#arma3_texture

1 messages ยท Page 24 of 1

full quarry
#

1 stone as single object.

#

worth it!

nova hatch
#

I suggest not uv mapping in OB

#

Use a free program such as blender

#

Import your model then uv map then export and import into OB again

full quarry
#

If Blender is used I also recommend FHQ Blender toolbox for straight .P3D Import/Export

quasi gulch
#

I'm reskinning the Kajman to Green Hex and I have to select blotches of hexagons individually. ๐Ÿ˜Ž ๐Ÿ”ซ

nocturne lake
#

select similar, or just turning off contiguous, doesn't work?

quasi gulch
#

Neither because of how the hexagons are.

frozen blade
#

imposibru

silver gull
#

i mean its camo... its against beeing detected

quasi gulch
tepid wolf
#

Hey guys does anyone know why when I spawn in a unit wearing the skin I created it gives me this error

#

No entry "bin\config.bin/CfgWeapons/TestTex.Library

brittle cosmos
#

@tepid wolf That's related to you config. If you could upload it to pastebin, or another text sharing website, then we can take a look and offer advice. As it's config related, #arma3_config would probably be a better place

tepid wolf
#

ahhh okay thankyou @brittle cosmos

stark crag
#

I've been looking for a while now and can't seem to find info.. What assets can I release retextures for without obtaining permission? Can I retexture anything that's in base arma3? what about apex? What about arma2 assets that have been imported into arma3?

#

Obviously, I would need permission for any content that's from an existing mod (unless it's content imported from arma2?)

#

even a link explaining this kind of stuff would be helpful. I did tried searching myself first before asking here but maybe I wasn't using the right wording.

frozen blade
#

in general terms, you should be able to release re-textures for anything as long as the mod you are releasing has no parts of the original released data (as in no re-pack)

#

also, it is advisable in this community to ask the authors before you proceed, at least because that's the polite way to do it

#

anything in A3 and A2 that is prepped for retexture (as in hiddent selection ready) should be fine by default

stark crag
#

thanks for responding @frozen blade Is there anything different about if it's not a public release and is a mod specific to my server?

frozen blade
#

@stark crag can you be more specific?

stark crag
#

I mean, can I still make a mod with retextures of a3 assets if they are a mod that is made specifically for my server (private mod hosted on a3l)

frozen blade
#

monetized server?

stark crag
#

no, just server specific content

#

not only for donators, but for all players

#

just want to make sure this is something I'm allowed to do before I make all the textures. they would all be branded with the community logo

frozen blade
#

something being for people who pay money = sale, so these turn to customers, but that is another discussion.
afaik, yes, mods can be private and server specific as long as these are based on BI assets

stark crag
#

@frozen blade you've been very helpful. I'm pretty familiar with the monetization policy, just not with permissions on retextures of BI assets

frozen blade
#

as soon as you touch any of the community made content (CUP included btw) the license of the mod take priority

stark crag
#

so a2 assets ported to a3 by cup, I would need permission if only the texture is replaced but the same model is used (by the exile customs trader script)?

frozen blade
#

yes (never played exile so i have no idea about that sript). If you wanna use A2 content using BI's license instead, get it into A3 yourself

stark crag
#

gotcha, thanks @frozen blade ๐Ÿ˜ƒ

ashen granite
#

Does anyone know how to export a UV map from 3DS Max and import it into O2 ?

nocturne lake
#

You export the model you just unwrapped. Or do you mean something else?

ashen granite
#

Yes, I see there is an export option in the UV Editor of O2, it exports as .EMF, tho I'm not sure what this option is used for. I was wondering if there was a way to import a UV Map into a certain UV Channel in O2

nocturne lake
#

that's not how UV maps work

#

exporting the UV map is just generating an image. The purpose is to export it to 2D editing software like photoshop for texturing.

#

.emf is a vector format

ashen granite
#

I see

#

There is that option under 3DS Max, was wondering if that was possible on o2

#

Thanks for the info ๐Ÿ˜‰

tardy condor
#

How do i make a custom face for arma 3, now that there is no custom face to edit in the game's documents?

#

i made the texture and all but i don't understand the keys thing

jaunty solstice
#

Is there anyone good at making satmap/textures looking for a project cause to tell the truth im the worst at making them. Anyway im working on a project and would love some help on mine, if anyone is interested just hit me up ๐Ÿ˜ƒ

odd crane
#

@ashen granite I'm not sure what you mean or what your intent is. If you're wanting two UV map channels for one object you've imported to Oxygen then yes, there's a way of doing it that more or less works

delicate plank
#

Have a stupid question for some of you more advanced scholars. Ill just use the blackfish as an example. It is layed out over several files for the texture. Is it possible to load this up in blender as a complete model, retexture the vehicle, then have it divided up correctly for the .paa files?

full quarry
#

nope, cant open up the A3 models.

delicate plank
#

Didnt think so. But thanks for the response.

acoustic dove
#

Is there is a way to deal with PAA compression that shows the artifacts on texture?

carmine flame
lunar walrus
#

Just didn't crop it in fully in whatever you edited it in @carmine flame

carmine flame
#

That was first thing I checked, but it's not that. I'm just going to switch back to A3 texture for time being, I wasted a huge part of the day on these roads. I'll go back to them when the rage has pasted lol

cyan bronze
#

Quick question: Is there a way to apply a transparent texture to a model so it leaves out a certain piece (accessory or so) or will it always render it black/white?

unreal magnet
#

use hide Animation

prisma abyss
#

hey guys for some reason i'm getting an error when exporting shapes to imagery

nova hatch
#

@prisma abyss wrong channel? Try terrain channel ๐Ÿ˜›

prisma abyss
#

oh crap

#

my bad

still ibex
#

: anyone know of any guides on making the _ti texture?

still ibex
#

thx man

odd crane
vestal trail
#

Anyone have a texture template for the ceasar plane. (The proppelar driven plane that came with apex)

nocturne lake
#

there is one in the steam samples IIRC

tacit sparrow
distant rose
#

@tacit sparrow read pm ๐Ÿ˜›

tacit sparrow
#

which pm?

distant rose
#

the one you dont have because you have not accepted friend request

#

^_^

tacit sparrow
#

fixed* ๐Ÿ™ˆ

bronze stone
#

๐Ÿคฆ

gaunt fiber
#

Any way to texture the M-900? "this setObjectTexture ]0, "..."]" does not seem to work?

brittle cosmos
#

@gaunt fiber Where are you trying to execute that from? i.e. from the init box in the editor

shrewd arrow
#

hey, is there a way to make my textures smaller or compress them so they are not so big ? or can you obfuscate them or something ?

full quarry
#

Pretty much no other way but ot lower their resolution

#

how big are they?

shrewd arrow
#

i have a skin 1024x1024 and its 3MB

full quarry
#

skin?

#

that does sound pretty big for a 1k texture

#

what format is it in?

shrewd arrow
#

you mean like .paa or .tga or something ?

full quarry
#

ya

shrewd arrow
#

.tga

full quarry
#

you need to convert it to .paa anyway

#

the game uses only .paa

shrewd arrow
#

yeah i know. ๐Ÿ˜„

#

okay nvm its okay ^^

#

@full quarry now its 400kb big can i minimize that ?

#

which options should i use ? dxt 1 or dxt 5 or what ? ๐Ÿ˜ƒ

full quarry
#

Dont think you need to change those. It will use what is appropriate

#

you probably cant squeeze any more out of the size

#

is 400kb a problem?

shrewd arrow
#

not really but i want to make a lot textures and i dont want to make the missionfile that big ๐Ÿ˜„

full quarry
#

you could pack the textures as separate addon package

quasi gulch
#

@vestal trail Arma 3 Samples

gloomy kelp
#

when i try to open a picture in texture viewer, it says "error loading file" what does that mean?

gloomy kelp
#

dont worry

gloomy kelp
#

ive made some insignia patches or whatever there called. they have an alpha map, but when i put them ingame they are invisible, in texview they show up, but not ingame

#

any ideas?

odd crane
#

Make sure you export your texture with proper opacity from photoshop, gimp or whatever you use as a 32 bit tga file with the suffix of _ca in most cases, then convert it to .paa in texview. To troubleshoot if the problem is the texture or your addon's config go ahead and assign your patch texture to some random object with a permanent texture to make sure your patch's opacity is working correctly. If it's working correctly then but not as the shoulder patch there may be something wrong with the model cfg, mapping, addon config .etc.

glacial star
#

i use a multimaterial rvmat

#

related to detail texture RVMAT perhaps?

#

nevermind just tried another random NOHQ and it is now correct

#

....aaand the reason was that there was a faulty alpha present in the NOHQ tex

odd crane
#

Try recalculating your normals f5 and see if that works

gaunt marlin
#

@glacial star If F5 doesn't fix that then you need to select all the glass faces (window faces) and then select Faces -> Move top on Object Builder/Oxygen 2 whatever you're using

glacial star
#

thx

gaunt marlin
#

you're welcome

frigid escarp
#

whats a good way to merge textures in an automated process these days? preferably some cmd line approach

brittle cosmos
#

Could you describe a bit more what you want to do?

frigid escarp
#

the AWAR system uses 3 named selections for decals on tanks to generate random numbers from 000 to 999

#

the idea is to reduce it to one selection/section and have instead of the ten images from 0,1...,9 to 1000 images to achieve all combinations

dense peak
#

probably imagemagick or graphicsmagick

brittle cosmos
#

Yeah ImageMagick or GraphicsMagick seem like good options

frigid escarp
#

tx

obsidian nimbus
#

are the color values in arma 3 .rvmat files RGB or in the standard arma color format?

nocturne lake
#

standard format

mighty crest
#

what's the best way to reduce the amount of pinkish texture coming through on an RVMAT via the SDMI map?

#

I want to have it more black, shadow like...

nocturne lake
#

your smdi shouldn't affect the colour at all

#

unless you're using a colour in the specular[] array

mighty crest
#

okay, I end up fixing it with adjusting the specular value.

plucky olive
#

Does anyone know the difference between PAA and PAC? or where I can find out?

nocturne lake
#

pac is obsolete

#

used to be used like _ca.paa files are, back in OFP times

#

newest tools wont even convert to .pac

plucky olive
#

ah ok thanks

plucky olive
#

Dont suppose anyone knows a good tutorial on setting up different textures on the same mesh? I think its called hidden selections.

so basically different items with different textures but same p3d file, thanks in advance

brittle cosmos
#

You might be thinking of multimats. hiddenSelections are used to easily allow for retextures of objects through scripting or configs

#

If you wanted to use 4 different textures on the same object, multimats are the most efficient/optimized way to do that

plucky olive
#

hmm, so basically what I mean is I have a mesh of an ingot for exmaple, and I want say a copper and iron ingot from the same model, what would be the best way to achieve this?
As far as I was aware multimats are used on buildings to give high resolution textures using the ID map and 2 uv sets.

would the best way just be seperate p3ds with different textures assigned? or would it be hiddenSelections?

nova hatch
#

you could have them all on the same texture set and rvmat I guess then hiddenselections to hide the one you want

#

but you wouldn't be able to do as fine of rvmat tweaks I guess

plucky olive
#

what Ive got right now is two p3ds one with the uvs using the upper half of the image and the other using the lower half, then have two seperate ingots on 1 texture file, but I have 4 or 5 types to make,

#

I mean its not an issue if I have to just use multiple p3ds cos they are only 8kbs and thats before packing, but if I could do it through configs would be nice

#

isnt hidden selections what they use for the different vehicle skins? cos thats more or less what im going for

#

by they I mean bohemia

nocturne lake
#

yes, but hiddenSelections don't work on some simulation types so depending on what you have them configured as, they may or may not work

#

AFAIK they don't work on magazine ground models, they don't work on weapon attachments

#

they don't work on Visitor-placed objects either IIRC

vagrant lake
#

hey guys short question does arma support PBR texturing ?

bronze stone
#

Don't know if i have to cry or laugh. ๐Ÿ˜ญ

#

Okay, i decided to cry. No, it doesn't have PBR.

vagrant lake
#

okay :/

#

just asking want to preset all in substance painter ^^

plucky olive
#

Does anyone know of a guide to making custom roads? Like a custom sized one not just a retexture

bronze stone
#

No need to post it in several Channels.

plucky olive
#

Different questions

#

The one above is specific to the p3d file wondering what they mean, im just asking for a guide here as I thought it would be more specific to this channel

frozen blade
#

it's a simple plannar uv texture, so what is the question then?

bronze stone
#

ยฏ_(ใƒ„)_/ยฏ

tiny barn
#

So what's the easiest\most efficient way to make a spec map?

thorny canopy
#

hi lads, just had a cheeki peek in the ArmA3Samples and the RHIB Doesn't seem to be in there, is the template found anywhere else or even available at this point?

frozen blade
#

no ^

#

or in A2 pack

#

@Zelik#0033 - using PBR workflow?

silver gull
#

@frozen blade no, the life workflow

bronze stone
#

life

fresh hill
#

As for the road texture: its a bit more tricky, as it needs to be tileable texture that also needs to be mirrorable. Probably hasn't changed with the shapefile tech, but I haven't done any roads in A3 with this yet.

thorny canopy
#

@frozen blade are you saying the arma 2 rhib will have the same texture? I thought it'd be configured differently.

Any of Apex out of .ebo yet? Could I just rip the rhib texture

granite briar
#

Is anyone willing to help me with rvmats?

full quarry
#

you could just drop your problem here and people will answer if they know anything about it.

granite briar
#

The issue I'm having is my normal maps are barely visible

unreal magnet
#

pic?

unreal magnet
#

the rvmat assigned? the nohq in the rvmat assigned? what does the normal map look like?

granite briar
#

by assigned do you mean "hiddenSelectionMaterials[] = {"Lewis\data\Lewis_MG.rvmat"};"

#

?

unreal magnet
#

no, assigned in the p3d

granite briar
#

oh yes

unreal magnet
#

do you assigned the nohq in the rvmat file?

granite briar
#

yes

#

i'm not sure exactly what i'm doing in the .rvmat

#

class StageTI
{
texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
};
Ambient[]={1};
Diffuse[]={1};
ForcedDiffuse[]={0};
emmisive[]={0};
fresnel(4.01,2.86)
specular[]={0.25};
specularPower = 100;
PixelShaderID = "NormalMapSpecularMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture="Lewis\data\Lewis_MG_NormalMap_NOHQ.paa";
uvSource="tex";
};

dense peak
#

that rvmat looks broken

#

lots of arrays are missing values

#

and NormalMapSpecularMap needs more stages than just stage1

granite briar
#

ok

dense peak
#

i'd suggest you to use Super for a weapon anyway

granite briar
#

when i tried following an example rvmat it made the model fully black

dense peak
#

usually it's the best to grab a rvmat from a vanilla asset that is similar and replace paths as a start

#

then tweak values from there

granite briar
#

how do i find the vanilla assets? i tried looking in the arma3 sample but i couldn't find any

dense peak
#

you need to have a pdrive set up with pretty much the whole game unpacked anyway

#

its best to use the mikero tools for that

granite briar
#

yeah that's what i've done

dense peak
#

ok then you have everything in your pdrive you need

granite briar
#

yeah i think so

dense peak
#

just go to P:\a3\weapons_f or whatever weapon addon you like or there are and grab a rvmat from a rifle you like ๐Ÿ˜›

granite briar
#

ok thanks

dense peak
#

and only repath the textures

#

nothing else for a start

#

oh and do not edit the original rvmat, copy it to your project dir

granite briar
#

will do

dense peak
#

it's always better to use a working example reather than rely on a tutorial being kept up to date or even being accurate/correct in the first place

granite briar
#

yeah

devout cedar
#

quick question regarding smdi and sm, sm is just a regular standalone specular map correct? without displacement?

dense peak
#

it is basically the same but smdi has increased bit depth (according to the wiki)

frozen blade
#

@willithappen#8753 ahh shit, i was actually talking about model...so yeah forget what i wrote

frozen blade
#

@devout cedar don't use _SM with supershader

devout cedar
#

J've since switched to smdi, but thanks ๐Ÿ˜ƒ

vagrant lake
#

Hey Guys, anyone has a preset for window maps for substance painter ?

thorny canopy
#

Ah righto no troubles, was a wee bit confused for a bit there haha

granite briar
#

Help please. I can't seem to invert my normal map, my bolts appear as holes

granite briar
#

nevermind for some reason i had to invert both the red and green chanel

mild moat
#

Hey there can a texture Dev message me?

full quarry
#

probably best if you drop your question here. The Devs are pretty busy

mild moat
#

Im looking for someone to teach me texturing so i can make Textures at a faster rate

#

i have a base understanding

full quarry
#

If anyone has time to start teaching you they will reply to you but dont count on it. It takes quite a bit of timea and that is a luxury very few have.

If you got specific questions people here usually reply to those pretty fast but for learning I suggest you study any texturing tutorials out there and especially those that are made for whatever programs you use.

mild moat
#

Yeah okay, Well if any texture devs that have spare time please PM thanks

frozen blade
#

spare time is a luxury...there is plenty info freely available on the web though

viscid gazelle
#

Just try and learn by yourself and ask about specific problems you encounter, like everyone else.

dense peak
#

Hey, ive just achieved getting a detail (_dt) map ingame (with a supershader .rvmat). The problem ist that colours wont be detected as being in alpha channel, there is only 0 (nothing) or 1 (black). I have saved the texture as .png and exported it as an .paa file. Link to the .rvmat file https://pastebin.com/UWVAj7Kd Ive already thought that you may be able to change "Filter=linear" to get that working..just how? Thanks again! Edit: @silver gull Youre my last hope ๐Ÿ˜„

nova hatch
#

Made them

granite briar
#

can someone help me figqure out why my texture aren't working? i've got the project on the p drive, set the texture in the .p3d file and it doesn't appear in game. The rvmat however works perfectly fine..

bronze stone
#

pboProject?

granite briar
#

thats what i'm using

bronze stone
#

Okay, at least.

#

Btw

#

My magic Glassbowl is currently broken.

#

So i can't predict the future/guess your problems.

granite briar
#

haha ok i'm just not sure what steps to take from here to resolve it

bronze stone
#

Me neither

#

Since:
So i can't predict the future/guess your problems.

granite briar
#

righto

bronze stone
#

=}

prime pewter
#

@bigbangben#9273 what are the texture's dimensions? also show the path to it inside OB with a screenshot

silver gull
#

@dense peak try renaming the png to something_ca.png , then convert it to .paa, after that you can rename it to whatever you want.

#

_dt should could would also work.

#

if those suffixes are not found, it uses DXT1 compression with 1bit alpha -> only 1 and 0

granite briar
full quarry
#

@granite briar your issue lies with having p:\ in your paths

granite briar
#

i tried removing that in OB but still produced the same result

full quarry
#

well remove it anyway

granite briar
#

ok will do

full quarry
#

it is wrong at least

#

do you have p: in your rvmats too?

granite briar
#

no

full quarry
#

or in any other path

granite briar
#

no P: is only defined in OB

full quarry
#

?

granite briar
#

*referenced, don't know why i said defined

full quarry
#

only place you should have p:\ is OB settings - path for textures

#

no other place/path

#

because then Arma wont read it from the addon

#

but tries to read it from P:\

granite briar
#

wait i thought you were telling me to remove"p:" from P:\lew... in OB

full quarry
#

yes

granite briar
#

ok

full quarry
#

but in OB file menu -> settings

#

there is a line for path for textures

granite briar
#

ohhhhhhhhhhhhh

full quarry
#

that should be P:\

#

Nowhere else

#

ever

#

well ok some settings somewhere might have it or if youre running buldozer from P:\

#

but nowhere model related

#

or texture/material related

#

also tools menu has material & texture renaming tool that is quite useful for chaning paths

#

or filenames

granite briar
#

i think that fixed it, thanks mate

full quarry
#

no problem

#

its a common mistake

dense peak
silver gull
#

i dont see what the issue would be in that picture. THe cant load -> likely a typo in the procedural texture name.

#

#(argb,8,8,3)color(1,1,1,1.0,co) this is a procedural texture name for example.

#

you have one # too many

dense peak
#

Well the colours are way too hard, they should only shine through a little bit. Thats the Gimp file with the beton texture under it, what it should look like ingame. http://fs5.directupload.net/images/170414/gn8dqwb3.png Also i have changed the Stage 3 texture to texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; , no more errors ๐Ÿ˜ƒ

vestal trail
#

Is it acceptable to adjust areas of an AO map (ads in this instance) in GIMP/photoshop?

gloomy kelp
#

when i try to binarize this, it has an error saying that there is a missing "}" at the last line

nocturne lake
#

because you left cfgVehicles open

#
class CfgVehicles
{    
 
class cfgWeapons
{ 
...
};```
gloomy kelp
#

does that not enclose everything?

nocturne lake
#

no, cfgweapons and cfgvehicles are separate

gloomy kelp
#

oww the cfg vehicles

#

yep i got ya now

#

thanks for that mate

dense peak
#

hey there, is it possible to integrate a new selfmade font into the game? greetings ๐Ÿ˜ƒ

nocturne lake
#

and then create a class in CfgFontFamilies

dense peak
#

Is CfgFontFamilies only accepted in config.bin of a mod or can i use it in the description.ext?

nocturne lake
#

no idea

uncut birch
#

Is there a guide on how to retexture stuff like guns ? ๐Ÿ˜ƒ

potent trout
#

@uncut birch
can do it one of two ways.
Option one, learn how to 'copy' the base of the weapon into your mod. Then go about replacing textures with self made ones.
Or
Option two, look at basegame config for the weapon, and basically do the same as option one.
Not exactly detailed but so far I've only skinned a vehicle. Haven't touched gear yet.

uncut birch
#

hmh Thanks for the awnser so far... ๐Ÿ˜ƒ

full quarry
#

@uncut birch There is at least one pinned thread about that on the biforums I think.

uncut birch
#

will take a look later thanks @full quarry ๐Ÿ˜ƒ

somber pier
#

How does one remove a shine to a texture?

#

My F35 coating is a bit too shiny and I'd like to tone it down just a little

brazen iron
#

@somber pier edit specular map(.smdi)

somber pier
#

Cheers mate I'll look into it

nocturne lake
#

increasing the specularPower value to narrow the highlights, and darkening the RGB values in the specular[] array can also reduce the overall shiny-ness since the _smdi values are a per-pixel scalar to these two .rvmat parameters

somber pier
#

Thankyou very much!

tiny barn
#

Any idea why I can't get transparent textures to work in SA?

#

Even if I use an rvmat and texture from something that's translucent it still won't work with my model.

frozen blade
#

SA?

tiny barn
#

Standalone.

#

DayZ standalone.

tardy tinsel
#

Hey there! Hope I'm right here ^^ Does anyone know if there is any oportunity to group up two or more elements in the GUI-editor to move them as one part? Thanks for help!

obsidian nimbus
#

Does anyone here know how accurately object builder buldozer displays .rvmats? Mine always look different in game. Is the a way to edit them with an accurate preview?

cursive zealot
#

anybody know why photoshop wont export .jpg's with trasnparency? Is this just a cc issue?

brittle cosmos
#

jpg doesn't support transparency

cursive zealot
#

Oh what the fuck.

potent trout
#

.png is what you're looking for

cursive zealot
#

yeah I was just hoping that I could use .jpg for some on screen stuff, hopefully this'll work .paa

potent trout
#

I think you can use .png files as well?
Not entirely sure.

cursive zealot
#

afaik I've only seen .jpg and .paa work for regular usage ingame

potent trout
#

Like UI or straight textures?

cursive zealot
#

just straight textures for objects and such, I've even seen commands documented only to use .jpg before. Which is strange. Like setFlagTexture, I believe that's .jpg only.

nocturne lake
#

think .paa is used for flags as well these days

cursive zealot
#

Could be just the command, afaik the docs could say anything other than the truth lol

frozen blade
#

lol @ jpg with transparency

#

does texview even convert paas from jpgs?

nova hatch
#

Never bothered to try myself

#

Lol

nocturne lake
#

image2Paa seems to support .jpg (there are checkboxes to exclude .jpg, .png or .tga in a given source folder) so I imagine texView does

plucky olive
#

Hey so Ive been messing around with designer and was wondering, so in ARMA as far as im aware SMDI maps are made from R channel being all white, B being the Specular Power map and G being the specular map,

So my question is, what makes a surface more reflective white or black?

acoustic dove
#

white is more reflective

#

black is dull

plucky olive
#

thanks

somber pier
#

They both work fine in game, I dont see a difference but was just curious to hear from the more professional people

#

Ultimately I dont know what the blurry stuff is around the airframe in the 2nd image, also its easier for me to see the edges in the 1st one.

nocturne lake
#

depends how much padding there is around the UVs. First one would possibly begin to show black lines around the UV seams at a distance if there isn't enough padding when the texture mipmaps

#

the one with more black space probably has a smaller filesize

#

but the benefit is marginal

#

second one carries little risk of seams appearing, but as I said, probably has a slightly bigger filesize

somber pier
#

Awesome thanks for the info, I'll go have a closer look in game now

vestal sundial
#

Texture progress fort he V-280 Valor

#

On another note, I have 3 2K textures so far on the external model alone, am I going overboard?

nocturne lake
#

I think the Taru and Mohawk have three external ones

vestal sundial
#

Cool, I'll have to look at those for reference.

plucky olive
#

Has anyone here had any experience with making textures in substance designer for multimaterial rvmats? If so would you mind me asking a few questions

obsidian nimbus
#

Quick question, what are texturename_mca.paa textures for? I noticed some tree models use them and it isn't listed on the texture naming rules page

nocturne lake
#

It's _MC with _AS in the alpha channel In case of shader for trees RGB values are multiplying with basic colormap and alphachannel is used for lightmap (equivalent _AS)

vagrant flicker
#

Hey guys, I'm making this plant model, and I have a regular texture file, a normals texture file, a transparency texture file, and a specular texture file. How would I apply these so it would look correct?

granite briar
#

Is anyone willing to create some textures for me? The models I want textured are going to be modded into arma 3. Message me for details.

copper blaze
#

Working on re-texturing helmets from the "Firewill:PilotCrewPack" collection. Currently having trouble understanding the config. I have written CfgPatches; CfgVehicleClasses; & cfgWeapons portions in the Config but I am not having any results. Would anybody be willing to take a moment to message me to attempt to assist me in understanding the config and possibly writing it?

nocturne lake
#

Are you certain the helmet models have hiddenSelections set up?

copper blaze
#

In the default mod config, they do.

plucky olive
#

Hey, so Ive been having alot of issues with my multimaterials and was wondering if anyone could help. Basically no matter what I seem to do it just goes bleached white (if the time is set to later/earlier it gets better but still not great):

nova hatch
#

@plucky olive

plucky olive
#

See I dont notice any diffeerence in the rvmats? I have been fucking with all my texture maps loads with more or less no changes either, I thought it might be rvmat related because of the brightness of the parts that currently dont have a texture applied

#

hmm im gunna try adding the texgen 5-7 part

nova hatch
#

worst comes to it you can try swapping mine out for yours

#

that will isolate the problem

plucky olive
#

yer will copy yours exactly and just swap texture directoires

#

Right I have no clue what was different but its like 10x better now, thank you so much @nova hatch

nova hatch
#

No problemo, glad it worked @plucky olive ๐Ÿ˜„ if possible can you post what it looks like now?

plucky olive
#

So how comes your DTSMDI maps use a different texgen? Im gunna assume its related to that as thats the only difference I notice, and yer sure two secs

#

those images are under exact same map, time of day act both pointing directly at the sun (sun is directly behind the camera)

nova hatch
#

Thats how I got it, from PuFu I think? Someone here helped me with multimaps awhile ago

plucky olive
#

ah fair enough, well once again thanks now when I actually can make decent textures in designer they will be viewable in game lol.

nova hatch
#

Looks much better btw, finally got a chance to view it

plucky olive
#

cheers,

dusky wigeon
#

Now that ive created this monstrosity:

#

How do i go about creating the _nohq (normal map?) and .rvmat of it?

full quarry
#

I would guess the face normals for Arma textures are baked from a highpoly model soo if you dont have one, its going to be tough

dusky wigeon
#

hmmm what about the rvmat?

full quarry
#

there is an example in the article

#

and you can pull the Arma 3 rvmats from the unpacked game files

dusky wigeon
#

Would you happen to know what the Tanoan head model is called? (eg. GreekHead_A3, PersianHead_A3, AsianHead_A3)

nocturne lake
#

Classnames are TanoanHead_A3_XX, head = "TanoanHead_A3";

dusky wigeon
#

@full quarry @nocturne lake Thank you!

#

So i guess if i should be using the original normal map of the face texture i used eh. No matter how much i change the face, since i have to follow the eyes nose mouth position of the original anyway, that normal map should work fine right?

dusky wigeon
#

(the hair i mean) In the texture itself its not like that.

dusky wigeon
#

Is it because of the rvmat? (i used the default one the original face had)

dusky wigeon
#

But i cant seem to open the original RVMAT

quaint shadow
#

looks like that rvmat is binarised

dusky wigeon
#

I edited these parts: m_asian_01_nohq and m_asian_01_co and replaced them with the one i edited. Simply avoided the NUL ETX SOH parts. It seems to have worked:

bronze stone
#

ew

dusky wigeon
#

@bronze stone ๐Ÿ˜ฆ its my first time

#

Now my problem is that the front part of the face is really really bright. Its not like that with the default faces. Does anyone know which setting controls that?

bronze stone
#

prolly RVMats

plucky olive
#

So is there any actual difference between NOHQ and NO ? or it just NOHQ is for like higher resolutions?

twin bane
#

@plucky olive i dont remember honestly.. don't think so though.

dense peak
#

NOHQ maps are less compressed than NO

bronze stone
#

Is _no even used?

twin bane
#

deprecated

bronze stone
#

I can't remember seeing it in any files.

dense peak
plucky olive
#

Yer thats what I thought Ive never seen them used. But what Benno says makes sense to be fair

twin bane
#

still works i think

plucky olive
#

thanks for link, was just curious really as I've never seen it before either

dense peak
#

I think NO maps are used for the Altis Map textures

#

Is there any easy way of changing the UV Map set for the main texture (_co)? Edit: Sorry for reposting, think my old post drowned ๐Ÿ˜ƒ

plucky olive
#

Do you mean like in a multimaterial?

#

like where the AS map uses uvset1 but the textures use uvset0

bronze stone
dense peak
#

No iยดve got my co texture applied in the Face Properties, like pressing E in Object Builder ๐Ÿ˜ƒ

plucky olive
#

oh right and you want it to use a differnet uv set from that menu?

dense peak
#

Yeah exactly ๐Ÿ˜ƒ

nocturne lake
#

AFAIK you can only change the uvSource for the materials, via the .rvmat. Texture will always use uvSource tex

plucky olive
#

hmm, maybe go to your uv editor, filter by main texture select your CO map and then copy it onto a new uvset?

#

oh never mind then

#

so is a detailmap just a grayscale image of the diffuse map just without any extreme height values (all around 0.5)?

nocturne lake
#

So really you should copy the UVs you have now to the second UV set. Assign all materials to use that, then change your main UV set for the _co alone

dense peak
#

Yeah thatยดs what i thought, wanted to avoid that as its a bullshit load of models and res Lods ๐Ÿ˜ฃ

nocturne lake
#

There's probably a way to write an O2Script to generate a duplicate UVSet for all LODs, but I haven't got a clue how to write one

dense peak
#

Naw thatยดs ok, thanks a lot. Would probably take even more time writing the script. Also i hate config and scripts, the less the better ๐Ÿ˜„

dense peak
#

Atleast itยดs working just as it should, Iยดve always wondered why the texture was looking like rubbish ๐Ÿ˜ƒ

obsidian nimbus
#

Oi what settings are arma normal map compatible in CrazyBump? I always seem to have one axis inverted despite having changed the settings.

quasi gulch
#

Heya I'm just getting started with Substance Painter 2.6.0. How do I import a PSD texture as a diffuse for my model?

dense peak
#

Im not using Subtstance Painter but from what Iยดve found that doesnยดt seem to be possible... "Now it's time to make a plugin for Photoshop to re-export images back to SP2๏ปฟ" Answer from Allegorythmic: "I will check to see if we have this planned, but I don't think it's something we are going to do.๏ปฟ" Taken from https://www.youtube.com/watch?v=6oJrot26ebI

lyric dagger
#

How can I make a simple texture replacement mod? I translated the CSAT VTOL cockpit gauges and I want to test them out

obsidian nimbus
#

Is there a page on the texture naming rules that includes ALL of the rules? There are a bunch of different texture types that don't have descriptions

dense peak
fresh hill
#

Anyone got any experience with creating ADS(HQ) maps. As in actually combining AO and "soft shadows"?

dense peak
#

"soft shadows"? Arenยดt ADSHQ maps simply high res versions of the normal Ambient Shadow (AS) Maps?

fresh hill
#

according to the wiki, not.

dense peak
#

Iยดve only found this info but maybe youre right ๐Ÿ˜ƒ "_ADSHQ - high quality version of ADS. Source textures (tga, png) are created in the same manner as standard ADS textures (G channel contains ambient occlusion, B channel contains diffuse shadow). Shaders can work with both _ADS and _ADSHQ." https://community.bistudio.com/wiki/Texture_Map_Types

brittle cosmos
#

That wiki description isn't the best, but it's the same workflow. _ADSHQ has the green channel copied into the alpha channel
From TexConvert.cfg

// HQ version of ADS
// we store G in alpha, because we want more resolution in ambient shadow
// R has to be 0 - we use it to distuinguish ADS and ADSHQ shaders
class ambient_diffuse_shadow_hq
{
    name = "*_adshq.*";
    format = "DXT5";
    channelSwizzleR = "0"; 
    channelSwizzleG = "B"; 
    channelSwizzleB = "0";
    channelSwizzleA = "G"; 
    dynRange = 0;
    errorMetrics=Distance;
};
prisma abyss
#

hey guys, i need a few police skins making anyone here willing ? Can pay ๐Ÿ˜ƒ

brazen iron
#

@prisma abyss how much are you willing to pay?

prisma abyss
#

Got any exames ?

#

examples*

brazen iron
#

no, I never made police uniforms but I can show you what I'm working on right now, come to pm

prisma abyss
#

drop me one

dense peak
#

There is an actual channel for "creators recruiting" (far bottom). Also there are lots of police mods out there..

coarse solstice
frozen blade
#

you won't find the help you looking for here due to the fact that you haven't made that car to begin with

#

ripped = bad

#

ยฏ_(ใƒ„)_/ยฏ

coarse solstice
#

I bought the source files..

frozen blade
#

yeah, i heard that one before

coarse solstice
#

so.. yes I bought it

bronze stone
#

Where from?

#

+Just because you bought it, doesn't have to mean it's not ripped.

coarse solstice
#

Mrshounka / Shounka. I don't know what you call him ๐Ÿ˜ƒ

frozen blade
#

yeah well done, you paid for ripped content, great investment

nova hatch
#

What could possibly go wrong

coarse solstice
#

hahaha my file was in wrong pixels. It's working if my paa file is 2048x2048 pixels ๐Ÿ˜ƒ

bronze stone
#

and another one for the blocklist...

frozen blade
#

@bronze stone and then what am i suppose to do with the all my ๐Ÿฟ

bronze stone
#

eat alone, get fat, die alone.
At least, thats my plan ๐Ÿ˜„

tardy tinsel
#

hahaha

obsidian nimbus
#

is it possible to have only certain parts of a texture be emissive through an .rvmat?

frozen blade
#

not really

obsidian nimbus
#

fuck

frozen blade
#

you can have more than a single rvmat though

#

one for the parts you want emmisive, another for the ones that you don't

obsidian nimbus
#

@frozen blade How is that possible?

#

Unless there are separate hidden selections I'm not quite sure of any way to assign multiple .rvmats to a selection

nocturne lake
#

He means applying different .rvmats to different faces on the model. Sometimes it's sufficient if the topology matches the shape of the texture part you want to glow

obsidian nimbus
#

Well I mean that's obvious I just thought he meant a way to do it without a custom model

#

If I could do that I wouldn't have a problem lol

nocturne lake
#

then no

#

There are no em missive maps. Emissivity is done by face lighting in Arma rather than per-pixel shader

obsidian nimbus
#

hence me asking the question

nocturne lake
#

DayZ/Enfusion has it. But Arma/RV3, not

obsidian nimbus
#

well that's unfortunate

somber pier
#

Pufu going on the offensive haha

#

While I'm here, is it possible to say change the colour of the glass on the vanilla fighter pilot helmet?

bronze stone
#

If its part of the models HiddenSelection -> Yes
If not -> Nope.

somber pier
#

Well that answers that haha cheers I'll look to see if it has one

bronze stone
#

๐Ÿ‘

frozen blade
#

@obsidian nimbus most of the time i talk about custom models, i always forget people do retextures

tiny barn
#

Can someone give me a quick rundown of the uvtransform class in the rvmat?

#

It's x,y,z for the arrays?

fresh hill
#

yes

#

You're looking at a regular transformation matrix there

tiny barn
#

Just making sure before I started doing my transforms just to find out the arrays were weird. Haha

tiny barn
#

I couldn't find a link to that. Thanks

#

Actually I was on that page and overlooked the class.

dense peak
#

i usually use the BIsim wiki and hope it works in arma aswell ๐Ÿ˜›

#

and on the BI wiki the class uvTransform is missing

coarse solstice
#

Hi, I have a problem with a car + skin. Look at this picture. How can I solve it? sorry for my english. http://imgur.com/a/Ikg0a

nocturne lake
#

bad UV maps

coarse solstice
#

Thanks

dense peak
#

Can anyone please help me texturing?
I'm trying to create my own texture, and In photoshop I'm trying to make the original texture as black and white so the existing camouflage pattern won't be seen after I put my own camouflage.
But it seems to to work, is there another way of hiding the existing camouflage pattern on the original texture?

nova hatch
#

@Adir#6863 Im not quite following, do you mean the normals on it that provide a texture pattern or the actual colors?

dense peak
#

I'm trying to edit a uniform texture, put on another camo pattern

#

but when I place the my camo pattern, the pattern on the original _co.paa file is visible beneath my camo

frozen blade
#

pictures

nova hatch
#

By pattern im assuming you mean like the "texture" of the uniform - the normals? Or both textures mixing? Pictures here would help

dense peak
#

I'm trying to make it solid tan, so I found a color, created a new layer and made that layer painted in that color

#

That's what happens after I make the original texture layer as "Multiply" and place the Tan layer under it

#

it gets the tan color but the original texture remains

#

So someone told me that I need to make it White and Black

#

if it's white like that, the color suppose to be more clear

#

Sorry if I'm not understandable though

frozen blade
#

that's precisely what multiply blending does

#

i assume you want it full tan yes?

#

you really need to put a bit more work on your retexture, is not a color overlay, done - bye take credit btw

dense peak
#

I want it full tan

frozen blade
#

yes, use some masks

#

also, the so called BW image you posted above is an ambient occlusion bake

dense peak
#

I'm pretty new, what is ambient occlusion bake?

nova hatch
#

Nothing needed for retextures, its used in the rvmat for the model of the vest/clothes

frozen blade
#

not always

nova hatch
#

Used to determine how light areas should be

frozen blade
#

@dense peak - google has the answers

#

just took the pic you posted here

nocturne lake
#

I'd convert the normal map to curvature/height to use for the base diffuse shading, play with the levels, and multiply the _as on top

frozen blade
#

if _as is available

nocturne lake
#

true, some of our vests have a much smaller _as

frozen blade
#

but yes, nohq to curvature and height would be the way to go

#

yeah, some has _as as 1/2 the tex size

nocturne lake
#

I used nDo to convert the normal to ambient occlusion as well though for the IOTV pouches I wanted to make tan textures for on the MBAV. Since the original _as were 1/4 the res of the normal map and diffuse

frozen blade
#

yeah afaik xnormals does that as well

#

= free software

nocturne lake
#

Indeed

frozen blade
#

older handplane used to do it as well i think

nocturne lake
#

nDo's got some nice sliders for it though

frozen blade
#

the only reason i still have it on my pc - that and the fact i paid for it ๐Ÿ˜›

nocturne lake
#

Yeah, you caught the SP2 plague ๐Ÿ˜›

frozen blade
#

worth the extra 100EUs pricetag

unreal magnet
#

never

acoustic dove
#

you know i tested SP2 but i couldnt get anything right in that UI lol

#

i know its not that bad

#

but still

frozen blade
#

the UI is fine, needs a bit of getting used to, but is actually pretty good

#

if you wanna talk about shit UI, invite zbrush to the table

acoustic dove
#

i knew you will say it xD

frozen blade
#

ยฏ_(ใƒ„)_/ยฏ

#

have yet to see a worst UI in any software to date

nova hatch
#

Im torn between quixel and sp2

#

Both I like, quixel a bit more because of the library it already has but i feel sp2 is much more powerful

#

I just dont know how to use it that well yet ๐Ÿ˜„

vagrant lake
#

you know substance do you Andrew ?

#

substance share*

nova hatch
#

Yea I have used the site I think

vagrant lake
nova hatch
#

The official one?

#

Yup

vagrant lake
#

if you have the substance abo you get everey month free downloads there

nova hatch
#

Didnt know about the second one, cool

vagrant lake
#

yeah np ^^

ivory ruin
#

Hi Guys/Girls I'm new here, so I wanted to introduce my self first before I ask something stupid :P.

My name is Tim and I'm the lead developer for Evolutions: Real Strategy Evovled a RTS mod for Command and Conquer, recently I'm trying to get the hang of arma modding. I got some models in game and weapons but now I'm stuck with something which is properly very simple for you, which is .rvmat I have created my rvmat and the texture's and applied them to my model in Object Builder for Arma 3 with the Arma 3 Tools. However when I pack my test mod and load the game and open the Eden editor to see if it worked it model seems to not read the rvmat format. However in Addon Builder in the option List of files to copy directly I have added .rvmat to it, but like I said it looks like it isn't applied to the model in game.

I don't know if this is the correct section, since it is Texture related but also Model related so I thought I try it here.

Its probably something really something that I'm not seeing, if anyone could help me please send me a DM or tag me.

Cheers Tim

nova hatch
#

@ivory ruin My advice is to run and get far away from Arma. But first is your P-Drive setup with arma tools or mikeros tools?

ivory ruin
#

@nova hatch I'm thinking about that yes, but yes my P drive is set with the Arma Tools on steam

nova hatch
#

for the path in your rvmats/object builder

#

make sure you don't have the path "P:\xxx\folder\texture.paa"

#

just "xxx\folder\texture.paa"

ivory ruin
#

already ahead of you

#

texture = "Test\weapon\data\weapon_nohq.paa";

#

that is for the shadow specular/gloss and environment aswell

#

using the following parameters for the uvtransform

#

class uvTransform {
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};

nova hatch
#

could you post your whole rvmat as a pastebin?

ivory ruin
#

@nova hatch here you go

nova hatch
#

you don't have anything above it? @ivory ruin like ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.05,0.05,0.05,1}; specularPower = 1000; PixelShaderID = "Super"; VertexShaderID = "Super";

ivory ruin
#

forgot to copy that

#

ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {1.0, 1.0, 1.0, 1.0};
specularPower = 60.0;
PixelShaderID = "Super";
VertexShaderID = "Super";

nova hatch
#

what exactly is going wrong with it ingame? just not reading rvmat at all?

#

and you applied it in the material editor in object builder?

ivory ruin
#

that is correct

#

Well it looks like it doesnt read it in game for some reason.

nova hatch
#

try that with your paths

obsidian nimbus
#

Would it be bad for me to add an entry to texconvert.cfg so I can have uncompressed textures? Other than file size, would there be any other potential consequences to performance or anything else to having uncompressed textures?

ivory ruin
#

@nova hatch thanks man you saved me some grey here, your rvmat works fine ๐Ÿ˜„

nova hatch
#

ยฏ_(ใƒ„)_/ยฏ

#

glad it works

obsidian nimbus
#

I can't seem to get imagetopaa to not compress _co textures

#

I can make them DXT5 though

#

so that is better than before

nocturne lake
#

need to edit TexConvert.cfg with enableDXT = 0; under the rules for converting to _co

obsidian nimbus
#

@nocturne lake didn't work for some reason. I can change the format = ""; and it works but that seems to do nothing

#

enableDXT I mean

nocturne lake
#

I have class ColorMapNoCo { name = "*_co2.*"; format = "DXT1"; dynRange = 1; enableDXT = 0; }; in my ruleset. If I save as _co2.tga it'll save as a .paa with the same formatting rules as _co, but without additional compression. I can then rename it as _co. I only use it when resaving textures I've sourced from already compressed .paa files though

#

using it on a raw uncompressed .tga seems daft

obsidian nimbus
#

I am only doing it on retextures of vanilla so it doesn't compress a texture that was previously already compressed

#

especially since this particular texture is mostly black and that seems to look pretty bad after compression

#

@nocturne lake It doesn't seem to work for me. I copied your rule and named the texture properly when exporting from texview but still is compressed

nocturne lake
#

try using imageToPaa directly instead

obsidian nimbus
#

does the TGA need to have the suffix as well?

#

will do

nocturne lake
#

yes, the tools use the source image's suffix to format

obsidian nimbus
#

ahh

#

@nocturne lake I must be doing something else wrong because it still appears that it adds compression to the texture

#

I will play around with it but for now DXT5 is fine

obsidian nimbus
#

Anyone know anything about the Russian variant of the CSAT uniform texture in the game data?

#

I thought russia was separate from CSAT in the game world

acoustic dove
#

yes that variant was before csat was a thing

obsidian nimbus
#

in the early days of the A3 alpha or simply before it was released publically?

#

not that it really matters

#

just curious

acoustic dove
#

early A3 , files are still in the A3 character pbo

#

that was suppose to be a Russian SF or a Russian PMC guys

obsidian nimbus
#

still can't seem to get texconvert.cfg to work

obsidian nimbus
#

Despite me changing the proper values in my rule in TexConvert.cfg DXT compression is still applied just the same as it would using an original unmodified rule

#

I changed both the TexConvert.cfg in ImageToPAA directory and the TexView2 directory

#

any ideas?

tiny barn
#

If I set a _ca texture on init and it isn't displayed with an alpha what would be causing such issue?

nocturne lake
#

IIRC if the model didn't have an alpha in it to begin with, the mesh wont be able to render alpha

tiny barn
#

Okay so if I set a procedural CA in the model it should then work?

#

I just read that on some forums, at least that's how I understood it.

nocturne lake
#

Yeah. I think one of the BIS devs said so long as you include some object somewhere in the model that has an alpha texture

frozen blade
#

IRC it needs to be texture not procedural

tiny barn
#

I'm setting random textures via init just so you guys know.

#

So I can just set all the textures I want to be random as any ca texture then change it on init and that'll fix it?

obsidian nimbus
#

are there any templates for the Apex vehicles yet?

nocturne lake
#

they're in the Arma 3 sample pack on Steam

#

Has .psd files for the two LSVs, two VTOLs, and the civilian side's plane and 4*4

#

dev Branch of the samples does at least

obsidian nimbus
#

Just made a template for the first part of the Qilin but I didn't know I already had the sample templates for those assets on my PC

#

I need to stop asking something in discord and then forgetting about it

#

These are some fancy templates

dense peak
#

Is it possible to have 3 UV sources (tex, tex1 and tex2 in .rvmat)? Was testing it out but im receiving an texture not found error. :/ (Yes the texture path is correct... ๐Ÿ˜ƒ )

fresh hill
#

No.

#

Supershader only does tex and tex1

frozen blade
#

@fresh hill rly?

fresh hill
#

Yes. I actually asked our GFX programmer yesterday exactly about that. ๐Ÿ˜„

dense peak
#

Ah no, made an _as map for nothing ๐Ÿ˜ฆ

frozen blade
#

pfff, was pretty sure it can support up to more

fresh hill
#

So was I ๐Ÿ˜„

frozen blade
#

why the limitation though?

fresh hill
#

The usual: legacy shortsightedness I guess. I didnt ask for a reason.

frozen blade
#

pff, legacy s overratted

#

because i am pretty sure it is an artifical limit rather than engine not being able to handle more than 2 uv sets for a single shader

fresh hill
#

The data supports multiple UV channels so yes, one of many arbitrary shortfalls. :/

frozen blade
#

๐Ÿ˜ฆ

bronze stone
#

What would be a benefit?

frozen blade
#

freedom ^

dense peak
#

pretty sure that i've seen tex2

frozen blade
#

๐Ÿ˜‰

bronze stone
#

^^

fresh hill
#

In my case I wanted to have a concrete texture on UV0 to be tiled often. UV1 was to contain the coords for _DT so I could have nice hazard strips around the edges, and the _MC on UV2 to only have writing in a different scale on the side.

#

Now i had to make two rvmats to get it done, thus doubling section count unnecessarily.

frozen blade
#

hmm, also, that's true only for the supershader?

#

does multi support more than 2 then yeah?

fresh hill
#

Havnt checked. But my money is on "no" ๐Ÿ˜„

frozen blade
#

remember testing it out, but now that i think of it i am not so sure if i actually tested it

#

or just wanted to ๐Ÿ˜ƒ

fresh hill
#

in my test case tex2 was exactly the same as tex.

#

results were, that is.

frozen blade
#

precisely for what you said

bronze stone
#

@dense peak Where have you seen Tex2? (oh fk my spelling today... worse than usual -.-)

dense peak
#

trying to remember

#

but can't check from the office ๐Ÿ˜ฆ

bronze stone
#

Try h0arder!

dense peak
#

grep your pdrive ๐Ÿ˜‰

fresh hill
#

SVN Blame your brain. ๐Ÿ˜„

bronze stone
#

@dense peak PM ๐Ÿ˜‚

dense peak
#

Oh shame on me, had a \ infront of my .rvmat file path...Yeah seems like it is transferring anything other than "tex" or "tex1" automatically to "tex" ๐Ÿ˜ฆ

trim yacht
#

Hey all, I'm trying to get these textures working (made in SP 2) and am getting weird results when including the normal map. (http://prntscr.com/f72o79)
When I remove the normal map it results in a better texture (http://prntscr.com/f72osk), but I'm pretty sure I'm missing something and I'd like to also use the normal map as well. (_nohq)
Normal map as exported by SP2: http://prntscr.com/f72wvg
AS map as exported by SP2: http://prntscr.com/f730a7
SMDI map as exported by SP2: http://prntscr.com/f730jg
Rvmat: https://pastebin.com/JxgkypMZ
I'm not at all experienced with modelling/texturing but trying to improve.
RESOLVED: I had to invert the Green channel in my normal maps to get the correct result: http://prntscr.com/f74ho1.
Thx Andrew, Hatchet and PuFu!

nova hatch
#

@trim yacht looks like rvmat issues as a whole

trim yacht
#

@nova hatch I'm willing to send it through PM so not to spam the chat?

nova hatch
#

pastebin the rvmat here so others can take a look

trim yacht
#

To be honest, I've seen other ways being used for buildings using masks, tiling etc..., but I took this (simpler) approach for this building, as my experiences before were furniture and smaller objects. (walk before you run-wise)

nova hatch
#

specular[] = {0,0,0,1}; your 5th line, thats set to all black, have you tried procedural as and smdi texture maps to single out whats wrong?

trim yacht
#

I'm sorry but what do you mean by "have you tried"? Removing either one of those resulted in an altered, but still viable texture. AS works as intended, smdi tbh. I have no idea what to look for, but I see little to no change as well.

#

I added the other maps to the original message as well.

nova hatch
#

try that one, with your paths

#

you could try procedural AS / SMDI to see whats causing it

#

so #(argb,8,8,3)color(1,1,1,1,AS) and #(argb,8,8,3)color(1,1,1,1,SM) - instead of a path

#

because it takes on an odd color and texture with that other image, I can't imagine normals doing that alone

trim yacht
#

Okay sure , well your rvmat just has specular values added, right? 1.0,1.0,1.0 and 50.

nova hatch
#

not sure exact differences

#

I noticed that though

#

worth a shot with both

trim yacht
#

Only the normal map is applied here and I copied your values using procedural gen for AS and SMDI.

twin bane
#

should lower the strength on that normal map a fair bit. also might want to flip the green channel. hard to say as it's rather blown out, but looks like things are not pointing the right direction.

trim yacht
#

But I was right to assume it was the normal map? (combined with probably a lack of knowledge)

twin bane
#

i would assume the exporter handles the normals properly. i haven't used SP in forever personally. it looks proper in that SP image. it's that or the .smdi. (i didnt look at everything in the channel here, (im supposedly working)).

trim yacht
#

No problem, I'll keep trying meanwhile ๐Ÿ˜ƒ and thx both you and Andrew for helping out.

twin bane
#

most likely, normals throwing your seemingly nice .smdi map out of bounds. it looks very overpowered to me.

trim yacht
#

^is 1 fifth normal intensity btw.

twin bane
#

well, that looks way better than before. so that is progress. now would be a good time to check .smdi foo.

#

what size maps?

trim yacht
#

Hmm, I know there was a page on the arma 3 wiki explaining all these, will give it a search. These are 4k maps, the screens before were 2k, I tried upscaling to see if it it wasn't a scaling issue.

#

And yeah it looks better, but still terrible :p

#

what astonishes me is how good the result is when I just remove the normal map. basically 1/1 what I made in SP, w/o height detail.

frozen blade
#

invert green channel for that normals map

#

@trim yacht ^^

trim yacht
#

Way better result. (apologies @twin bane, I think I messed up when you suggested this, but I recall last time @frozen blade repeated someone's suggestion, it was spot on.)
Current result (http://prntscr.com/f74aci) is way better, albeit a bit glossy but I should be able to continue. (Goal = http://prnt.sc/f742n2 as per preview in SP2)
Is this an export error due to being badly configured or a common issue?

twin bane
#

tinkering with the .smdi map is usually part of the process. looks much better ๐Ÿ‘

trim yacht
frozen blade
#

FYI, @frozen blade is right most of the time ๐Ÿ˜‰

trim yacht
#

That's legit why I tried inverting again. ๐Ÿ˜†

errant latch
#

Does anyone know why my alpha channel would turn black on my objects?

obsidian nimbus
#

@errant latch you're using .tga to .paa right?

errant latch
#

yeah sorted it ๐Ÿ˜ƒ

sacred pier
#

does anyone know where i can find the ctrg or gendarmerie uniform templates?

dry otter
silver gull
#

breaking FXAA? wat? looks more like mipmapping issue, which you cant avoid

dry otter
#

It's very aliased whereas Super shader isn't doing such a result

silver gull
#

why do you not use a supershader? or at least some other shader that is known to work properly?

#

also - aliased can also be if you have a 1bit alpha -> no smooth transition. We already talked about this helmet net thing here didnt we?

dry otter
#

I still had alpha issues despite all tries possible (32bits CA tga, 1bit alpha, top texture, all tweaks possible in rvmat), only DXTA allowed this to disappear

#

Also this Geo lod parameter (noalpha something)

#

As soon as I use supershader, this appears when some glossy surfaces are behind the helmet and pretty close (around 5meters)

#

I tried with all rvmats in data_r root and none made it

#

But this DXTA

bronze stone
#

don't nail me on that, but wasn't it _co for that? it's _ca

dry otter
#

Tried both

#

Even 4 ways
32bits tga co and ca (with alpha channel)
PNG co and ca

frozen blade
#

@dry otter do you have a single alpha texture?

#

let me rephrase, do you have a single texture for the entire thing, including the apha parts

quasi gulch
#

Isn't there some script in Object Builder that automatically goes through models and creates camo selections?

#

If so, where can I find it?

frozen blade
#

@Night515#4273 there isn't

dry otter
#

@frozen blade hey :)
There a texture for the helmet (no alpha) and one for the net + strap

#

There are also icons on a third texture with alpha, not on every helmet, and even when not assigned the issue shows up.

dense peak
#

Try exporting the texture as .paa called "something_ca", (exactly like above, including the something). After that you can rename it again. Sounds stupid but it solved many issues regarding Alpha channel for me...

frozen blade
#

@dry otter i assume you let buldozer auto-convert these suffix named textures

#

in any case, i was asking because in order for the game to recognize a model as alpha enabled, it needs to have an alpha texture asigned

#

you cannot assign it later on

#

are both shaders supershaders?

dry otter
#

I assigned the basic empty texture to the face. I can't recall the name (not on my PC), then I assign the ca via hidden selection.

#

For the texture I convert them myself with texview2.

frozen blade
#

well, there's your problem

dry otter
#

Helmet is supershader and the net is only working without glitches in DXTA

frozen blade
#

you cannot assigned the ca via hidden selection

#

if there is no ca assigned before that directly to the mesh in the p3d

#

because the game engine will not register that mesh as a alpha enabled mesh

#

the p3d needs to have a ca texture assigned to it before your use any sort of HS

#

it can be anything, even a mesh that you don't see and a 128x128 texture

dry otter
#

#(argb,8,8,3)color(0,0,0,0)

frozen blade
#

i said alpha texture map, not procedural

dry otter
#

Is the current assignment

#

Ok, I will try again but I must have had issues with this too or I would not have dumped to #(argb,8,8,3)color(0,0,0,0)

#

Will try again with a proper 32bits CA tga

#

The idea of a 16x16 empty texture with alpha could be interesting

frozen blade
#

it needs to assigned to something though

dry otter
#

Yes to the faces that I will then overwrite via hidden selection

#

The thing is that the net can be partially or completely hidden to make more variants from a single model.

frozen blade
#

yeah but i think you can have it the other way around

#

have the default status hidden and work your way towards visible

#

i assume you are hidding these using the alpha

dry otter
#

Yes. If no texture is defined in hidden selection it doesn't show up

#

Exactly like uniforms insignias

frozen blade
#

yeah, got it. but as i said, i am 90% sure the error you are seeing is because of missing alpha texture in the p3d

dry otter
#

I will try again. 16x16 32bits tga with black alpha layer and CA suffix right ?

frozen blade
#

yes

dry otter
#

Well, I'll keep you updated later today Hen I'll be back home. Fingers crossed ๐Ÿ˜œ

dry otter
#

@frozen blade
With forcenoalpha=1 in geometry LOD
Same issue with the CA texture applied into the model directly
Same issue with the CA texture applied into the model + DXT1 CO applied via hidden selection
(Supershader rvmat)

Without forcenoalpha=1 in geometry LOD
my initial issue of transludent model re-appear

#

transludent = you can see the ambiant occlusion which are behind the model

dense peak
#

Have you tried to move the selection to top? (OB)

frozen blade
#

@dry otter can you zip it and send it to me

#

if it doesn't require a ton of external files

dense peak
#

What exactly are the filters inside .rvmats for? (Filter="Anizotropic" + Point, Linear, Trilinear. Whats the difference? Im asking as im looking for a solution to achieve the _dt map being on 100% Alpha channel (from _co) surfaces aswell. (I know about _ca maps, itยดs just that it would be a ton of more work to redo the textures)

wet gull
#

I got an issue where the textures on a model are rotated for each face for some reason. The UV map in the object builder uv editor is correct, but by switching the UV coordinates in the face editor I can fix it (V1 coords to V4, V4 to V3, V3 to V2, V2 to V1), obviously this is a lot of effort for a couple hundred faces, how can I do it easier? Thanks!

nova hatch
#

anyone know why imageToPaa or texview2 would faild to load my images?

#

exported from quixel rv4 plugin

#

2048x2048 images

brittle cosmos
#

To TGA?

frozen blade
#

@nova hatch you most likely exported as a 16bit png

brittle cosmos
#

Or does the quixel RV4 plugin convert to paa for you?

frozen blade
#

it needs to be either 8bit TGA or PNG

nova hatch
#

png>paa

frozen blade
#

textool can only handle 8bit

nova hatch
#

needs to be 8bit png ingame as well?

#

or can I export from PS as something else that would be better

frozen blade
#

.paa is a 8bit / channel image

#

textool can only transfor TGAs (which can only be 8b/chnl)

#

or 8bit PNGs

#

da fuck does 8bit png ingame even means?

#

haven't used quixel since i bought my sp2 licence

#

but afaik, you can choose the bit depth you wanna export

#

or just export it as TGAs

nova hatch
#

@frozen blade i was in a rush, but yea ill export as tga because thats what I was looking for as an answer

nova hatch
#

@frozen blade 8bit png export didn't work either.. odd

#

opening it into an existing psd works

#

then exporting it

#

wtf.. lol

frozen blade
#

then i dunno....

fresh hill
full quarry
#

Hmm that could be pretty badass for large continuous structures!

fresh hill
#

I'm using it for rocks and earth ledges

full quarry
#

Will try this! Thanks!

#

Oh excellent! I have huge bunch of those too.

fresh hill
#

But beware, its basically a projection in the direction you specify in the rvmat via UVTransforms

#

So only really suitable for the vertical axis

#

from sides you will get horrible stretching depending on the object's angle.

full quarry
#

oh in that case not so universally usable

#

but may come in handy

fresh hill
#

Yeh... from the sides its not so nice unless you hand-tailor it.

#

But still it should make ledges and clifftops a lot nicer.

full quarry
#

๐Ÿ‘

fresh hill
#

Also, no clutter on it. ๐Ÿ˜„

#

So yeh, spread the knowledge! Make terrains greater (even more so)

unreal magnet
#

Triplanar possible too? ๐Ÿ˜›

fresh hill
#

No. As said, its a projection in world space. You'd have to tailor the surfaces for specific vectors. Using MultiMat you can do this for up to four surfaces with one section, but its only really useful for the vertical plane

#

or wait, horizontal ^^

#

That is Horizontal Plane where the normal vector is vertical (this is what you specify in your UVTransforms)

hardy atlas
#

With SP2 should I use PBR metal rough or non-pbr specgloss?

#

I am talking about when initially making the new file

viscid gazelle
#

I'd assume specgloss would be easier, but if you're more used to PBR, you can always convert the materials to fit Arma 3 in the export settings.

#

Both works.

hardy atlas
#

Quick Q. What is this i hear about an arma shader for SP2?

viscid gazelle
#

Haven't heard anything about that. Would be neat though.

twin bane
#

im not at the computer, so i dont have linkage or files. but it exists.

wet gull
#

I can't for the life of me figure out how to rotate textures on individual faces en masse in object builder, can anybody please clue me in? Thanks.

full quarry
#

Rotate the uvmap? Or what do you mean?

wet gull
#

Somehow when ร look at my UV map in the UV editor in object builder and overlay my texture with it, everything is correct, but when I load it up in buldozer/game all the textures are on their correct face but rotated. I have no idea how it happened and I don't know how to change it.

full quarry
#

picutres?

frozen blade
#

check your rvmat for UV rotation

wet gull
#

My rvmat has not uv transforms in it, but could that possibly fix it?

nocturne lake
#

what resolution is your texture?

#

the blue shading in the buldozer image makes me think it's not a standard size

wet gull
#

2048x2048

obsidian nimbus
#

how do you make an uncompressed .paa texture? No matter what I do I can't get my texconvert rules to work

frozen blade
#

afaik, you can't, but i might be wrong

#

it's like saying how can i make a uncompressed jpeg

fresh hill
#

Try this:

  {
    name = "*_uc.*";
    format = "ARGB8888";
    dynRange = 0;
  };````
obsidian nimbus
#

@fresh hill Doesn't work, I have tried it

#

also, I am still having an issue where some custom materials don't fully load for seemingly no reason

#

this is actually maddening

#

I don't get it at all

obsidian nimbus
#

It just happens sometimes after I add things to my faction mod and keeps happening for a while and then it will sometimes seemingly go away for a while

dense peak
#

In case anyone is already messing with the new jet textures. Here's a template for the Black Wasp II http://imgur.com/a/TMYWm

obsidian nimbus
#

Does anyone know what my problem could be?

dense peak
#

@obsidian nimbus can you describe it in more detail? like are just parts of the textures not loading or loading in a wrong position. does it fix itself after a certain amount of time?

obsidian nimbus
#

@dense peak certain parts of the .rvmat don't always load (or at least aren't visible) and there are no error messages or anything. Usually it is the nohq, smdi, or both. Also sometimes it does seem to fix itself and later on break again

dense peak
#

can you post your config? sounds like a typo to me

obsidian nimbus
#

@dense peak the .rvmat or the config? If so, what part of the config

obsidian nimbus
#

there aren't any errors in pboProject when I pack the addon

dense peak
#

.rvmat and part of the config (init of the material that don't load)

obsidian nimbus
#

@dense peak it isn't always the same .rvmat or unit though

#

I guess I will post one that commonly doesn't work

#

one sec

dense peak
#

uugh that might be the prob you're looking for

obsidian nimbus
#

@dense peak what do you mean?

#

also here is this

dense peak
#

what part is of the material/texture that's fckin up?

obsidian nimbus
#

@dense peak Sometimes the nohq, sometimes the smdi, sometimes both. Most commonly the nohq or both

#

different each time I start up the game

dense peak
#

@obsidian nimbus whelp sorry can't help you with that problem. config looks fine. loading and init is right aswell. sometimes it happens with the hiddenselection but no problem there either

obsidian nimbus
#

@dense peak I told you it's a fucking mystery

#

I am losing my sanity here man

dense peak
#

it sounds like arma is trying to load both at the same time though

obsidian nimbus
#

sometimes they work too

#

just not often

dense peak
#

dafuq?

#

@frozen blade @fresh hill one of you two know what might be going on with the texture loading "bug"?

obsidian nimbus
#

should I try making the hiddenSelections directories lowercase?

dense peak
#

you can try but it shouldn't affect anything in the loading process

#

@dense peak hey quik you might know what's going on with rylan's problem?

brittle cosmos
#

What are you packing the PBO with?

obsidian nimbus
#

pboProject

#

I tried with addon builder too with and without binarization just for testing purposes

#

same problem

frozen blade
#

@dense peak ?

obsidian nimbus
#

anyone?

silent mortar
#

anyone know where to find the Arma 3 colot LUTs? (Color Look Up Table)?

silver gull
#

ive never heard of such a thing

dense peak
#

@frozen blade regarding @obsidian nimbus issue with the .rvma or.paa not loading or loading after some time fixing itself and so on

obsidian nimbus
#

At this point I kind of wish there was something obvious I am missing that could fix my problem

frozen blade
#

because i am too lazy to read above all that

#

what is the issue @obsidian nimbus ?

obsidian nimbus
#

@frozen blade Parts of a custom .rvmat for a uniform (or anything else, really) don't load consistently. Each time I start up the game it is different. Sometimes the smdi isn't visible, sometimes the nohq, sometimes both, and sometimes it works just fine

nova hatch
#

Have you tried a different rvmat? Or is it all your custom ones

obsidian nimbus
#

I have tried using random vanilla ones and they seem to work

#

haven't messed with that in a while though

nova hatch
#

What about generated textures? That would allow you to see if your rvmat is wrong or textures are

obsidian nimbus
#

how would I be able to tell? If it is a procedural normal map it would be flat, and nothing would look different than if it wasn't working

#

@nova hatch also what could be wrong with the .rvmat that would cause it to work only sometimes

nova hatch
#

Ill see if I have a rvmat for clothing you could try, not sure if I do though

#

I think I have one but I wouldnt be able to get it it to you until later today when im home

obsidian nimbus
#

alright thanks

vagrant lake
#

any idea why texview fails to open a png ?

dense peak
#

@vagrant lake download the newest version of BITools with TexView2. normally it's an issue with the version of texview. if it still not works try reinstalling texview

vagrant lake
#

thanks but the problem was that the png had 64 bits and not 8

frozen blade
#

@obsidian nimbus is the rvmat assigned directly or you using setobjectmaterial?

#

@vagrant lake i am pretty sure you mean 16bit/chnl

obsidian nimbus
#

it's in the config

frozen blade
#

so it is a retexture?

obsidian nimbus
#

yeah

#

using hiddenselectionsmaterials

vagrant lake
#

whoops yeah 16 ^^

frozen blade
#

yeal well, that might be tricky

obsidian nimbus
#

why?

frozen blade
#

can you post that config of yours?

#

because arma

obsidian nimbus
#

this is what I posted yesterday

frozen blade
#

yeah well, this sort of works on and off

#

no idea why it isn't inconsistent

#

@nocturne lake ^ might know more,

obsidian nimbus
#

I have found separating the weapons and vehicles into separate addons seems to make it work more often

#

don't know why

nova hatch
#

Because arma

nocturne lake
#

Yeah, loading .rvmats from hiddenSelectionsMaterials is really inconsistent

#

Some LOD issues seem related to its use too I think we managed to find repro steps for this https://feedback.bistudio.com/T121534 that were related to the order in which a model that uses hsMaterials, is loaded

obsidian nimbus
#

@da12thMonkey#2096 so is there anything I can really do about it?

#

also I have encountered issues with the LOD on the rpg32 with a custom .rvmat

nocturne lake
#

Don't think so. It's not even particularly clear what causes it. I think with the LOD issue it's mainly in arsenal when scrolling through variants, and you need to load the model with the custom .rvmat first.

obsidian nimbus
#

My issue is when I do load it first(the custom rpg anyway)

obsidian nimbus
#

Ok I think I found a potential solution

#

not exactly ideal, but hopefully will at the very least reduce how common the loading problem happens

nocturne lake
#

what solution are you using?

obsidian nimbus
#

@nocturne lake separating objects that have issues and their textures and materials into separate addons

#

also having weapons and vehicles have their own addons

#

for uniforms if their are more than one retextures for the same model in one addon it seems to be worse

#

or if the custom .rvmats reference the same custom nohq or smdi

#

it makes retextures with modded materials unnecessarily complicated but hey

#

arma

#

@nocturne lake I don't know if this would help with the LOD problem though

nocturne lake
#

I see. I'll see about experimenting with it. Generally I'm interested in working out how to reproduce or avoid the various bugs associated with it anyway, since it's a bit of a mystery what causes it

#

At various points it seemed to be fixed

obsidian nimbus
#

@nocturne lake I have been struggling with this bug forever. So far, this is the closest I have come to "resolving" it

#

also

#

it still isn't working 100% of the time yet

obsidian nimbus
#

I guess I'll just give up on using custom materials until this problem is resolved (assuming of course it is an issue with the game itself)

hardy atlas
#

anyone got a good rvmat for leather?

formal tiger
#

Can anyone here give me a crashcourse on how to retexture?

silver gull
#

this crashcourse would take several hours of text, work and examples. So i'd say no. There are many tutorials on how to retexture (non game specific). Easiest start is to "recolor" things, the next more usefull thing is to overlay custom patterns and play with blend modes.

vagrant flicker
#

Hey guys, I have my model, and I've worked on it pretty hard, and textured it up in blender

#

But when I put it in object builder, what should be muddy, and grassy is blue

#

And those wooden logs in the trench should have a texture.

#

Thats the one from Object builder\

vagrant flicker
#

Can anyone direct me on making an RVMAT

vagrant flicker
#

can anyone show me how to make an RVMAT, or send me a phile and tell me how to do it? PMC isn't helping

cerulean flare
#

Hey guys, do you know where I can found the arma 3 light preset (altis, tanoa etc) for SP ? confused Update : get it ! Thx

gloomy kelp
#

anyone here happen to have the config for the vanilla MK18?

vague iron
silver gull
#

looks dope!

gloomy kelp
#

im retexturing a vanilla gun from arma, only changed one of the texture paths, and getting a error when trying to binarize (some input after EndOfFile): https://pastebin.com/d3aQCkEE

#

any ideas?

slow schooner
#

@vague iron looking slick man, dem normals, mwah!

vague iron
#

yo @slow schooner hey man, whats up? ๐Ÿ˜ƒ Thanks!

#

I baked it in marmoset 3

slow schooner
#

Marmo 3 is boss

vague iron
#

yup, very powerfull

frozen blade
#

i have yet to try marmo 3 for baking

#

because SP2

#

i wil try it though

twin bane
#

much prefer marmo to sp2 for baking currently. just had another go with SP foo this week. still not really impressed. all in all though, still get better results out of xnormal i feel.

#

ยฏ_(ใƒ„)_/ยฏ

ruby fable
#

Impressive work @vague iron ๐Ÿ‘

acoustic dove
#

nice @vague iron you might rebake your m14 someday ๐Ÿ˜›

slow schooner
#

It's the skew painting that really makes everything obsolete for me

#

and just the general ease of it

vague iron
#

@ruby fable @acoustic dove Thanks ๐Ÿ˜ƒ Yeah, why not ๐Ÿ˜› It would be awesome to see it in PBR quality and with proper bakes

acoustic dove
#

yeah , i would love to texture it with some nice smooth edges ๐Ÿ˜ƒ

vague iron
#

That M14 model remember 2011/2012 lol

twin bane
#

right

acoustic dove
#

yeah i know hehe

vague iron
#

its been a while ๐Ÿ˜›

slow schooner
#

was it then? Jesus

acoustic dove
#

btw whats the resolution of that vehicle and how many textures it is on?

vague iron
#

First release was in 2012 afair, ArmA 2 days ๐Ÿ˜ƒ @slow schooner

slow schooner
#

Damn

vague iron
#

@acoustic dove Quite a lot lol ๐Ÿ˜› Since I wanted to have nice quality of the details it currently have:
1x2k for turret
3x2k for body/details
2x2k for (1 for wheels, 1 for suspension and additional armor plates)
+
1x1k for some glass/transparent stuff
1x1k special signs, like ISAF, The Witcher markings
1x512px for barbed wire tiled texture

#

I'm going to pack it and show you guys how does it look

twin bane
#

stellar work @vague iron have wondered on a couple occasions what you've been up to. good stuff ๐Ÿ‘

acoustic dove
#

@vague iron oh nice , that is more than i expected but quality takes more ๐Ÿ˜„ , also how much poly it is?

slow schooner
#

I'm gonna guess it's about 15k tri's? XD

#

probably wrong

twin bane
#

40k +

slow schooner
#

haha, damn

#

nice one though

twin bane
#

shot in the dark ๐Ÿ˜„

vague iron
#

Thanks ๐Ÿ˜Š @twin bane I just did it in my spare time ๐Ÿ˜›

#

๐Ÿ˜„

twin bane
#

spare time ... what is this spare time?

slow schooner
#

is this going into arma?

vague iron
#

one sec, I will send a wire shot

#

under 30k verts

#

๐Ÿ˜›

twin bane
#

well then...

#

walks off..

vague iron
#

haha

acoustic dove
#

well when you proxy some of the parts it should be fine in arma

#

๐Ÿ˜‰

twin bane
#

do what? proxies what?