#arma3_texture
1 messages ยท Page 25 of 1
fortunately not an issue these days either way. ๐
Basically, I could do all under 20k or even lower.. First iteration of this model have around 15k verts and looked like shit ๐
Wheels are quite heavy, but hey! it can be optimised anyway!
i think it's great man. vert counts not all it was these days. do it.
isn't the limit like 100k now? Or so I hear
relative to arma there is not real limit, although i think it breaks around 1.5million i tested it a while back..
this being O2/OB related foo. i should redo the mkv and actually bake it all out now. perfect example of a proxy nightmare.
indeed. makes life easier in many regards. also helps not having all the extended section counts.
Wheels + suspenions have around 13,488 verts. Because I added some extra loops to the wheels. But I am aware of those and I can easly remove them to get under 10k which I will propably do. I'm just testing how does it look in Arma
If the springs are actual geo, they'll be taking up a lot as well
There is no springs visible in suspension
Its all hydraulic ๐
nah this is solid work man, I wouldn't optimize further
the game will handle it fine
yeah.. that looks really good there man
yeah, but I will optimise anyway ๐ I just wanted to go wild with it and I went lol ๐
looking forward to arma shitting all over it though XD
physx also
haha
http://i.imgur.com/75JRXwI.jpg its already in arma ๐ I'm testing it/basic configuration/waiting for great @tiny karma to handle rest of the important stuff ๐
Please note that proxies are new sections, which are a bigger performance burdon than a higher polycount.
@slow schooner there is no real limit but the one that OB can handle
haven't tested with blender exporter, but i think one could push it even further
did a test with a 128k vert and it was ok
Oh nice, that's more than enough
does anyone here know of a way to animate textures?
as i said in #arma3_model:
uvSource="waterAnim" or "animWater" iirc
is there a way to find more sources for UV movement?
would like to know for vehicle movement if possible
ermmm.. you can, move, rotate, scale and skew.
maybe not skew in arma, would have to look at things. which i can't do at the moment.
this applies to any stage that has a material mapped. which can create all kinds of nifty foo if you're clever with things.
you mean rotate and move permanently, or only once?
@twin bane he talks about animating a texture
continously
based on animation source
yes but is that possible?
or some other scripting foo
the only animation for texture i know
which is half-assed
is for tank tracks
same here
ยฏ_(ใ)_/ยฏ
maybe im thinking about other things then. for sure in other versions of RV ๐
oh so you are trying to hide secrets from us?
neah he is just being (noob/boob/sheep)ish
@nova hatch i think you are out of luck - irc you want to animated just a couple of texture maps, as in DT and NOHQ for some boat canopy or veil or alike
yea im probably out of luck
@fresh hill ^^ can you animate a texture map, or a stage of some texture (be it arma or vbs)?
As said, only really via tank track engine tech or the texWaterAnim
other than that, .ogv and setObjectTexture perhaps
alright, these were the ones i was also aware
@nova hatch - definately out of luck, you can animate the mesh though if you wanted to ๐
go arma.
tread animations, its not even full treads so
@nova hatch would do it, you just need a pretty dense mesh
I can't think of a way to animate non full treads, but either way wouldn't it cause more lag then its worth?
what you want to animated again/
a single tread on a model
its in a U shape, with the u being cut under the body - like most a2 tanks where you cant see it
the idea was to have two treads side by side and use tank animation for the UVs
^^ yeah would do that, i though you were the bloke posting on BIF
about animating a cloth
how do you do half a tank tread? exactly like a full tank tread...
No I meant fully animating it, like in a circle or something
Anyone out here decent with UV Mapping in blender to point me in the right direction? Completely new to UV mapping btw!
circle is easy. Path? forget it.
exactly
hey guys , so I made a icon for my mod , but my problem is when I use the icon ingame it comes out in 50 shades of blue , but in texviewer and photoshop it has all the colours , ideas on how to displace true colour or point me to the correct section?
image size is probably invalid
recommended image size for mod icons?
@willow thorn or anyone else, curious how you get the parallax mapping working, is it the height data packed on the alpha channel? Does it require something different call on config rather than just the NOPX, Ive read the wiki but its sort of different from PBR workflow http://i.imgur.com/3riiP3al.jpg
Yesh, height map is in the Alpha https://community.bistudio.com/wiki/Arma_3_Parallax_Map
Do I need to change the RVMAT anyhow, or does it automatically call it from the alpha
from the NOPX texture
not sure. I've not done terrain editing so not familiar with what's in the .rvmat for those exactly. But if it's like anything else, the shader type defined in the header will be looking for a nopx in its given "stage" and will use the alpha accordingly
parallax map only works on terrain/ground. Not objects
*yep
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
speaking of RVMATs , can you please tell me how to modify them? well base game uniforms RVMATs
hiddenselectionsMaterial
@unreal magnet thanks but i mean the actual RVMAT self
need to unpack the .rvmat first with e.g. CfgConvert (rename .rvmat to .bin first and it'll unRAP the .rvmat as a .cpp file you can then rename as .rvmat again, but unbinarised)
There are other tools that will convert binarised .rvmat directly though
so i do not use cfgConvert to change back to a bin before renaming to RVMAT
?
binarising the .pbo should RAPify the .rvmat anyway. So no need
would it make sense for a military contamination unit to use bright yellow hazmat suits? I don't really know whether or not I should make camo versions
Depends on the level of threat I guess. They seem to have a few different suits for the full-on CBRN specialists, beyond the kind of MOPP gear used by regular troops https://www.youtube.com/watch?v=X-UgPrG5H54
They are usually khaki, brown or green. All military colors.
How does one get _CO textures to show on UV1 in Object Builder?
When viewing the Buldozer
@vestal sundial you mean secondary UV set?
(reason i ask is because some 3d software such as max start numberting UV sets from 1, there is no 0)
some like maya, start with 0 - and so does Oxygen
in case you want to use _co texture on secondary uv set (uvset1 not uvset0) it isn't possible afaik
@frozen blade Yes I meant the second UV set. I just merged the UV's and created a camo 1 camo 2 etc selection set. Thanks
SMDI specular goes into the G channel right?
yes
is there an easy way to create UI images?
Any links to get started on UV mapping and putting them on objects and getting them workin in game?
Hey guys,
noob here.
I want to texture a vehicle as i already did a few times before. But this time i just don't get it to work. Despite doing the exact same thing as i did when it worked, it does not now.
I hope you guys can point me to the right direction.
https://pastebin.com/L7d2EFV5 here is my config.cpp
My addon ist called: grad_press.pbo
In the pbo there is the config.cpp and a folder called data. The texture press.paa is in that folder.
When i start the game with my mod, i can place the vehicle Offroad (Press) but an error appears telling me that the texture could not be found.
Does anyone know why when I convert a .png to .paa it's coming out bright pink?
What's the resolution if your image? It needs to be a power of 2, e.g. 512x1024, 2048x2048, etc
what texture suffix you are converting it with? _co?
Yep, I'm going to try and restart my PC
we got any 2d concept artists looking to help out with some A2 origins style building concept art?
to do what? ^^
googleimagesearch for czech buildings
Streetview it. ๐
are there any Mi8 / mi17 templates around ?
is there anyone who could help me with textures i got stuck ..it wont show up ingame even if i ve switched the files with same names. When i check the files there it is and its packed. I get ingame and yet there are old texture. -.-
Are you retexturing ? It might not be possible with what you are doing
yep
@obsidian nimbus Our mop 4 gear are all camo. Never seen 'hollywood' style yellow suits before.
That is what I was thinking. Usually the only time I would see yellow suits is when it is a civilian group
What is the best tutorial that helps me create a .nohq file. I like to take the same map of the vanilla nato uniforms and scale it
@kripto202#3158 If you're trying to make a retexture for a NATO uniform with a custom material, just don't bother. The only effective way to get good consistent results would be to change the paths to the .rvmats inside the model itself and repack it with your addon, which would be illegal and violate the A3 EULA. If you're just trying to use it for a mission file with the script command, that is more likely to work
Ok, just wondered. If i scaled the base texture to something of 2:1 or 4:1. Then it should work or would the texture come out bigger
As long as everything is in the same place relative to UV space, it will look the same
is it possible to convert .jpg images to .paa? I'm getting a weird error with an image I'm trying to convert with the imageToPAA tool. Everything seems to check out in terms of size, 64 by 64, the tool even says it's the correct size and everything. Not sure what's wrong here.
When i work on images such as jpg, I normally convert them to either targa or png. Some settings might be important so I would take a further look into that. I also use resolution of 72 and it seems to work fine IMO
@primal spade Ahh, I think illustrator bumped it up to 300 for some reason. I'll investigate, thanks for the feedback
np
Any one here works with substance painter to texture their assets? I could use some help with a proper way of exporting and converting from substance painter.
@lapis trench Are you using PBR? If so someone has a Substance Designer node to go from PBR to Super Shader.
@ancient smelt Yes I am using PBR
Yeah, check the history of this and model_makers, someone put up a SD graph to do it from PBR.
Thanks guys!
you can simply create an export preset in painter to pack your maps into the correct channels
getting a: In File Users\Bruce\Desktop\jackson\config.cpp: Line 16 Expected ';' or ':' or '{' after classname
error when using pbo project, line 16 is the "class DTU_vest : Vest_Camo_Base {"
anyone have a clue what the problem is
Have you tried removing the spaces between DTU_vest: & Vest_Camo_Base ?
@gloomy kelp is your p: drive set up correctly? your path user\bruce... looks like it may cause trouble.
i think i fixed it, i put brackets and closed them after class vest_camo_base
its not for me, its for a mate, that is new to this whole thing, so im giving him a hand, it managed to binarize without any errors after i did that, but ile have to wait until he can test it, i havent got the texture files
ah yes you always need closed brackets after class inheritance
.Anyone know where I could find the old A2 Jeep textures? Path points to ca/misc/data, but there are no textures nor rvmats matching the names in the p3d. model JeepT.p3d, JeepT_horeznacky.p3d, and JeepT_tanker.p3d
there was a jeep in A2?
I think they were justvwrecks based on the old jeep. Its in the a2 data pack.
Hiding in map_objects.
looks perfectly serviceable ๐
Im putting together a pack of vehicle wrecks. Saw someone ask about them for his map the other day. Figured it would make an interesting static wreck, but upon further digging I see the cool jeep and ural wreck I found were legacy ports to a2 that wound up in the data packs. Textures are PAC. Textures.
is there a quick way to convert multiple .paa textures to .tga's?
imageToPaaGui in a3tools
didn't know you could use that in reverse
I can't add .paa's to ImageToPaa
I can only mass convert one way
but not paa -> tga
@median stirrup make sure to bring down that section count on that jeep ๐ 13 sections for one wreck ๐
totally fine ๐ 1 texture for front left wheel, one for front right, ... one for steering wheel
less then 100 faces share one texture on that thing ๐
@dense peak What exactly is a section? I always thought it was a "selection name". How many sections is too much for a large ship?
section = texture+material draw call
the fewer you can have, the better
faces get split up in to separate sections by having different assigned textures or materials, or if the faces with the same texture+material are separated instances in the alpha sort - which is something that can be caused by copy and pasting separate objects
At a minimum, you want to go through the sections list in the Resource Library, and look for where there is more than one listing for the same texture+material pair
If there are any, you can ctrl+dblclick the like sections and move top, or move bottom will generally merge them (often have to view another LOD for the list to update)
cut and pasting the combined selected faces also works, but if they're welded to another set of faces with a different assigned texture or material, you'll obviously encounter problems
? So how the hell does that jeep have 13 sections? It should only need two, the section for the jeep texture and a section for the crater, right?
Ask BI. I'm sure they created it long before they knew how to optimize their models. From the look of the vehicle, it's an old vehicle they made and wreck for and put into the A2 data pack. Not sure if it was ever in A2 as I can't find the needed textures in my a2 game files.
Yeah, it's probably just janky from the way it was imported or dates from a time when section count wasn't really a consideration (I mean people used to make models with dozens of separate little textures in OFP times). You'll probably find a lot of people in the community don't check section counts too often on their stuff either
I try keeping as few texture sets as possible, along with as few hard edges, name selections, simple geometry and tris. Kind of have to when I have a ship that's over 200k ๐
Have you not seen my ship?
I'm actually using beveled edges and making the faces smoothed verses having a single edge and the faces sharp. There's a specific reason why I'm doing it this way.
From my understand it's the same vertex count either way.
have not, care to show it to me?
ahhh, TIM, yeah i though it was a different tim
i did, we actually had a chat about it
ok, nvm then
@odd crane ^^
i wasn't aware it was 200k ffs ๐
lol yea, it's a lot of polygons, but I think it's working fairly well.
hey!
what is the result of using vertex color on models in a3? diffuse * vertex color? (for super shader)
@odd crane it's the same vertex count IF the polygons share UV "island". It's however not the same triangle count.
I know. The trade off is worth it. And the FPS isn't too bad.
normally an object like that would be splitted and lodded in pieces. no great way of doing that in arma but you can use proxies. looks good though!
Thanks. So far I have the hull as one whole object and the rigging which is a separate object attached to the ship. The person who hopefully is working on the sailing part my change this later on.
Anyone with experince using substance painter, is there a guide on exporting? I know arma isnt very nice with pbr so I'm wondering if anyone has some experience with this.
It has been discussed a couple of times and there has been profiles that work thrown around. If you want quick answers (since its pretty late and sunday) you might want to try discord search for "substance" or perhaps youtube tutorials about the subject.
disclaimer, not a substance user so cant help more than pointing directions
Yeah I've found a few things but if anyone has a indepth sort of guide it would be apreciated
Exporting is pretty simple, https://www.youtube.com/watch?v=ut_ov6OHbcw is a good resource for the export preset and some of the specifics, but for gloss and spec levels I think you'll have to work it out empircally.
This is also a decent resource and explains their authoring techniques and export presets.
the textures are also very dependent on the fresnel and spec power values in the rvmat. I suppose the vanilla defaults are a good baseline to work with but I've never been able to get a good balance when using non-pbr-spec-gloss in substance with them, so once again try what works for you.
Thank you!
Substance has been pretty awesome so far, saved me a lot of time. Just need to get a good workflow going
No problem mate. I'm still working out the specifics of how arma treats substance materials myself, but I might be able to help or answer some questions regarding either substance or arma for ya.
Hey, so I've been trying to create textures in substance designer for ARMA multimaterials, and for months now I've been having issues with any texture I create reflecting loads of light when in direct sunlight (it just becomes full white more or less) and have tried multiple rvmats (some made it a little better some worse but never fixed it completely)
So I was wondering if anyone has any suggestions, here are the textures im using in case its related to those directly https://www.dropbox.com/sh/c8czl01awgiorne/AACYtHkfR9IU1UFt5PMswcija?dl=0 (I have tried disabling DTMSDI and NOHQ (seperatly) to see if that affected it but didn't seem to)
https://pastebin.com/1uATpM0j <-- rvmat as well (with normal map disabled)
Thanks in advance!
Well generally in Arma if something's too white when reflecting light that means your gloss is too low, so maybe give that a shot?
also "specular[]= {0.1,0.1,0.1,1};"
I haven't tried it, or know your situation but wouldn't it help to have the usual 1.0, 1.0, 1.0, 1.0 values?
does arma 3 support 4096 textures?
@hardy atlas yep
yes, but they only show on Very High and Ultra
hey trying to make a custom carrier rig but cant find the skin for it can anyone help??
skin? you mean textures?
Ye
is there a way to convert multiple pngs into paa without having to open every single pic at once
that should work ๐
theres also imageToPaaGui exe in your arma 3 tools.
@uncut birch
common\Arma 3 Tools\ImageToPAA\imageToPaaGUI.exe
Was working on a small project with the mb 4wd. I edited the PAA containing fender flares/rims but cannot figure what the numerical placeholder is. I know it's a stupid question to ask but I can not find anything to save my life.
there isn't a named selection for that part of the textureset
Anyone know why my ambient shadow texture makes the shaded part of my model look pitch black?
Oh nvm it seems it was the alpha channel
I think
I am quite clueless honestly
Editing the background to white in photoshop than replacing the alpha channel with just white seemed to work
I actually can't tell if it's working or not
man AO is hard
what model it is?
well that Rock doesnt have original _AS map?
no
@full quarry Thank you ๐
Something for model makers and texture artists. - http://www.e-paint.co.uk/Colour_alternatives.asp?cRange=BS 381C&cRef=BS381 285&cDescription=NATO green
Gives all the colour codes for standards. Brilliant website. ๐
Anyone know why when I make a custom model > put in into object builder > add texture to it > pack to pbo and go in game the texture which was yellow is blue in game ? Kinda new to this.
you need to follow these guidelines for your texture naming conventions,. the texture conversion process relies on the suffix in the filename to know which conversion to apply to the textures
your diffuse probably doesnt end with _co
Also needs to be ^2 size so 256x256 512x512 1024x1024 2048x2048 or 2048x1024 etc
also what @nocturne lake said in #arma3_model
if you are going to ask a question about textures, please dont spam it across multiple channels, you'll end up with answers in each and be all over the place
@distant rose @nova hatch thanks
Like what I did @distant rose lol - didnt see model chat
yeah ๐
models are in \A3\Weapons_F\Ammo\ so I assume textures are somewhere like that too
You can't retexture them without making new models though
is there a special way to apply _co textures to a second or third uv set? Can't seem to get them working on a model I am working on, the normal maps is working but not the _co texture. everything works on the first uvmap. And i check the uv editor in object builder, it shows all three uv sets
i do this when applying the texture http://i.imgur.com/v8YTboq.png
and it shows this in bullsozer http://i.imgur.com/Uwcgefq.png
the textures don't work for the pants and shirt. the normals do though.
nope, the texture channel can only use UV Set 0
you could try applying it as a _mc map
but really you should have your _co as UV Set 0 and normals etc in the same set or other sets
hey guys, hoping you blokes can give me a hand, just 'finished' up this: https://steamuserimages-a.akamaihd.net/ugc/845964018898707796/48122A59A6AED92095F47A1EF71A59C7FD09DCE6/
wondering if anyone had an rvmat that includes: normal, AO, diffuse, roughness and metallic maps? (or any of the above that applies to arma, sorry still new to this)
@fresh hill does super shader use stage 0?
@gloomy kelp Arma doesn't use roughness and metallic. Specular and gloss are combined in the _smdi map
Yes. Afaik only supershader does that.
ahhh righto
any idea how/ what program ide use to generate an SMDI map for my model?
yeah substance 2
Roughly speaking to wrap your head around _smdi:
Green channel: 0 = Black = No specular (specular level)
Blue Channel: 1 = White = Full Specular power (glossiness)
https://pastebin.com/NsD3npUK works as a basic template for Arma's super shader. replace the texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; lines with a path to your material files. The NOHQ, SMDI etc. tags correspond to the available maps here https://community.bistudio.com/wiki/Texture_Map_Types
ive got an example, one here which has SMDI in it, so it all makes sense now
@nocturne lake Why is your diffuse pushed to 2,2,2,0 by default?
not sure. must have just been whatever old A2 material I copied it from. Same with the low specular values that should be 1 now
Also the stage7 should probably enable the world-specified env map rather than a fixed one.
I'll update it then
Yeh, that rvmat does look like it went through a lot of copypasta ๐
Supershader is a very fickle thing, I recommend you set yourself a fixed .rvmat template where you never touch the specular power, specular[] and fresnel values ever.
And then control these via smdi on a per pixel base.
Compare this to the audio settings: your smdi are the individual audio volume sliders for specific effects, while the params I listed are the "general audio" slider.
so replace the texture = "#(argb,8,8,3)color(1,0,1,1,SMDI)"; with texture[] = "path to texture"?
Yes
AS = Ambient occlusion (Only visible when the texel is in shade)
MC = Macro map. Acts like the Multiply blend in Photoshop. Can be combined with alpha channel for per-pixel blending intensity
and DT_ is just another MC duplicate, that is layered underneath everything.
dont really need them do i?
No.
_AS is good to have
ive got an ambient occlusion so ile throw that in
I'd recommend making a small test cube object and play around with these individual texture stages to see what tools you have at your disposal.
MC and DT are extremely powerful when used right in combination with a regular _CO.
@fresh hill do you have the path to the world env map to hand?
aye, found it C class Stage7 { useWorldEnvMap="true"; texture="a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };
The fresnel arrays usually can be tweaked a bit, if one really wanted to pennypinch performance concerns.
im still a bit confused with making an SMDI image?
nevermind
thanks, I got the _co textures to work by copy and pasting as separate models into one in object builder.
What causes the glow under the chin and behind the ears?
http://i.imgur.com/sGWcO7x.jpg
http://i.imgur.com/FIvqVIv.jpg
Here's my rvmat for the skin.
https://pastebin.com/nwkTQGwQ
that's the fresnel
May not be the best place to ask this but im seeing some comments from users... does Substance Painter 2 offer any great advance on 1.7?
Thanks, I couldn't find the right setting for fresnel. Everything i tried had to much glow so i just took it out for now.
for that skin you have to lower the specular power and tweak the gloss map
and probably use the better fresnel as well
ok thanks, i'll edit those.
Added: Support for insignia material - in dev version , does this mean insignia can use rvmat?
If there are any developers that do vehicle skins here looking for work, I'm looking for someone to do some skins for me, pm me for details
what values /map controls clossiness in the rvmat?
SMDI Blue channel, SpecularPower parameter and the fresnel stage.
Which texture file format doesn't allow alpha?
I'm want to reduce the transprent edges of a texture on a model, and am thinking simply changing it from a .paa to soemthing else could fix the issue
.jpg
but you can run a filter on the .paa in texview to fill the alpha all white
c = color[red p,green p,blue p,1];```
yells, VOODOO!
can I make a light using rvmat to illuminate other stuff? I want a light bulb inside my cargo that illuminates the room. Right now its only glowing by itself ad does not effect other objects.
You'll need to use class Reflectors {}
ok. Im using that for lights on/off outside the aircraft. Can I use custom reflectors that are activated by userActions?
on activated if engineOn for example
i guess you could animate the lights based on the corresponding engine related animation source. hide animation of the mem points or maybe jsut translate underground if that doesn't work
Yeah, that's what we do with the cabin lights on stuff in RHS
hide the mem points via user actions
how do you make the glass on the goggles darker?
https://images.discordapp.net/attachments/314480656543645705/330872921423740928/goggles_black.jpg?width=1042&height=587
i'm using a black texture with alpha and here's my rvmat.
https://pastebin.com/WJdP2Xsp
alpha -> reduce opacity.
@X3KJ#8043 ok, thanks.
Waaaagggghhhhh
more like weeghh - its just an ork with human stature
"its just an ork with human stature" for now, all future ones will be the proper height. Just have to get around to doing the animations for them.
"just" ha, understatement of 2017. Got luck though
what does an edit lod do? For example "Edit 5.000"
it does nothing other than hold misc information. it is mostly used as a WIP layer, or however you want to look at it.
is not loaded/utilized by the engine.
So it's "paste a bunch of stuff here as storage for later use" kind of thing
yep
increases filesize however
i think it is not geting included to the binarized p3d, could be wrong tho
you are ๐ just checked.
good to know ๐ฎ
I been wondering if the hiddenselectionmaterials still got issues or been fixed?
nah, still has issues
can someone inspect this texture and let me know if it has transparency or not? https://www.mediafire.com/?jkzwibmfh5t8ess
also, I'm trying to make a custom reflection in my glass, but am not really sure which values to use in my rvmat:
{
useWorldEnvMap = "false";
texture = "ats\trains\vl\data\ed4m_ca.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {9,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,1};
};
};```
Is stage 7 only meant for world textures? I think I see it wrapping around
supershader?
yes
Alright, that clears some things up
but say I wanted to add a color texture to the rvmat, would I make that stage1 and bump everything down?
or are the stages attached to specific shader usage
I was hoping I could cheat and let the rvmat make the texture transparent for me
nope
I think I asked this a while ago, but, is there any way to mass convert .paa textures to .tga? Obviously there is ImageToPaa for converting tga's to paa but not the other way around.
ermmm.. i used to do it with a batch file texview. i would assume that still works.
I will try it out
where can I find the syntax for texview?
figured it out
just have to get it to work on multiple files
@twin bane do you remember what the specific command line was?
Ok, I figured it out. Kind of had to actually learn about how .bat params work, but I got it
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TexView2\Pal2PacE.exe" %1 %~n1.tga
^ For anyone else wondering
drag and drop will convert a file
don't know about multiple at once though
Paa2Tga.bat:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TexView2\Pal2PacE.exe" %1 %~n1.tga
this goes in the same directory as Pal2PacE.exe
ImageToTga.bat:
for %%f in (*.paa) do call "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TexView2\Paa2Tga.bat" %%f
this goes in the folder with .paa files you wish to convert.
Running ImageToTga.bat will convert all .paa files in it's folder to .tga files which can be edited and viewed
good job man. you now have the power to do many things more easily. ๐
I still don't know shit about writing batch files lol
lol, it's a useful skill to have honestly.
yeah probably
would anyone of you know why kuma shows up with texture filled slat armor in editor ? but when it spawn in play mod then SLAT become normal as it should be.
it's randomised IIRC
editor shows all animations in their initial state before scripted randomisation etc.
how do you stop randomisaztion xD ... sometimes i get normal slat ingame sometimes not.. will not care for editor
arent these valid texture extensions?
or are these outdated and should be converted to others (which?)
_detail.paa
_mask.paa
_mca.paa```
ref: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
_mask is used by multi-material shader so still valid
_can is used with A2 vegetation, so is _mca.paa
while _detail mostly by ca\buildings\data\detailmapy\XXX_detail.paa and similar
does somebody know the texel density of vanilla buildings by heart? How much resolution (in heigth) does a normal interior room, or the outer wall of a 1 story building have?
Buildings are usually multimat. The interior diffuse textures can go easily between 500-700px per m.
The underlying technical maps, such as AS and MC... depending on the size of the building 50-100px per m.
ok thanks. currently trying to find a "block" system that i can use for "modularization" of tileable textures
ok thanks. currently trying to find a "block" system that i can use for "modularization" of tileable textures
aren't multimats just that?
@acoustic dove u havint the same issue im having with hiddenselectionmaterials, where sometimes they wont load the rvmats ingame randomly
@still ibex i havent used them but i what heard there was issue that they do not load for some weird reason
woodland in lod 0
snow in lod 1
olive in lod 2
this way all rvmats would be preloaded
but via hiddenSelectionmaterials sorted correctly.```
quote from @fresh hill
there is a second way to do it via class PreloadTextures but the one above is simpler/easier
Ah, hi.
Yes. The entire reason why hiddenselectionMaterials is not working correctly is that the newly assigned material does not have all textures made available.
The easiest way to make them available is by including them in the model somehow
the preloadTextures class is also a possible way, but I'd leave that to the more advanced config people, as it's easy to mess up the entire class potentially for everyone else.
btw i had a quick chat about that with @nocturne lake and he was worried about the // and kept in the memory permanently bit of class PreloadTextures
do you think it's even better to just do it in the lods like above so you won't fill up the vram with it?
That is exactly another reason why preloadTextures should not be used. It does indeed force those textures into vram.
Better to have them all listed in an edit lod or somewhere, this way they're loaded on demand.
๐
it is a good idea for textures that are used frequently so they don't get unloaded/loaded every now and then?
something like vegetation that is heavily used
Particle effects are the only legitimate usecase.
this was my tought after i saw that BI uses PreloadTextures for quite a bit of veg
To prevent the initial white-texture loading bug of PFX being spawned for the first time.
Assets should not use it, and if they do, it should be small textures to keep the vram nice.
i'm going to make a list of textures used in PreloadTextures by BI and see how big they are
this could potentially be one of the memory crash causes if BI adde a lot of them for APEX ๐ค
what is an _mc texture and how does it work
same for _mca
is there any actual documentation on it other than the texture naming page?
MC is a macro texture
it can be used in a number of ways
what you wanna achieve @obsidian nimbus
in short, RGB is the color, the alpha defines the opacity of the overlay
which is what MC does - it overlays the rgb channels on top of the _co texture
if the alpha is is 100% white
and the RGB are pure black
it will turn the _co into a black texture
so it is just an overlay?
it is an overlay that you can use on a separate UV set
works great for stuff like big vehicle - small decals
have a look here
If a crosshair gfx for a scope in ARMA3 tiles horizontally (as in, you see like 1 whole scope and one half on the left and right of the main scope. What can be done to rectify this? ๐
Can I set it not to tile somewhere?
pic?
is that your scope?
No. It's from Breaking Point. We've made a weapons mod out of its weapons, and four of the scopes have this horizontal tiling issue, and I'm trying to fix that.
This is straight from the public github repo. So unless they fixed that, I believe they just weren't really thinking that these custom scopes would be played on a 21:9 perspective
well the issue might be with the model of this reticle
that tiles too much and you dont need that with A3
Hrm, I was hoping there was some option to set in the weapon's config.bin to just stop it from tiling.
nah its in the model of the reticle that needs to fix it
rgr
Aye, that's what I meant by "rectangle", the plane; does it need to be wider? Or is it better to make it a proper square like the texture format?
Ahh, got my answer.
I want it to be square
Not rectangular.
Think I can fix the rest from here.
if you make it square than you have to fix plane UV too so it fits the texture
does it realy pay off to buy those for arma modding?
I know a lot of people who use SP2 for Arma. 3D modellers who know how to bake good normal maps, ambient occlusion and curvature from high-poly to low-poly game models will be the ones getting the most out of the workflow though
even if you dont bake much detail, painting in 3d is a big advantage. If you cant paint or texture whatsoever, and are not willing to learn its not giving you benefits.
You don't really paint that much in Substance Painter.
Most of the time you're tinkering with procedural layers, masks and filters.
(For most Arma work that is; vehicles, weapons, buildings, etc)
So a few days ago I saw some discussion regarding the use of "class PreloadTextures" and hiddenSelectionsMaterials in models
I created a retexture of a vanilla uniform that needs it's own .rvmat loaded via hiddenSelectionsMaterials. I also have several camo variants of this uniform (Black, Tropical, Woodland, Desert, Snow, Urban) and maybe more in the future, not sure yet.
Obviously using hiddenSelectionsMaterials on these uniforms has caused issues with loading the textures referenced in the .rvmat consistently and causing visual issues because of this.
I have managed to reduce these issues a little by separating the .rvmat and other variant textures into separate addons, as well as separating vehicles and headgear etc...
But the issue still remains, though fairly uncommon. I know using PreloadTextures isn't ideal because of the VRAM usage, among other things, but for now I would like to see if it would fix my issue. How would I configure my uniform textures under PreloadTextures? I can only see how the stock configs do it for particles and things like that. Is it possible to do this for vanilla model retextures? Is there any other solution I could use if not?
Also is this issue being fixed a priority at all as far as BI is concerned?
Anyway, feedback and assisted is appreciated
First time loading into eden and spawning a unit with the uniform works properly
I will restart my game and test in arsenal and with loading vanilla version of the unit first
So far so good
I think it's working but I don't know for sure
Is there a way to tell if a texture is being preloaded or not?
Does anyone know someone from SMA that can authorize me to edit textures?
SMA?
Specialist Military Arms
I contacted the who guy opened the addon's thread in the forums but he is inactive since May, soo..
Chances are hes not around.
what should I do then?
what his release license say?
Do not edit or redistribute without explicit permission
then you got to get that permission or make new from scratch
alright thanks
I mean if he's not around he can't exactly file DMCA's or anything
just putting that out there
I'm kidding don't do it
it's actually kinda weird
@obsidian nimbus ๐
I SAID I WAS KIDDING sry ๐ฆ
Ok so my solution to using hiddenSelectionsMaterials:
I created a model made of only texture planes and set the textures to the retextures and .rvmat and put the model in the main data addon that loads before the uniform addon
then I added this to the data addon's config.cpp
{
BTHBC_IAWE_Combat_Fatigues = "\BTHBC_IAWE\iawe_data_f\data\u_bthbc_preload01.p3d";
BTHBC_IAWE_Balaclava_TI_G_blk_F = "\BTHBC_IAWE\iawe_data_f\data\g_bthbc_preload01.p3d";
};
class PreloadTextures
{
class BTHBC_IAWE_TEXTURE_PRELOAD
{
BTHBC_IAWE_Combat_Fatigues = "@*";
BTHBC_IAWE_Balaclava_TI_G_blk_F = "@*";
};
};```
So far everything has loaded the way I want it to, so as far as I know right now, it is a working solution
Are there any issues with doing this?
didnt someone say extensive use will consume memory?
Yeah, that's kind of the problem. Apparently it permanently loads the textures into VRAM, so that could definitely cause issues if used too much
I just don't know how much is too much
My uniform preload model loads 6 2k textures and the .rvmat which points to a 2k smdi and 2k nohq, which I included as textures on some texture planes in a different LOD
That is a total of 8 different 2048x2048 textures being preloaded on startup
maybe if the preload .p3d's load first before gameplay somehow I won't need to use the PreloadTextures workaround
which would prevent any resulting VRAM issues
I just don't know how I could load a 3d model on the main menu
what causes the whitish/grey texture in the transparant glass? i tried removing the rvmat and it still shows the same thing so i must be doing something wrong when making the glass_ca.paa texture.
http://i.imgur.com/7MR1wxn.jpg
pretty much the whole inside part of the goggles is showing up as whitish/grey through the glass for some reason.
here's the texture file i use before i convert it to paa if it helps
https://www.dropbox.com/s/s7ohqbiwegnqaa2/goggles_glass_ca.png?dl=0
@faint dragon that is because the glass parts arent properly sorted
@obsidian nimbus did you try the method Mondkalb#6985 suggested? (referencing all textures in different RES loads to have the engine instance them already)
lets say you have three rvmat versions: woodland, snow and olive
woodland in lod 0
snow in lod 1
olive in lod 2
this way all rvmats would be preloaded
but via hiddenSelectionmaterials sorted correctly.
Lappihuan - Today at 3:39 PM
there is a second way to do it via class PreloadTextures but the one above is simpler/easier
Mondkalb - Today at 3:40 PM
Yes. The entire reason why hiddenselectionMaterials is not working correctly is that the newly assigned material does not have all textures made available.
The easiest way to make them available is by including them in the model somehow```
@frigid escarp I would like to keep my solution legal
so you dont have access to the model?
"I created a retexture of a vanilla uniform that needs it's own .rvmat loaded via hiddenSelectionsMaterials"
i see. missed that part
@acoustic dove thank you, it worked after moving the glass parts to the top.
Heya
@obsidian nimbus, I'm not sure if this will work or you've already tried it etc, but use hiddenSelectionTextures/Materials and then create a init eventhandler for your class.
class CfgVehicles entry
class EventHandlers
{
init = "_this call compile preprocessFileLineNumbers 'init.sqf';";
};
Inside init.sqf - documentation of command https://community.bistudio.com/wiki/preloadObject
10 preloadObject (_this select 0);
Whether it will force a load of textures in config or the model who knows ๐
I will look into that
on another note, anyone know of any softwares like crazybump?
I remember starting a trial of some other software but I don't remember what it was
There is xNormal
it isn't that
nDo?
- knald
- shadermarp
- pixplant
There's the Nvidia normal map filter for photoshop. That's my go to for normal maps creation in photoshop.
Though I'll be interested in taking a look at nDo if I can find the website for it.
it's part of the quixel suite afaik
You can purchase it separately. http://quixel.se/suite/
legacy versions are here for free IIRC http://support.quixel.se/hc/en-us/articles/207439035-Where-can-I-download-the-legacy-version-of-nDo-and-dDo-
^^ legacy is still plenty powerful, i use nDo all the time. for whatever thats worth.
i thought it was both. i'd just get the suite though so..
ยฏ_(ใ)_/ยฏ
seems you're right though, i only have ddo legacy files. they should update ndo one of these days.
original nDo was free - the old Java(?) PS plugin. I'm not sure that I saw "nDo2" go free
Kind of ridiculous we pay an arm, leg, kidney and spleen for these ridiculous programs, yet we do things completely free for game companies.
Either way I'll try the free one.
i'd defo also prefer xNormal over the nvidia PS plugin for sure, if you're going the low budget route
whats more ridiculous is people (who are not modding) demanding that mods have to be free.
does anyone know if its possible in MAX to bake a texture on an object for UV set 2 by using itself and it's texture with UV set 1 as reference ?
can you pick the object itself that the projection mod is applied to? i don't think so
is it too complex to make a simple copy?
i could, but then i still need a cage and that leads to distortions/ losses
unless there is a cageless projection method? have never tried something like that.
hm. but why exactly? you don't want to explode all the parts? i guess having a copy with a cage with 0% push amount would be that?
or does a cage need distance to work at all?
yes it needs minimal distance. And since cage does not match up with the direction of the vertex normals it will lead to distortion. For example if you bake a wheelhub with rivets/bolts, they are distorted when you use cage baking.
reason is i want to include some parts of a model into another one. For example a grenade or parts of some other weapon into the texture of a combat webbing - for optimization purposes.
Are you trying to project one texture with a certain UV unwrap channel onto another UN unwrap channel? If so you should get the slanted rivet head issue.
thats why i'm looking for another way
one that involves as little extra labor as possible
*shouldn't get the slanted rivet issue
Try this, just to try it out. Copy the model, have one model with the first UV set and the second model with the second uv set and project it that way and see what you get.
I did that long time ago with a ship with curved planks and it actually worked well as I remember it
You might have to increase the cage by one click of the up arrow unless there's bent quads.
hm ... hm... Cage by one click still leads to cage not matching with vertex normals. HOWEVER, if i bake a diffuse for every texture (baking multiple times), there is no raised geometry that would normally be the issue for HP.
try it, it should have minimum vertex issues. If it doesn't work I owe you a beer.
Ok, I'll sacrifice myself and I'll drink the beer. I'll take one for the team ๐
i'll smoke a spliff for you too if that helps
lol I told my co-workers today "I didn't do a high poly to low poly projection to bake a normal, ambient occlusion and specular map and instead I just chamfered my edges and smooth everything"....they looked at me like I was speaking another language
oh you mean on the lowpoly to get smooth edges instead of usign a normal map to smoothen them?
yup
hah. well why not
It was actually faster to make the axe that way verses the traditional way.
i use quadchamfer for almost all my HP edge things... Only for freeform geometry i deviate from that where i must
Pixplant is the one I was thinking of. Thanks for the suggestions guys
might not be such a texture question but maybe someone can awnser it if i make a png that has lets say a red outline but the middle is a black transparent color and it is a interface picture will it be transparent where i make it in the png -> paa later?
but it should work in the GUI ?
@Tim#5638 que? png transfers alpha layer just fine.
Really? Never knew. Always used tga and never had a reason to go to anything else. I probably heard that long time ago.
anyway thanks for the awnsers ๐
hey,has anyone had any issues with ImageToPAA. It keeps crashing with some microsoft.net framework
hey guys can anyone tell me why my editor preview pictures come out with alot of extra exposure?, the pictures are extremely bright even though i followed the instructions perfectly , anyhelp?
So you did turn off Bloom and PPAA?
yes
Hey so i just got into retexturing objs and was wondering how do u get that texture to load
I assume you need to load it via a script but not sure
@plain plank Depends on what you mean
also what object it is
do you want it as a mod, or as something that works in vanilla?
@obsidian nimbus skins that aren't in a mod pack and then for both vehicles and a charater equipable items
Like vest uniform helmet
In that case, it has to be a mod
you can only retexture uniforms in vanilla via scripting, not vests, helmets, or weapons. Backpacks work, though, oddly enough
For a vehicle, you can also use vanilla scripting
but I assume you would want to create a mod since you are doing character items that can't be retextured in vanilla without loading an addon
At the moment im just tinkering around nothing serious
Also the objects you want to retexture need to have hiddenSelections to work
And then for lets say a uniform how would i load the new skin onto it vanilla ?
Here are some relevant resources
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
http://pmc.editing.wiki/doku.php?id=arma3:texturing:scarecrow398-retexturing-tools-basics-tutorial
https://community.bistudio.com/wiki/setObjectTexture
https://community.bistudio.com/wiki/setObjectTextureGlobal
The last two links are script commands that you can use to set the texture of something in game
Those commands don't work on helmets and guns though, even though they technically have hidden selections
Not sure why
Hmmmm how does lets say for altis lifw they give dif textures for the vests
Is it a mod thats downloaded in the missions file i assume
Or is it server side
As for doing it in vanilla, one way to quickly get a uniform retexture working is to place a unit down in the editor (with the uniform model you're interested in editing) and paste something like this in the init box: this setObjectTextureGlobal [0,"path\to\epic\texture.paa"];
As for Altis life using custom vest textures
I didn't know that it did
Are you sure it isn't a vanilla item?
Unless they added a emt vest to vanilla lmao dont think so
Yeah it custom texture with a medical cross in the back and neon yellow
there is a police vest, and the jets DLC added several colors of hazard vests (I think that's what it's called)
Which server is this?
Older german server i have server files for
It was all vanilla assets
Dont have the file handy on mobile atm its saved on my desktop
Assuming u would like to look at it ?
Yeah, actually, I would
I'm quite curious now
I will investigate this myself in the mean time
Me finding the server file yeah
As for howlong ago this was active server i need to check
@obsidian nimbus nvm about vest, dumbass on my part
i moved a vest texture by mistake when unpacking files
xd
Ok glad that's cleared up
Is there any way for one map in a material to decide which parts of the macro texture is being shown? Like a mask, or do I have to edit the macro texture itself?
Anyone have a template RVMAT for decals?
Ok so I have a decal set up and shows up fine on Buldozer, yet it doesn't show ingame ๐ก
@vestal sundial how is the decal made? What does the model look like?
The decal is just a polygon with the clan RVMAT assigned to it and a paa texture with an alpha mask
Yet ingame it simply doesn't show up
It might be too close? I don't really know how non-terrain decails work
Sigh, nevermind. I'm just incredibly stupid.
I was packing to the wrong directory.
can someone help me i trying to make a Custom sign and can't find any videos one youtube.
Anyone here use 3dcoat?
I've used it quite a bit for handpainted stuff. Whats up?
Is it possible to use 3dcoat to bake highpolys onto lowpoly objects?
Or do you have to bake the highpoly onto a lowpoly
That's already been UVmapped
lowpoly needs always uvmapping
but you can do that in 3Dcoat if thats what you meant
I mean
If you have a lowpoly model in 3dcoat, assuming it's unwrapped either in the application or externally
Can you bake a highpoly onto that lowpoly in 3dcoat whilst the lowpoly is the object loaded and the highpoly is external?
Or do you have to load the highpoly and bake the lowpoly externally, because I only see an option for a lowpoly mesh
mm that I dont think you can do. 3D coat bakes only from the voxelroom to the UV mapped lowpoly mesh (retopoe from the voxel or imported) If you import your highpoly into the voxel room then yes. But I doubt it will reatain any materials
I use blender to bake that kind of stuff myself.
Okay
what did happen to that one sculting app that allowed endless pulling out of geometry? basically creating new faces on the fly. i think was something with sculpt in the name. years ago
it was just a beta at that point. i dunno. maybe i dreamed it
ah sculptris. now i remember. pixologic bought it.
end of monologue ๐
can be done with zbrush as well now (propably mudbox too)... just hit retopologize and continue.
yea i know. in this it was dynamic and on the fly though iirc. and i think zbrush wasn't able to retopo like that i think at the time. could be wrong though. is just how i remember it. maybe they bought it and hired the guy too and he wrote all that. who knows.
Sculptris? I guess you could call it a light version of zbrush. It's a good program per se and it does create new faces on the fly.
guys
im running a modded lakeside community were do i put the textures or do the texture just go in the mpmissions>textures and put them in there as a .jpg
or .png
or is there a diffrent location for modded ones?
cause you just download the textures in mpmissions
burn
Dose anyone here know how to use User texture?
Texview https://gyazo.com/fcdd1110aa46d8cca47ac18a89f4e55b
Bulldozer ๐ฆ https://gyazo.com/8d8f9716fab2b952963cee7bd0750b5f
File is ende with a _ca and is a .paa
Any idea why it may be black?
no material?
No material
Interesting. If there isnt a rvmat itll be black, if there is regardless of what kind itll show color.
I just threw a uniform rvmat and bam color
did you mess around with face or vertex properties? if not you should try some fo the clutter materials inside the game files. there should be generic ones that don't have paths to specific textures that should make it look good and render properly at distance and stuff
cool
Thank you for giving me the idea ๐
np
clutter mostly uses the grass shader which is basically just a _ca and some special alpha treathing
you can also use treeAdv or trunkAdv but those are mostly used for more complex plants or rocks or branches (clutter)
any advice for ImageToPAA? It's an 8-bit PNG, 2048x2048 and it keeps failing
_co.png I just started fresh and redid the work and it worked this time. It was greyscale, this time rgb
question for the substance users among us:
is the tri-planar projection for maps/masks/generators able to eliminate the seams properly? or are there also limitations to it?
(i mean this: https://www.youtube.com/watch?v=147BcLoHDgc)
I'm sick of fixing seams from procedural maps in dDo by hand so was considering getting substance primarily for this reason
@dry quartz - hit me up sometime if you want me to explain how to create ADS maps properly, your terrain looks brilliantly, but the structures do require a bit more love
@silver gull yes, properly, at least in painter
@frozen blade they definitely do. They come from the SFP mod. Thank you but I am familiar with the workflow :) just need to find my (or someone else's^^) time
ok fair enough then
you'll still get seams on high angles with triplanar, it's good but not magical
you can always use clone stamp tool on the worst of it
true, but beats any sort of hand-fixing seams by miles
by high angles i assume you mean sharp? is 90ยฐ still safe?
Can anyone explain me something? I created a texture of my mission, its a screen for a laptop. The problem is that when i apply it to the laptop ingame the colours are reversed, here is the example http://imgur.com/a/U9N3t
pix size needs to be power by 2 ( 512 1024 etc)
yea,i made a typo so it was 612 instead of 512
does anyone know how to make the lenses on a scope have the reflective effect?
could i have one of you blokes look over my RMVAT. coz all my textures come out extremely saturated, and im wondering if there is any fix other than just making the texture darker
if your texture is over saturated why would darkening it help?
this is what im meanin, http://imgur.com/a/6Jp77 i dunno whether thats just the game or if its my rvmat
you can darken it via rvmat or directly in the texture
and this is one the reasons why i dont like the new lighting
what value would i change to darken it?
diffuse[]={1.000000,1.000000,1.000000,1.000000};
modify this
in your rvmat
give it like 0.5 or whatever
but it can screw up colors thats the side of this
does that go under the specific stage, or at the top of the rvmat?
its at the top
@gloomy kelp @acoustic dove - never do that....instead make sure you use 1.8 to 2.2 gama compensation.
also, that marmoset render is anything but accurate - it is also HDR and exposure based.
where you do that?
in PS you mean
of course its not ideal but its quick and does the job
By darken in rvmat you secure quality in the texture. A very dark texture will have low bit depth and banding can get noticeable.
woot? the bit depth is the same
He means changing the rvmat values to be darker and leaving the .paa to have the full dynamic range of 0-255.
Super shader most of the time multiplies the rvmat settings with the respective channel values, so a linear scaling of the RVMAT values is commutative with a linear scaling of the .paa channel values...
...except that the .paa colour values are heavily quantized (to 5 or 6 bits).
decided today i should try SP, go to their HP ... aaand i get website timeout. #lifethings
As a SP user, you won't regret it a single day imo.
does anyone know how to make a texture image like this:
work for arma?
from blender
can it be converted to fit arma models somehow?
@dense peak a UV map? Those could and should be way more compact maps
You apply a texture in object builder by pressing e on the selection and providing a path to it based on the addon
So neet_mod/textures/obj/main_co.paa
With neet_mod being the pbo
And rest folders
_co is main diffuse
alright thanks for the help im trying it out now
so once i choose the texture in object builder and save the p3d, does it then automatically sync the texture so that it will work with arma?
i tried saving the p3d in object viewer with the texture loaded but it didn't work. the object doesn't show ingame and also i don't think the texture is synced hm
is the material needed?
no, but then again, yes if you want better quality.
i do, but for now i just want it to work
then no.
ok
I'll PM you something.
k
what did you mean local filepointers?
By local pointers I mean starting with C:/ or similar.
the correct use for arma 3 would be to make the path start with like #modname#/...
As you can see in the screenshot a couple of messages earlier, the path starts with the modname, making it not local.
so this should be done before it is made into pbo?
yes, you change the path to a relative path as it is called.
then save the p3d, then repack the pbo.
when i try this, the texture dont show in object builder preview
that's normal, that's because you now turned the path into a relative path.
in arma 3 it will show.
but for local previewing, use local or absolute path.
ahh
path starting with C:/ or similar => absolute path => preview in bulldozer local works, arma 3 texture only works for you.
path starting with modname => relative path => preview in bulldozer blank, arma 3 texture works for everyone.
hm i tried packing with pboview after changing the path but the model still doesn't show.. what could be the problem?
what LODs do you have?
If don't mind sending the model over, I'd have an easier time diagnosing.
if not, could be loads of things.
Should be explained in the guide I sent you. ๐ LOD means Layer of Detail
ah ok
i didn't make the model myself. it's a retexture of the tripod from ace. i think it was ported from arma 2 so the texture is very bad and basically completely black so i had to get a new uv map
so the 3d model itself should be fine, it just needs to be working with the new uv map / texture
if you wanna take a look
ace_tripod\data/nipertripod_co.paa should be ace_tripod\data\nipertripod_co.paa
you modified sniper_tripod.p3D?
if you just want to reskin maybe try https://community.bistudio.com/wiki/setObjectTexture
I also don't really have much experience with repacking ace mods... @dense peak I suggest you try the textureswapping first.
So use the default ace mod, and just place the default ace tripod in front of you in the editor and execute setobjecttexture in the developer console (escape).
i don't know if i modified the p3d i just wanted it to be compatible with the new uv map
Did you use photoshop or a similar program to create the new texture using the existing one?
btw im making a custom version of ace so it would be nice if it was part of it
i created a new texture from blender
using something like smart uv mapping or something
okay so assuming everything in the model etc is correct
just correct the pathname as I previously mentioned.
i think i will like it but it does take some getting used to indeed ๐
hm it still didn't work and the model still doesn't show..
hm @twin bane same problem for me - SP painting lags behind. Even on 5k Model with 2k Map with single layer and single channel
You can use lower resolution maps.
When you switch back to higher resolution maps it replays all the strokes and gets you exactly what you would've got had you been painting in 2K/4K etc.
You will not get the exact result. Because it has to recalculate the strokes you always loose a bit of precision
it seems also extremely inconsistent - 2k^2 sometimes slightly laggy sometimes ok-ish. 2k x 4k - horrible lag. That's just double the pixel count
and that for just a single map, single channel, no other materials present
Redphoenix: You'd have to never undo then either, because I'm reasonably sure undo replays strokes from some checkpoint.
Yep it does,
Hey, im having a quick question. After binarizing one of my models with a _ca texture, the Alpha Channel parts are simply plain black. Before binarizing everything has worked just fine.. Both material and texture have been taken from A3 Vanilla (a3\structures_f\mil\shelters\data\camonet_blufor_ca.paa) (a3\structures_f\mil\shelters\data\camonet_blufor.rvmat) Does anyone has a clue? Thanks!
you need to have the textures and .rvmat materials unpacked to your P:\ drive
Im sorry but Im not entirely sure what you mean by that, why unpack? They were never packed in the first place as theyre A3 Vanilla Textures!?
because binarise needs to reference whether the texture applied to a face has an alpha channel or not
it affects how the face is rendered ingame
you're getting the black outlines in your alpha textures, because the model isn't telling the engine to render alpha on that face
Sometimes the opposite happens and the game thinks the whole model is being rendered with an alpha and this sort of thing happens: https://forums.bistudio.com/forums/topic/193081-transparent-texture-with-glass_capaa/
So unpack the textures your model is referencing, to your P:\ drive using the same file structure as indicated by the path
Ok thanks alot! ๐
@silver gull well, thats unfortunate. was honestly hoping it would be fine for you. hopefully one day it'll be a bit more robust. ๐
Is there a way to create a .paa texture with only one mipmap?
@nocturne lake By "unpacking the textures to your P:\Drive, you simply mean copying them over, right? (Of course with the same file structure)
yeah, unpack the .paa and .rvmat files from the .pbo they are in and copy them in to a folder P:\a3\....\....\ depending on the path of the assigned .paa files
Ok sorry for missunderstanding but the textures aint never been inside a .pbo, will try that out anyways ๐ Thanks again!
Ok, having the _ca textures in the same .pbo as the main .p3d model file solved the problem!
Am I correct in remembering that its possible to convert a nohq texture to an SMDI with TexView2?
"Start Texview 2, load your diffuse texture (the one with the colours etc on) then select \Edit\Filter...\ from the toolbar. Load the filter "C:\Program Files\Bohemia Interactive\Tools\TexView 2\Filters\specularMapFinish.bitfilt"." This still work @nocturne lake ?
looking for those filters in the a3 tools
nvm
it's not a good way to make a specular map
well, unfortunately I'm not talented enough to use photoshop to do it
anyone know why my pixplant normal map looks different than the normal map it exports?
hello, does anyone know a fix were ingame any black on my vest goes dark green but on the paa and the png its black
is texture power by 2 (512, 1024, ...) ?
dreamer can u show us an example, and u cant use pngs as textures
http://imgur.com/L38nq48 and yes its powered by 2 (2048x2048)
looks black to me?
might look dark green because of the lighting, try it on a normal map, altis etc and change the time settings for different light effects
but it does look black on the screenshot
i fixed it, turns out that 100% saturation on my monitor and 200% saturation ingame doesnt go well with dark blacks
heheh
lul
could I get any advice on this? https://i.gyazo.com/44a3146474c33c6255b435c6690d8c4b.png
I believe it has something to do with my _as texture, or the rvmat. I get splotches in the shadows. Any help would be appreciated, this is my first time making textures/modeling and rvmats still confuse me.
What resolution is the texture? @limber plank
just made it bigger, much better thank you :) https://i.gyazo.com/593ea2dd582443df7dd05cd6a1267b3c.png
I'm glad it was that easy
@limber plank you could smooth that model a little , mainly on top of the head
I'll work on it. This is more a test model to learn the process though.
and you can have it in 1024 also
late but @silver gull https://support.allegorithmic.com/documentation/display/SPDOC/Performances
Some other things to do include changing brush projection type from Tangent to UV space (cheaper, can make a big diff.) and moving layer you're working on to the top or disabling other groups temporarily
changing nvidia settings did nothing. I get "blabla old driver" rant, but my GPU doesnt get any driver updates anymore so its pointless.
Changing projection to UV makes things a quicker, sure but also really janky to paint on non-organic models with fractured UVs
if it's an old GPU I wouldn't expect good performance
GTX 660 Ti it is
@twin bane what GPU do you have?
2gb vram?
yeah
yeah... I have 4gb and it's not enough
the fuck? you supposed to have a quad-gpu system to run this properly?
i cant imagine that 2GB vram is not enough to paint a single mask for a single RGB channel without hitching
Any other SP users that can run it good/fluently ? - what Hardware are you using ?
SP user, no problems with multiple stacked layers. i5 2500k @3.3GHz, GTX970 4GB, 16GB RAM, Win10 (64bit)
@silver gull how much Ram do you have?
16gig
problem might just in gpu , that it is old for that maybe
If it's struggling on literally a blank document then I'd assume it's the computations that are too intensive for the gpu to keep up
you can try lowering the viewport quality but really it seems like you need a new GPU to be able to use it
another thing you can try to reduce vram usage is lower the values for your channels (ie changing Height from 32f to 8 or 16f)
i really doubt its vram related
check what vram usage you get up to with rivatuner or something
but the gpu might just be too slow (computation or ram or both)
@silver gull i can run just fine in 2k on both i7 980x 24gb 780ti and i7 2600k, 16gb and gtx1070
2k works a ton better on that 1070 8gb gfx card
2k (just the single mask and single RGB layer) works mostly good too. But the 2k x 4k map has like a second delay
i can only imagine it getting worse as i paint actual materials and stuff
its a vehicle and i combined 2 maps there, so 2k x 4k is already pretty low res on the model
no, what i am saying is you can work in half res
the textures will be at whatever res you set them to
the preview will be 50%
ie: i mostly export textures as 4k
i work in 2k res in 99% of the cases
or even with textures 8k, i still work in 2k
Does anyone know if there is a PSD avalible of the civi repair offroad - Offroad_01_ext_repair_CIV_CO.paa
What would I have to do to make a colored glass texture? Like for example, orange or blue glass
Make a coloured texture and give it an alpha channel
making a coloured _env map (for Stage7 of the .rvmat) can help as well. And applying some colour in the specular[]={R,G,B,A}
@nocturne lake Awesome thats what I needed, thanks
@silver gull Titan Blacks
and you still have paint lag issues with that? geez
yerp.. tis kind of maddening honestly.
I am trying to get back into SP with painting, anyone know a blender->sp method for ID maps and painted materials
I am painting different colors in blender to allow masking but it seperates out each material in SP which causes like tons of different output .png files to try and cut together
I have quite a few things sitting in limbo between fully uv-d and not painted because my non existant workflow atm lol
Just assign several material colors to individual parts/faces and bake an ID map by hand
In case you missed it, the templates for Jets have been released yesterday: https://forums.bistudio.com/forums/topic/169362-tools-development-branch-changelog/?do=findComment&comment=3224328
@crisp edge Thanks for this - however, i can't seem to update the samples on steam. Restarted steam and stuff, no dice.
Same issue as X3KJ. Not seeing a Samples update on Steam.
oh. wasnt aware there was a dev branch for samples as well...
yeah it is best to switch all tools to dev
Thanks RobertHammer, also wasn't aware that Samples had a dev branch, and now I have the update.
np ๐
I have been modelling and texturing on this Carl Gustaf M4 for a while now and feedback would be much obliged http://imgur.com/a/ctfBi
@unreal magnet I did this but in SP it still splits it up based on each material
What do you mean by that?
So I applied different material colors all to one object, had 3 different colors on one object and another object was a solid one color
But when I import a mesh into SP it has the 4 split material sections in the viewer, I can view one at a time etc
In quixel I could bake an ID map and then mask to that
But in SP it like presplits the materials into groups which then makes me have to export 4 different uvmaps and then splice together with PS
You have to bake the ID texture
its is not enough to just assign them the materials
differents materials = different texture set in SP; what you want is a colour/id map (an image) which gets plugged into the corresponding slot in painter
then you can use "Add mask with colour selection"
I had a map baked but Ill revisit with that video thanks
I had baked out a map based on the materials and thought that was it, then going in with the images and materials it split it up in different texture sets for each material I used, I must be doing something wrong lol
well yeah because the image and assigned materials don't have anything to do with each other
if you want one texture set you use one material for the whole object
and you can import your colour/id mask an use that to mask areas of the model
Ah I get what your saying
Thanks for helping me get it straight - now to pull myself out of bed and get it done ๐
Ok so I get what I am supposed to do here, but its not giving me any results - that video does exactly what I do
I use the materials with whatever color I choose and apply them to the model then bake a color id map. So I have my mask/id map now created and saved and if I export the model I still have all those materials I just used to bake with applied on the model
Blender -> SP2 yea
as what? fbx? obj?
what you are trying to do if you don't mind me asking
too lazy to read above more than 20 lines
I have my mesh - lets say with 5 different colors I want to paint/mask to. I assign different materials for color to them and bake an id map and save it. If I export to sp2 with this step I still get it split into 5 materials in sp2 instead of one that I can use my ID map
the issue
is that if you have on export
5 materials assigned to the same mesh
on import it will split the mesh based on materials used
that is SP behaviour
so bake whatever you wanna bake
assign a single material to the entire object
then export
Ok but what if I need to make changes, I would be out of luck or have to redo all masking
Thats what I was trying to get past, if its not that possible then I guess I just can't
i am not sure how blender works, i hardly use it for anything but minimal static RTM poses
but material IDs
do not change no matter if it is a single material assigned to it
or a multimaterial (whatever the fuck is called in blender)
the tech should be similar in all software
what you are doing basically is assigned different materials to different poly faces
but the end result is more or less the same
or should be, no idea how blender handles these
but at least for max and maya the behaviour is as described
I hope its the same, in max and maya it seemed straight forward
But I think I have my head wrapped around what you were explaining now, just gotta figure out how to get it to work and google-fu the correct terms
Thx pufu
So I got it to work fine I just have to delete all marked materials before I export, one extra step but I am at peace with knowing thats how its done lol
Thanks all for the help
have anyone of you ever found a similar model of cappatrol.p3d "Military Cap" without the headset? Would like to do a texture mod based on that, but the headset doesn't fit the plan ; )
Breifly, what would cause a texture to load and be visible in 3rd person, but the classic white box no texture in 1st?
I'm trying to fix up the open source Nomex coveralls mod that is available, however run into that problem
@Petyr Baelish#1770 not an expert, but is the camo selection and texture applied to the view LOD?
i am new at this anyone out there can help lets mic chat here is my cantact #6371
and go to the #general to chat with me
@prisma locust Welcome.
You can get the best use of the modding channels here if you have specific problem or error you need help with and just ask questions.
Unfortunately it is rare that anyone has time to hold new guys hand throught the ropes so you may need to brace yourself and dig in by yourself.
There are a few tutorials on BI Forums and youtube on different aspects of arma modding you may find valuable. Assuming that you are talking about modding Arma in the first place.
thank you so much
As for a start its usually good to state what it is you are aiming to create
going to #general so we can mic chat
Im about to leave. and as said people usually dont have time to just walk you through everything.
you put your questions here and usually someone answers
and personally I dont do voice in here.
@limber plank Ahh yes I'm guessing you need the hidden selection selections also in the viewLOD
I'll have a look at that!
Yea that worked! Mate you're a fuckin legend cheers mate! Can't believe I missed something so simple
currently prototyping how i could possibly set up an easy to use semi modular tile/texture/building system to stomp out performant buildings quickly (within model editor, not for ingame use). Example for use as stairs, columns and "gap fillers" https://abload.de/img/borderprototypingmlp97.png
texture snippets are just placeholders from stalker currently.
has anyone done something similar for their buildings?
@silver gull not really sure what you wanna achieve
basically a set of prefab building blocks in a grid system that can be snapped together to make complex buildings very quickly inside max. Think of skyrim/oblivion but less restricted since you can modify them afterwards. Matching to this a set of few tailored multi purpose textures, using as few multimats as possible but still getting a lot of color/material variety