see here.

silver gull
#

the strips are translucent (half transparent even where alpha is 1)

#

thats not the shader issue that we mentioned, thats something else

dry otter
#

yes you can somewhat see the ambiant occlusion through the model

#

no, the alpha texture makes all the faces under it transludent

silver gull
#

ok then you have 2 problems or just one?. AO through model is solved by putting forcenotalpha=1 as property in GeoLOD

dry otter
#

this as alaways been my only issue but I thought you had scroll up to get the information

#

trying forcenotalpha

fresh hill
dry otter
#

Yeah but no 😒

#

with forcenotalpha=1

silver gull
#

the fuck? what shader did you use for that?

#

also, i recommend trying to assign the alpha texture directly to the net. Get that working. Then worry about set texture things.

#

Go one step at a time, solve the issue, move on. Rather than trying to shoot down all things with one shot ... and missing constantly

dry otter
#

forcenotalpha=1

  • #(argb,8,8,3)color(0,0,0,0)
#
  • dxt 1 _co in hidden selection
#
  • superShader
silver gull
#

its unlikely the hidden selection worked in this case. Otherwise you would at least see some texture...

#

oh wait no, the alpha is there

dry otter
#

yep

silver gull
#

your rvmat?

dry otter
#
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.4,0.4,0.4,1};
specularPower=3;
PixelShaderID="super";
VertexShaderID="super";
class Stage1
{
    texture="WW2\Assets_t\Characters\Americans_t\US_Airborne\us_helmet_net1_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={14,0,0};
        up[]={0,14,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="WW2\Assets_t\Characters\Americans_t\US_Airborne\us_helmet_net1_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
silver gull
#

thats not a proper super shader rvmat

#

use a vanilla supershader mat as reference

dry otter
#

yep let me update it hold on

#

it worked

#

all fixed sir πŸ‘Œ so it was this :

  • DXT1 _co texture
  • #(argb,8,8,3)color(0,0,0,0) to the faces
  • forcenotalpha=1 in geo lod
  • superShader rvmat
#

@fresh hill @dense peak @distant rose and @silver gull thanks for helming me ❀ love you guys

unreal magnet
distant rose
#

πŸ‘

unreal magnet
#

its a lot closer to 3DO

#

I just hope they will allow us to use custom shaders. since 3do is unity engine, that actually wouldnt be too hard I think

distant rose
#

yeah

acoustic dove
#

@unreal magnet did you updated your quixel export thing?

unreal magnet
#

not yet

#

I want to spend a couple more ours checking everything before I push an update.

acoustic dove
#

ok cool , i hope that Quixel update will release soon tho

nova hatch
#

Can you link the post or where to get the update when its released?

unreal magnet
#

sure

#

@acoustic dove shouldnt be too long. RC2 of 2.3 is out already

frozen blade
#

@Andrew#0693 you get the update by opening quixel and confirming you want that update...

nova hatch
#

@frozen blade i meant redphoenix export tool that roberthammer was talking about

ashen granite
#

Hey guys, is it possible to mimic the specular effect of light reflection ? Like seen on safety jackets, it can be seen in the night if lighted. Any ideas ?

nova hatch
#

the light could be on a different rvmat and then emit a bit of light

merry vapor
#

@unreal magnet the quixel plugin looks great, I dont suppose you'll be working on something similar for substance painter at some point will you? (or know of anything that I have missed in that area).

twin bane
#

There is a plugin/extension thingie for SP.

frozen blade
#

yeah but there is no need for exporting it

#

rather than having a similar viewport lighting

#

and hello @twin bane πŸ˜›

#

for exporting one can set their own maps as they want

twin bane
#

hello @frozen blade πŸ˜ƒ

frozen blade
#

@merry vapor ^^

ashen granite
#

@nova hatch Yeah but it will still emit light at night, even without any lights around

nova hatch
#

reflective maybe?

merry vapor
#

@twin bane @frozen blade I understand setting up the exports correctly etc, but I havent managed to set the viewport up looking super similar, that was what I was after. If you guys have any tips on optimal settings in that respect I'd be interested to hear!

frozen blade
#

@merry vapor @ancient smelt was doing a shader

merry vapor
#

@frozen blade yeah that would be perfect! I'll have a rummage thanks πŸ˜ƒ

unreal magnet
merry vapor
#

Pretty good!

#

The bit in the indent is probably the most noticeable difference

dense peak
#

light source is on a diffrent position

unreal magnet
#

yeah its not perfect yet

merry vapor
#

Good work still though!

fresh hill
#

Shading around the edges seems off ingame.

unreal magnet
#

true, but this might be the normal calculation or the light direction

potent swift
#

Hello

#

Where can I find the "uv map" files?

#

skin,texturig

merry vapor
#

Anybody around who's using substance painter at the moment? I just updated and it seems like everything is super glossy when rendering in Iray all of a sudden...?

merry vapor
twin bane
#

that seems suboptimal. i do not have a good answer for that one. maybe one of these pro SP goons knows though. if it's black in SP, but not on export ... i'd assume something in that part of the flow. (super helpful i know..) 😬

merry vapor
#

I havent actually tried exporting yet to be honest, I'll double check the exports and see, but I seems to me like its just a problem with Iray (which doesnt really affect my Arma stuff too much).

#

Yep, the export 100% black as expected, so it seems like an Iray issue, so shouldnt affect my modding.

distant rose
#

cool, that actually looks like an off the shelf model kit

twin bane
#

πŸ˜† model looks great though! @merry vapor

merry vapor
#

@distant rose maybe I'll just bring it in game at 0.00001 then πŸ˜‰

distant rose
#

hehe

twin bane
merry vapor
twin bane
#

πŸ‘€

#

I don't honestly know, not really keeping up with SP foo. Quixel for life? 😬

merry vapor
#

yeah, I've never touched quixel, just jumped straight into SP

twin bane
#

this should be a hotfix, to the best of my current knowledge @merry vapor

#

within the last several hours anyway. curious to know if it persists for you though and you are running 2.5.1. that is certainly suboptimal.

merry vapor
#

thats the version I'm on, just checked. Hopefully they'll hotfix soon!

frozen blade
#

should be fixed in 2.5.1, which was just released earlier today

merry vapor
#

It definitely isnt fixed in 2.5.1, looks like theyre aware of the issue from the forums/discord and are looking into it though.

still ibex
#

@merry vapor great looking tank!

jolly barn
#

Anyone ever have Texture Viewer not work upon installing? Basically I have associated the .paa extensions with it. It opens texView but then shows an empty 8x8 32b square. No .paa. I've attempted running it as admin & compatability with vista through win 8. No luck.. Any ideas? Tried re-installing 3 times. Trying to just open Arma .paas. Just recently installed a new ssd. Had zero problems before. D:

viscid gazelle
#

Which shaders are best for the scope lenses, for resolution LOD and pilot LOD respectively?

acoustic dove
#

supershader works fine

viscid gazelle
#

For both LODs?

acoustic dove
#

yes why not?

viscid gazelle
#

I've never tried it on translucent materials.

#

Will give it a try.

nova hatch
#

for the Virtual Reality 4 Export for quixel, does anyone know how I can get my images to export only whats defined by the color id or something

#

and whats not, transparent?

#

or how to combine all as one map

unreal magnet
#

@nova hatch you mean only export one material?

#

Not quite sure, but in export window there's export all materials and export selected materials

#

If that doesn't work, just deactivate the ones you don't need

#

Transparency doesn't work with this preset yet

nova hatch
#

@unreal magnet yea, I get a texture for each group, I applied the texture to a material ID so its not too bad

unreal magnet
#

Good

nova hatch
#

I actually don't know if you can do what I am thinking for quixel

#

never used it before now though, using your preset/plugin - thanks for it

dense peak
#

Hey, is there any way to convert multiple PAA files into PNG?

full quarry
#

Arma 3 Tools\ImageToPAA @dense peak

dense peak
#

Does this tool also convert back into PNG? Thats New To me 😁

rare lake
#

pal2pace == imagetopaa

dense peak
#

thanks!

distant rose
acoustic dove
#

yay

unreal magnet
#

wow

nocturne lake
#

Is the UI still beautiful?

unreal magnet
#

I dont think they changed much πŸ˜„

nocturne lake
#

Can confirm. It still looks like a CDROM app from 1999

#

all is right with the world

acoustic dove
#

UI is legendary in xnormal πŸ˜„

#

unlike in oxygen lol

twin bane
#

@distant rose πŸ‘

frozen blade
#

legendary is pushing it

#

the UI is bull, but the software is brill

silver gull
#

as long as the UI is properly usable, it doesnt need to look good. It gets bad when its illogical and nested
most recent UI's i've used (cad environment) where maybe nice to look at but totally bullshit in terms of usability. Designed to impress business people, totally inefficient to use for the dude supposed to work with it

frozen blade
#

yeah i know, i stil much like prefer the old autocad style UI than the newer (since 2012) ribbon bullshit

#

and other way too contextual stuff

silver gull
#

have you tried fusion 360 from autodesk? Its like "dude we have so sweet design, it even runs on iDevice and tiny laptop screen"... yeah, sure, click a tiny context menu arrow everytime you want to access ANY tool seems like a good idea.

frozen blade
#

yeah i did, the pc software is decent, but the UI is bull

#

UI/UX design needs to take into consideration usability before looky

silver gull
#

exactly

#

its ~12 times cheaper than inventor pro though... nothing to sniff at. + still better than freeCad, which is just a nightmare on every level.

merry vapor
#

I actually really like the newer autocad ui's, and I use it all day every day. There are some bits that are placed illogically, but the same can be said about the old style/versions, and many other programs!

frozen blade
#

with autocad i use type comands in 99% of the cases

merry vapor
#

Yeah I definitely type commands most of the time, but I like the option of having the ribbon there as well.

finite zealot
#

The USAF mod is looking for texture artists (prefered if you can also UV map)!! Contact me if you are interested! Or join our discord: https://discord.gg/bFz8qYB

silver gull
#

has anybody a suggestion for a nice and easy way to create blur textures for rotors ? (helicopters, jetturbines)

fresh hill
#

Bake rotors to a plane, apply radial blur?

silver gull
#

that was my first try, doesnt really look good on rotors with a lot of blades

nocturne lake
#

bake one blade to a plane with the edge of the plane at the centre of the rotor's rotation (so when you radial blur from that edge it accounts for the diameter of the rotor hub).

#

in PS, fill the canvas with the main colour of the rotors and create concentric arcs from that centred edge that represent the coloured tips and other details you might have on the texture

#

colour fill the blade white and duplicate the layer a few times

#

apply radial blur from the centred edge, using different values so the blade is more opaque in the middle and kind of feathers from the edge

#

stick a black background under these blurred white blades and merge them to form the alpha for the colour map you make from the concentric rings

#

was how I did the rotor blurs on the RHS Mi-28 anyway

silver gull
#

ok thanks, guess its trial and error time again for the proper mix then... in my case its a jet turbine, so many blades which blurred radially looks not that great, as there is more "blade" than "inbetween"

#

thought somebody might have experience rendering with motion blur and shutter setting stuff to achieve a less artistic, more realistic effect

glacial star
#

going along with mah house

lunar walrus
#

Lets just hope it doesn't end up with lots of bulletproof spaces πŸ˜› @glacial star

glacial star
#

hmm care to elaborate what you mean?

#

here is my AO for the _ADS blue slot.. any toughts, @frozen blade

#

also is 2048x2048 excessive for _ADS map? vanilla is only 1k..

dense peak
#

Guys, why after I binarize with addon builder the glass of the cars show a silver color without any transparency?
any tip?

brittle cosmos
#

@glacial star 2048x2048 is fine, BIS uses more than just 1k

frozen blade
#

@glacial star a bit noisy

silver gull
#

@dense peak maybe learn model basics instead of using models you "found" somewhere...

dense peak
#

@silver gull I don't use models from others search πŸ˜‰

steel oriole
#

@Bl4cKSh4d6W#2060 Except you clearly purchased stolen models from Shounka (for use on your life server), the evidence is in quite a few other channels now.

glacial star
#

@frozen blade pretty tempted to get the Substance painter 2 and designer combo on steam - esp after seing your AKs πŸ˜ƒ

frozen blade
#

i only got the painter so far. live is somewhat the better deal, i'll see if i grab that when sp3 pops up

nova hatch
#

I want to do the opposite, SP2 -> Quixel because of the bigger selections it has for scans

silver gull
#

why not use both?

#

to me SP seems like its just so much better for painting stuff on

frozen blade
#

@nova hatch you mean megascans. as a suite 2 owner you have access to 50+ points worth of megascanned data

nova hatch
#

@frozen blade Yes, and base scans it comes with. More selections to start off

lunar walrus
#

@glacial star I was just making a joke that most first time house models have railings and windows that you can't shoot through

ashen granite
#

Does _nopx applies to buildings ?

brittle cosmos
#

No, it's only used for ground textures

ashen granite
#

fck

#

thanks for the info

frozen blade
#

lol

silver gull
#

unfortunate... some nice large cobble stone foundations would be nth

ashen granite
#

yeah

#

my dreams have collapsed

nova hatch
#

Welcome to arma

full quarry
#

model them! >8D