#arma3_texture

1 messages ยท Page 25 of 1

twin bane
#

no no, no.

vague iron
#

Not everything can be done via proxy

#

Some stuff need animations

twin bane
#

fortunately not an issue these days either way. ๐Ÿ˜‰

vague iron
#

Basically, I could do all under 20k or even lower.. First iteration of this model have around 15k verts and looked like shit ๐Ÿ˜›

#

Wheels are quite heavy, but hey! it can be optimised anyway!

acoustic dove
#

yeah i was wondering about those ha

#

10k together just the wheels

twin bane
#

i think it's great man. vert counts not all it was these days. do it.

slow schooner
#

isn't the limit like 100k now? Or so I hear

twin bane
#

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.

slow schooner
#

hmm

#

Well good to know

twin bane
#

indeed. makes life easier in many regards. also helps not having all the extended section counts.

vague iron
#

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

slow schooner
#

If the springs are actual geo, they'll be taking up a lot as well

vague iron
#

There is no springs visible in suspension

slow schooner
#

oh, they aren't traditional springs XD

#

never mind then ๐Ÿ˜›

vague iron
#

Its all hydraulic ๐Ÿ˜„

slow schooner
#

nah this is solid work man, I wouldn't optimize further

#

the game will handle it fine

twin bane
#

yeah.. that looks really good there man

vague iron
#

yeah, but I will optimise anyway ๐Ÿ˜› I just wanted to go wild with it and I went lol ๐Ÿ˜›

slow schooner
#

looking forward to arma shitting all over it though XD

acoustic dove
#

physx also

slow schooner
#

haha

vague iron
#

http://i.imgur.com/75JRXwI.jpg its already in arma ๐Ÿ˜› I'm testing it/basic configuration/waiting for great @tiny karma to handle rest of the important stuff ๐Ÿ˜ƒ

fresh hill
#

Please note that proxies are new sections, which are a bigger performance burdon than a higher polycount.

frozen blade
#

@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

slow schooner
#

Oh nice, that's more than enough

obsidian nimbus
#

does anyone here know of a way to animate textures?

dense peak
#

as i said in #arma3_model:
uvSource="waterAnim" or "animWater" iirc

obsidian nimbus
#

@dense peak it is texWaterAnim

#

also that is an old message

nova hatch
#

is there a way to find more sources for UV movement?

#

would like to know for vehicle movement if possible

twin bane
#

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.

silver gull
#

you mean rotate and move permanently, or only once?

frozen blade
#

@twin bane he talks about animating a texture

#

continously

#

based on animation source

silver gull
#

yes but is that possible?

frozen blade
#

or some other scripting foo

#

the only animation for texture i know

#

which is half-assed

#

is for tank tracks

silver gull
#

same here

twin bane
#

ยฏ_(ใƒ„)_/ยฏ

frozen blade
#

and that water shader

#

i think

#

which is a thing of its own

twin bane
#

maybe im thinking about other things then. for sure in other versions of RV ๐Ÿ‘€

silver gull
#

oh so you are trying to hide secrets from us?

frozen blade
#

neah he is just being (noob/boob/sheep)ish

nova hatch
#

yea basically the tank treads

#

but not stopping when turning.. haha

twin bane
#

lol

#

im pretty sure it's documented for the 'others'.

frozen blade
#

@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

nova hatch
#

yea im probably out of luck

frozen blade
#

@fresh hill ^^ can you animate a texture map, or a stage of some texture (be it arma or vbs)?

twin bane
fresh hill
#

As said, only really via tank track engine tech or the texWaterAnim

#

other than that, .ogv and setObjectTexture perhaps

frozen blade
#

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 ๐Ÿ˜ƒ

nova hatch
#

rip me

#

doubt animations would do it

twin bane
#

go arma.

nova hatch
#

tread animations, its not even full treads so

frozen blade
#

@nova hatch would do it, you just need a pretty dense mesh

nova hatch
#

I can't think of a way to animate non full treads, but either way wouldn't it cause more lag then its worth?

frozen blade
#

what you want to animated again/

nova hatch
#

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

frozen blade
#

^^ yeah would do that, i though you were the bloke posting on BIF

#

about animating a cloth

silver gull
#

how do you do half a tank tread? exactly like a full tank tread...

nova hatch
#

No I meant fully animating it, like in a circle or something

vagrant flicker
#

Anyone out here decent with UV Mapping in blender to point me in the right direction? Completely new to UV mapping btw!

silver gull
#

circle is easy. Path? forget it.

nova hatch
#

exactly

ebon bramble
#

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?

nocturne lake
#

image size is probably invalid

ebon bramble
#

recommended image size for mod icons?

nova hatch
#

x2

#

256x256

#

512x512

#

@ebon bramble

pale kraken
#

@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

nocturne lake
pale kraken
#

Do I need to change the RVMAT anyhow, or does it automatically call it from the alpha

#

from the NOPX texture

nocturne lake
#

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

pale kraken
#

*yep

#

PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1

ebon bramble
#

speaking of RVMATs , can you please tell me how to modify them? well base game uniforms RVMATs

unreal magnet
#

hiddenselectionsMaterial

ebon bramble
#

@unreal magnet thanks but i mean the actual RVMAT self

nocturne lake
#

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

ebon bramble
#

so i do not use cfgConvert to change back to a bin before renaming to RVMAT

frozen blade
#

?

nocturne lake
#

binarising the .pbo should RAPify the .rvmat anyway. So no need

obsidian nimbus
#

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

nocturne lake
silent mortar
#

They are usually khaki, brown or green. All military colors.

vestal sundial
#

How does one get _CO textures to show on UV1 in Object Builder?

#

When viewing the Buldozer

frozen blade
#

@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

vestal sundial
#

@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

vestal sundial
#

SMDI specular goes into the G channel right?

silent mortar
#

yes

obsidian nimbus
#

is there an easy way to create UI images?

vagrant flicker
#

Any links to get started on UV mapping and putting them on objects and getting them workin in game?

granite harbor
#

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.

dim crane
#

Does anyone know why when I convert a .png to .paa it's coming out bright pink?

brittle cosmos
#

What's the resolution if your image? It needs to be a power of 2, e.g. 512x1024, 2048x2048, etc

dim crane
#

1024x1024

#

It stands out quite a bit. ๐Ÿ˜

full quarry
#

what texture suffix you are converting it with? _co?

dim crane
#

Yep, I'm going to try and restart my PC

dim crane
#

Works now!

#

Thanks for the help anyway ๐Ÿ‘

hardy atlas
#

we got any 2d concept artists looking to help out with some A2 origins style building concept art?

frozen blade
#

to do what? ^^

silver gull
#

googleimagesearch for czech buildings

fresh hill
#

Streetview it. ๐Ÿ˜„

dense peak
#

are there any Mi8 / mi17 templates around ?

dense peak
#

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. -.-

nova hatch
#

Are you retexturing ? It might not be possible with what you are doing

dense peak
#

yep

copper blaze
#

@obsidian nimbus Our mop 4 gear are all camo. Never seen 'hollywood' style yellow suits before.

obsidian nimbus
#

That is what I was thinking. Usually the only time I would see yellow suits is when it is a civilian group

primal spade
#

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

obsidian nimbus
#

@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

primal spade
#

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

nocturne lake
#

As long as everything is in the same place relative to UV space, it will look the same

cursive zealot
#

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.

primal spade
#

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

cursive zealot
#

@primal spade Ahh, I think illustrator bumped it up to 300 for some reason. I'll investigate, thanks for the feedback

primal spade
#

np

lapis trench
#

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.

ancient smelt
#

@lapis trench Are you using PBR? If so someone has a Substance Designer node to go from PBR to Super Shader.

lapis trench
#

@ancient smelt Yes I am using PBR

ancient smelt
#

Yeah, check the history of this and model_makers, someone put up a SD graph to do it from PBR.

dense peak
#

iirc P1NGA made it

#

or PINGA

lapis trench
#

Thanks guys!

warm stag
#

you can simply create an export preset in painter to pack your maps into the correct channels

gloomy kelp
#

https://pastebin.com/2yUNTUW8

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

golden wyvern
#

Have you tried removing the spaces between DTU_vest: & Vest_Camo_Base ?

full quarry
#

@gloomy kelp is your p: drive set up correctly? your path user\bruce... looks like it may cause trouble.

gloomy kelp
#

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

full quarry
#

ah yes you always need closed brackets after class inheritance

median stirrup
#

.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

nocturne lake
#

there was a jeep in A2?

nova hatch
#

I was confused with that as well

#

is it the uaz?

median stirrup
#

I think they were justvwrecks based on the old jeep. Its in the a2 data pack.

#

Hiding in map_objects.

median stirrup
silver gull
#

looks perfectly serviceable ๐Ÿ˜ƒ

median stirrup
#

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.

obsidian nimbus
#

is there a quick way to convert multiple .paa textures to .tga's?

full quarry
#

imageToPaaGui in a3tools

obsidian nimbus
#

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

full quarry
#

oh wait yeah

#

probably could do a .bat to do it

dense peak
#

@median stirrup make sure to bring down that section count on that jeep ๐Ÿ˜„ 13 sections for one wreck ๐Ÿ˜›

silver gull
#

totally fine ๐Ÿ˜„ 1 texture for front left wheel, one for front right, ... one for steering wheel

dense peak
#

less then 100 faces share one texture on that thing ๐Ÿ˜„

odd crane
#

@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?

nocturne lake
#

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

odd crane
#

? 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?

median stirrup
#

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.

nocturne lake
#

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

odd crane
#

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 ๐Ÿ˜’

frozen blade
#

@odd crane if you have a ship that is 200k

#

you are doing it wrong i think

odd crane
#

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.

frozen blade
#

have not, care to show it to me?

odd crane
#

๐Ÿ˜ฒ You haven't seen my ship? lol

#

But you're always on the forums???

frozen blade
#

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 ๐Ÿ˜ƒ

odd crane
#

lol yea, it's a lot of polygons, but I think it's working fairly well.

dry quartz
#

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.

odd crane
#

I know. The trade off is worth it. And the FPS isn't too bad.

dry quartz
#

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!

odd crane
#

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.

limber basalt
#

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.

full quarry
#

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

limber basalt
#

Yeah I've found a few things but if anyone has a indepth sort of guide it would be apreciated

tulip olive
#

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.

limber basalt
#

Thank you!

#

Substance has been pretty awesome so far, saved me a lot of time. Just need to get a good workflow going

tulip olive
#

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.

plucky olive
#

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!

tulip olive
#

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?

hardy atlas
#

does arma 3 support 4096 textures?

brazen iron
#

@hardy atlas yep

nocturne lake
#

yes, but they only show on Very High and Ultra

formal gorge
#

hey trying to make a custom carrier rig but cant find the skin for it can anyone help??

silver gull
#

skin? you mean textures?

formal gorge
#

Ye

uncut birch
#

is there a way to convert multiple pngs into paa without having to open every single pic at once

#

that should work ๐Ÿ˜ƒ

full quarry
#

theres also imageToPaaGui exe in your arma 3 tools.

#

@uncut birch

#

common\Arma 3 Tools\ImageToPAA\imageToPaaGUI.exe

obsidian nimbus
#

how can I create an _as.paa texture?

#

oh nvm it's just AO

delicate plank
#

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.

distant rose
#

there isn't a named selection for that part of the textureset

obsidian nimbus
#

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

acoustic dove
#

what model it is?

obsidian nimbus
#

It is a rock

#

A2 model, trying to match it to A3 visual standards

acoustic dove
#

well that Rock doesnt have original _AS map?

obsidian nimbus
#

no

uncut birch
#

@full quarry Thank you ๐Ÿ˜ƒ

thin pebble
#

Gives all the colour codes for standards. Brilliant website. ๐Ÿ˜ƒ

eager isle
#

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.

distant rose
#

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

nova hatch
#

Also needs to be ^2 size so 256x256 512x512 1024x1024 2048x2048 or 2048x1024 etc

distant rose
#

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

eager isle
#

@distant rose @nova hatch thanks

nova hatch
#

Like what I did @distant rose lol - didnt see model chat

distant rose
#

yeah ๐Ÿ˜‰

nocturne lake
#

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

faint dragon
#

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

nocturne lake
#

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

fresh hill
#

Not entirely true.

#

Via .rvmat and stage0 you can have your _co use UV Set 1 as well.

gloomy kelp
nocturne lake
#

@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

fresh hill
#

Yes. Afaik only supershader does that.

gloomy kelp
#

ahhh righto

#

any idea how/ what program ide use to generate an SMDI map for my model?

fresh hill
#

Photoshop.

#

Or if you use Substance, then there are export presets available.

gloomy kelp
#

yeah substance 2

fresh hill
#

Roughly speaking to wrap your head around _smdi:

Green channel: 0 = Black = No specular (specular level)
Blue Channel: 1 = White = Full Specular power (glossiness)

nocturne lake
gloomy kelp
#

ive got an example, one here which has SMDI in it, so it all makes sense now

fresh hill
#

@nocturne lake Why is your diffuse pushed to 2,2,2,0 by default?

nocturne lake
#

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

fresh hill
#

Also the stage7 should probably enable the world-specified env map rather than a fixed one.

nocturne lake
#

I'll update it then

fresh hill
#

Yeh, that rvmat does look like it went through a lot of copypasta ๐Ÿ˜„

#

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.

gloomy kelp
#

so replace the texture = "#(argb,8,8,3)color(1,0,1,1,SMDI)"; with texture[] = "path to texture"?

fresh hill
#

Yes

gloomy kelp
#

AS and MC are?

#

and DT?

#

nevermind

fresh hill
#

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.

gloomy kelp
#

dont really need them do i?

fresh hill
#

No.

nocturne lake
#

_AS is good to have

gloomy kelp
#

ive got an ambient occlusion so ile throw that in

fresh hill
#

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.

gloomy kelp
#

righto

#

whats the go with exporting SMDI through substance?

fresh hill
#

MC and DT are extremely powerful when used right in combination with a regular _CO.

nocturne lake
#

@fresh hill do you have the path to the world env map to hand?

fresh hill
#

its a flag in stage7, useWorldEnv or so. let me dig it out ๐Ÿ˜„

#

useWorldEnvMap=true;

nocturne lake
#

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}; }; };

fresh hill
#

The fresnel arrays usually can be tweaked a bit, if one really wanted to pennypinch performance concerns.

gloomy kelp
#

im still a bit confused with making an SMDI image?

gloomy kelp
#

nevermind

faint dragon
nocturne lake
#

that's the fresnel

thin pebble
#

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?

faint dragon
#

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.

acoustic dove
#

for that skin you have to lower the specular power and tweak the gloss map

#

and probably use the better fresnel as well

faint dragon
#

ok thanks, i'll edit those.

acoustic dove
#

Added: Support for insignia material - in dev version , does this mean insignia can use rvmat?

jaunty solstice
#

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

gloomy kelp
#

what values /map controls clossiness in the rvmat?

fresh hill
#

SMDI Blue channel, SpecularPower parameter and the fresnel stage.

devout cedar
#

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

nocturne lake
#

.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];```
twin bane
#

yells, VOODOO!

devout cedar
#

thanks monkey

#

Can I also replace white with transparency?

#

if its 255,255,255?

unborn river
#

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.

stray relic
#

You'll need to use class Reflectors {}

unborn river
#

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

prime pewter
#

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

nocturne lake
#

Yeah, that's what we do with the cabin lights on stuff in RHS

#

hide the mem points via user actions

faint dragon
silver gull
#

alpha -> reduce opacity.

faint dragon
#

@X3KJ#8043 ok, thanks.

somber pier
#

Waaaagggghhhhh

silver gull
#

more like weeghh - its just an ork with human stature

faint dragon
#

"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.

silver gull
#

"just" ha, understatement of 2017. Got luck though

obsidian nimbus
#

what does an edit lod do? For example "Edit 5.000"

twin bane
#

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.

obsidian nimbus
#

So it's "paste a bunch of stuff here as storage for later use" kind of thing

twin bane
#

yep

silver gull
#

increases filesize however

dense peak
#

i think it is not geting included to the binarized p3d, could be wrong tho

silver gull
#

you are ๐Ÿ˜‰ just checked.

dense peak
#

good to know ๐Ÿ˜ฎ

acoustic dove
#

I been wondering if the hiddenselectionmaterials still got issues or been fixed?

nocturne lake
#

nah, still has issues

devout cedar
devout cedar
#

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

full quarry
#

supershader?

devout cedar
#

yes

full quarry
devout cedar
#

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

full quarry
#

all stages are specific

#

you add a _Co texture to the model

devout cedar
#

I was hoping I could cheat and let the rvmat make the texture transparent for me

full quarry
#

nope

devout cedar
#

alright, thanks

#

I'ma do it the old fashion way

obsidian nimbus
#

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.

twin bane
#

ermmm.. i used to do it with a batch file texview. i would assume that still works.

obsidian nimbus
#

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?

obsidian nimbus
#

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

obsidian nimbus
#

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

twin bane
#

good job man. you now have the power to do many things more easily. ๐Ÿ‘

obsidian nimbus
#

I still don't know shit about writing batch files lol

twin bane
#

lol, it's a useful skill to have honestly.

obsidian nimbus
#

yeah probably

dense peak
#

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.

nocturne lake
#

it's randomised IIRC

#

editor shows all animations in their initial state before scripted randomisation etc.

dense peak
#

how do you stop randomisaztion xD ... sometimes i get normal slat ingame sometimes not.. will not care for editor

frigid escarp
#

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
distant rose
#

_mask is used by multi-material shader so still valid

frigid escarp
#

_can is used with A2 vegetation, so is _mca.paa

#

while _detail mostly by ca\buildings\data\detailmapy\XXX_detail.paa and similar

silver gull
#

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?

fresh hill
#

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.

silver gull
#

ok thanks. currently trying to find a "block" system that i can use for "modularization" of tileable textures

dense peak
#

ok thanks. currently trying to find a "block" system that i can use for "modularization" of tileable textures
aren't multimats just that?

still ibex
#

@acoustic dove u havint the same issue im having with hiddenselectionmaterials, where sometimes they wont load the rvmats ingame randomly

acoustic dove
#

@still ibex i havent used them but i what heard there was issue that they do not load for some weird reason

still ibex
#

im glad its not just me

#

spent hours tearing out whats left of my hair

dense peak
#
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

fresh hill
#

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.

dense peak
#

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?

fresh hill
#

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.

dense peak
#

๐Ÿ‘

#

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

fresh hill
#

Particle effects are the only legitimate usecase.

dense peak
#

this was my tought after i saw that BI uses PreloadTextures for quite a bit of veg

fresh hill
#

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.

dense peak
#

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 ๐Ÿค”

obsidian nimbus
#

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?

frozen blade
#

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

obsidian nimbus
#

so it is just an overlay?

frozen blade
#

it is an overlay that you can use on a separate UV set

#

works great for stuff like big vehicle - small decals

final hull
#

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? ๐Ÿ˜ƒ

#

Can I set it not to tile somewhere?

nocturne lake
#

pic?

acoustic dove
#

is that your scope?

final hull
#

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.

acoustic dove
#

official ones do not have that right?

#

that use 2D reticle

final hull
#

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

acoustic dove
#

well the issue might be with the model of this reticle

#

that tiles too much and you dont need that with A3

final hull
#

Hrm, I was hoping there was some option to set in the weapon's config.bin to just stop it from tiling.

acoustic dove
#

nah its in the model of the reticle that needs to fix it

final hull
#

rgr

final hull
#

I assume that the rectangle upon which that texture is applied isn't wide enough?

acoustic dove
#

nah , i think 2D plane itself

#

not texture

final hull
#

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?

final hull
#

Ahh, got my answer.

#

I want it to be square

#

Not rectangular.

#

Think I can fix the rest from here.

acoustic dove
#

if you make it square than you have to fix plane UV too so it fits the texture

distant rose
#

Substance tools are on sale atm for anyone interested in picking it up

uncut birch
#

does it realy pay off to buy those for arma modding?

nocturne lake
#

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

silver gull
#

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.

ancient smelt
#

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)

obsidian nimbus
#

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

obsidian nimbus
#

I may have found a possible solution

#

stand by for post-testing results

obsidian nimbus
#

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

obsidian nimbus
#

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?

dense peak
#

Does anyone know someone from SMA that can authorize me to edit textures?

obsidian nimbus
#

SMA?

dense peak
#

Specialist Military Arms

#

I contacted the who guy opened the addon's thread in the forums but he is inactive since May, soo..

full quarry
#

Chances are hes not around.

dense peak
#

what should I do then?

full quarry
#

what his release license say?

dense peak
#

Do not edit or redistribute without explicit permission

full quarry
#

then you got to get that permission or make new from scratch

dense peak
#

alright thanks

obsidian nimbus
#

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

dense peak
#

it's actually kinda weird

full quarry
#

@obsidian nimbus ๐Ÿ˜‘

obsidian nimbus
#

I SAID I WAS KIDDING sry ๐Ÿ˜ฆ

#

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?

full quarry
#

didnt someone say extensive use will consume memory?

obsidian nimbus
#

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

faint dragon
#

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.

acoustic dove
#

@faint dragon that is because the glass parts arent properly sorted

frigid escarp
#

@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```
obsidian nimbus
#

@frigid escarp I would like to keep my solution legal

frigid escarp
#

so you dont have access to the model?

obsidian nimbus
#

"I created a retexture of a vanilla uniform that needs it's own .rvmat loaded via hiddenSelectionsMaterials"

frigid escarp
#

i see. missed that part

faint dragon
#

@acoustic dove thank you, it worked after moving the glass parts to the top.

uncut birch
#

Heya

slim tree
#

@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 ๐Ÿ˜„

obsidian nimbus
#

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

nocturne lake
#

nDo?

frozen blade
#
  • knald
  • shadermarp
  • pixplant
odd crane
#

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.

dense peak
#

it's part of the quixel suite afaik

nocturne lake
twin bane
#

^^ legacy is still plenty powerful, i use nDo all the time. for whatever thats worth.

nocturne lake
#

My mistake, i think it's just legacy DDo that's free.

#

unless it changed

twin bane
#

i thought it was both. i'd just get the suite though so..

#

ยฏ_(ใƒ„)_/ยฏ

#

seems you're right though, i only have ddo legacy files. they should update ndo one of these days.

nocturne lake
#

original nDo was free - the old Java(?) PS plugin. I'm not sure that I saw "nDo2" go free

odd crane
#

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.

prime pewter
#

i'd defo also prefer xNormal over the nvidia PS plugin for sure, if you're going the low budget route

silver gull
#

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 ?

prime pewter
#

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?

silver gull
#

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.

prime pewter
#

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?

silver gull
#

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.

odd crane
#

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.

silver gull
#

thats why i'm looking for another way

#

one that involves as little extra labor as possible

odd crane
#

*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.

silver gull
#

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.

odd crane
#

try it, it should have minimum vertex issues. If it doesn't work I owe you a beer.

silver gull
#

i dont drink beer.

#

๐Ÿ˜„

odd crane
#

Ok, I'll sacrifice myself and I'll drink the beer. I'll take one for the team ๐Ÿ˜‰

prime pewter
#

i'll smoke a spliff for you too if that helps

odd crane
#

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

prime pewter
#

oh you mean on the lowpoly to get smooth edges instead of usign a normal map to smoothen them?

odd crane
#

yup

prime pewter
#

hah. well why not

odd crane
#

It was actually faster to make the axe that way verses the traditional way.

silver gull
#

i use quadchamfer for almost all my HP edge things... Only for freeform geometry i deviate from that where i must

obsidian nimbus
#

Pixplant is the one I was thinking of. Thanks for the suggestions guys

uncut birch
#

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?

odd crane
#

Only 32 bit tga suppose transparency to .paa

#

supports*

uncut birch
#

but it should work in the GUI ?

full quarry
#

@Tim#5638 que? png transfers alpha layer just fine.

odd crane
#

Really? Never knew. Always used tga and never had a reason to go to anything else. I probably heard that long time ago.

uncut birch
#

anyway thanks for the awnsers ๐Ÿ˜„

mellow frigate
#

hey,has anyone had any issues with ImageToPAA. It keeps crashing with some microsoft.net framework

ebon bramble
#

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?

nocturne lake
#

So you did turn off Bloom and PPAA?

ebon bramble
#

yes

plain plank
#

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

obsidian nimbus
#

@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?

plain plank
#

@obsidian nimbus skins that aren't in a mod pack and then for both vehicles and a charater equipable items

#

Like vest uniform helmet

obsidian nimbus
#

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

plain plank
#

At the moment im just tinkering around nothing serious

obsidian nimbus
#

Also the objects you want to retexture need to have hiddenSelections to work

plain plank
#

And then for lets say a uniform how would i load the new skin onto it vanilla ?

obsidian nimbus
#

Those commands don't work on helmets and guns though, even though they technically have hidden selections

#

Not sure why

plain plank
#

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

obsidian nimbus
#

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?

plain plank
#

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

obsidian nimbus
#

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?

plain plank
#

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 ?

obsidian nimbus
#

Yeah, actually, I would
I'm quite curious now

#

I will investigate this myself in the mean time

plain plank
#

If it was a thing i would assume it was removed/broke

#

Seeing from ur response

obsidian nimbus
#

How long ago was this?

#

I assumed it was something recent

plain plank
#

Me finding the server file yeah

#

As for howlong ago this was active server i need to check

plain plank
#

@obsidian nimbus nvm about vest, dumbass on my part

#

i moved a vest texture by mistake when unpacking files

#

xd

obsidian nimbus
#

Ok glad that's cleared up

ornate kettle
#

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?

vestal sundial
#

Anyone have a template RVMAT for decals?

vestal sundial
#

Ok so I have a decal set up and shows up fine on Buldozer, yet it doesn't show ingame ๐Ÿ˜ก

obsidian nimbus
#

@vestal sundial how is the decal made? What does the model look like?

vestal sundial
#

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

obsidian nimbus
#

It might be too close? I don't really know how non-terrain decails work

vestal sundial
#

Sigh, nevermind. I'm just incredibly stupid.

#

I was packing to the wrong directory.

ivory gale
#

can someone help me i trying to make a Custom sign and can't find any videos one youtube.

placid thicket
#

Anyone here use 3dcoat?

vestal sundial
#

I've used it quite a bit for handpainted stuff. Whats up?

placid thicket
#

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

full quarry
#

lowpoly needs always uvmapping

full quarry
#

but you can do that in 3Dcoat if thats what you meant

placid thicket
#

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

full quarry
#

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.

placid thicket
#

Okay

prime pewter
#

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 ๐Ÿ˜„

silver gull
#

can be done with zbrush as well now (propably mudbox too)... just hit retopologize and continue.

prime pewter
#

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.

odd crane
#

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.

jaunty acorn
#

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

silver gull
#

burn

ivory gale
#

Dose anyone here know how to use User texture?

mellow zinc
prime pewter
#

no material?

mellow zinc
#

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

prime pewter
#

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

mellow zinc
#

Thank you for giving me the idea ๐Ÿ˜ƒ

prime pewter
#

np

dense peak
#

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)

distant turtle
#

any advice for ImageToPAA? It's an 8-bit PNG, 2048x2048 and it keeps failing

silver gull
#

is it rgb, rgba, or just greyscale?

#

what suffix does it have?

distant turtle
#

_co.png I just started fresh and redid the work and it worked this time. It was greyscale, this time rgb

silver gull
#

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

frozen blade
#

@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

dry quartz
#

@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

frozen blade
#

ok fair enough then

warm stag
#

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

frozen blade
#

true, but beats any sort of hand-fixing seams by miles

silver gull
#

by high angles i assume you mean sharp? is 90ยฐ still safe?

mellow frigate
#

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

silver gull
#

pix size needs to be power by 2 ( 512 1024 etc)

mellow frigate
#

yea,i made a typo so it was 612 instead of 512

granite briar
#

does anyone know how to make the lenses on a scope have the reflective effect?

gloomy kelp
#

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

obsidian nimbus
#

if your texture is over saturated why would darkening it help?

gloomy kelp
acoustic dove
#

you can darken it via rvmat or directly in the texture

#

and this is one the reasons why i dont like the new lighting

gloomy kelp
#

what value would i change to darken it?

acoustic dove
#

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

gloomy kelp
#

does that go under the specific stage, or at the top of the rvmat?

acoustic dove
#

its at the top

frozen blade
#

@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.

acoustic dove
#

where you do that?

#

in PS you mean

#

of course its not ideal but its quick and does the job

dry quartz
#

By darken in rvmat you secure quality in the texture. A very dark texture will have low bit depth and banding can get noticeable.

frozen blade
#

woot? the bit depth is the same

ancient smelt
#

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).

silver gull
#

decided today i should try SP, go to their HP ... aaand i get website timeout. #lifethings

trim yacht
#

As a SP user, you won't regret it a single day imo.

dense peak
#

does anyone know how to make a texture image like this:

#

work for arma?

#

from blender

dense peak
#

can it be converted to fit arma models somehow?

nova hatch
#

@dense peak a UV map? Those could and should be way more compact maps

dense peak
#

yeah

#

i DO know have to make them more compact

#

but now i already made the rtextures

nova hatch
#

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

dense peak
#

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?

dense peak
#

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

trim yacht
#

You problably have local filepointers.

dense peak
#

is the material needed?

trim yacht
#

no, but then again, yes if you want better quality.

dense peak
#

i do, but for now i just want it to work

trim yacht
#

then no.

dense peak
#

ok

trim yacht
#

I'll PM you something.

dense peak
#

k

dense peak
#

what did you mean local filepointers?

trim yacht
#

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.

dense peak
#

so this should be done before it is made into pbo?

trim yacht
#

yes, you change the path to a relative path as it is called.

#

then save the p3d, then repack the pbo.

dense peak
#

when i try this, the texture dont show in object builder preview

trim yacht
#

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.

dense peak
#

ahh

trim yacht
#

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.

dense peak
#

hm i tried packing with pboview after changing the path but the model still doesn't show.. what could be the problem?

trim yacht
#

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.

dense peak
#

i would gladly send it to you if you would have a look

#

dont even know what lod's is

trim yacht
#

Should be explained in the guide I sent you. ๐Ÿ˜ƒ LOD means Layer of Detail

dense peak
#

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

trim yacht
#

ace_tripod\data/nipertripod_co.paa should be ace_tripod\data\nipertripod_co.paa

#

you modified sniper_tripod.p3D?

#

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).

dense peak
#

i don't know if i modified the p3d i just wanted it to be compatible with the new uv map

trim yacht
#

Did you use photoshop or a similar program to create the new texture using the existing one?

dense peak
#

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

trim yacht
#

okay so assuming everything in the model etc is correct

#

just correct the pathname as I previously mentioned.

dense peak
#

yeah alright i will try that

#

thanks so far

trim yacht
#

It's np.

#

It takes a while getting used to Arma, but you'll like it. ๐Ÿ˜ƒ

dense peak
#

i think i will like it but it does take some getting used to indeed ๐Ÿ˜ƒ

#

hm it still didn't work and the model still doesn't show..

silver gull
#

hm @twin bane same problem for me - SP painting lags behind. Even on 5k Model with 2k Map with single layer and single channel

ancient smelt
#

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.

unreal magnet
#

You will not get the exact result. Because it has to recalculate the strokes you always loose a bit of precision

silver gull
#

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

ancient smelt
#

Redphoenix: You'd have to never undo then either, because I'm reasonably sure undo replays strokes from some checkpoint.

unreal magnet
#

Yep it does,

dense peak
#

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!

nocturne lake
#

you need to have the textures and .rvmat materials unpacked to your P:\ drive

dense peak
#

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!?

nocturne lake
#

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

#

So unpack the textures your model is referencing, to your P:\ drive using the same file structure as indicated by the path

dense peak
#

Ok thanks alot! ๐Ÿ˜ƒ

twin bane
#

@silver gull well, thats unfortunate. was honestly hoping it would be fine for you. hopefully one day it'll be a bit more robust. ๐Ÿ˜

obsidian nimbus
#

Is there a way to create a .paa texture with only one mipmap?

dense peak
#

@nocturne lake By "unpacking the textures to your P:\Drive, you simply mean copying them over, right? (Of course with the same file structure)

nocturne lake
#

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

dense peak
#

Ok sorry for missunderstanding but the textures aint never been inside a .pbo, will try that out anyways ๐Ÿ˜ƒ Thanks again!

dense peak
#

Ok, having the _ca textures in the same .pbo as the main .p3d model file solved the problem!

devout cedar
#

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

nocturne lake
#

it's not a good way to make a specular map

devout cedar
#

well, unfortunately I'm not talented enough to use photoshop to do it

obsidian nimbus
#

anyone know why my pixplant normal map looks different than the normal map it exports?

outer olive
#

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

silver gull
#

is texture power by 2 (512, 1024, ...) ?

outer olive
#

dont know how do i go about changing it?

#

just changing resolution ?

winged lily
#

dreamer can u show us an example, and u cant use pngs as textures

outer olive
nocturne lake
#

looks black to me?

winged lily
#

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

outer olive
#

i fixed it, turns out that 100% saturation on my monitor and 200% saturation ingame doesnt go well with dark blacks

winged lily
#

heheh

unreal magnet
#

lul

limber plank
#

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.

full quarry
#

What resolution is the texture? @limber plank

limber plank
#

256x256

#

damn why did I make it that small?

full quarry
#

that is quite small yes

#

I think those are the actual pixels on the texture you see

limber plank
#

I'm glad it was that easy

acoustic dove
#

@limber plank you could smooth that model a little , mainly on top of the head

limber plank
#

I'll work on it. This is more a test model to learn the process though.

acoustic dove
#

and you can have it in 1024 also

warm stag
#

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

silver gull
#

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

warm stag
#

if it's an old GPU I wouldn't expect good performance

silver gull
#

GTX 660 Ti it is
@twin bane what GPU do you have?

warm stag
#

2gb vram?

silver gull
#

yeah

warm stag
#

yeah... I have 4gb and it's not enough

silver gull
#

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 ?

stray relic
#

SP user, no problems with multiple stacked layers. i5 2500k @3.3GHz, GTX970 4GB, 16GB RAM, Win10 (64bit)

acoustic dove
#

@silver gull how much Ram do you have?

silver gull
#

16gig

acoustic dove
#

problem might just in gpu , that it is old for that maybe

warm stag
#

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)

silver gull
#

i really doubt its vram related

warm stag
#

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)

frozen blade
#

@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

silver gull
#

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

frozen blade
#

never work in 1:1 map res

#

use 50%

silver gull
#

its a vehicle and i combined 2 maps there, so 2k x 4k is already pretty low res on the model

frozen blade
#

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

crimson brook
#

Does anyone know if there is a PSD avalible of the civi repair offroad - Offroad_01_ext_repair_CIV_CO.paa

versed meadow
#

What would I have to do to make a colored glass texture? Like for example, orange or blue glass

nocturne lake
#

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}

versed meadow
#

@nocturne lake Awesome thats what I needed, thanks

twin bane
#

@silver gull Titan Blacks

silver gull
#

and you still have paint lag issues with that? geez

twin bane
#

yerp.. tis kind of maddening honestly.

nova hatch
#

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

unreal magnet
#

Just assign several material colors to individual parts/faces and bake an ID map by hand

crisp edge
silver gull
#

@crisp edge Thanks for this - however, i can't seem to update the samples on steam. Restarted steam and stuff, no dice.

stray relic
#

Same issue as X3KJ. Not seeing a Samples update on Steam.

acoustic dove
#

Switch samples to development branch

#

and you should get it

silver gull
#

oh. wasnt aware there was a dev branch for samples as well...

acoustic dove
#

yeah it is best to switch all tools to dev

stray relic
#

Thanks RobertHammer, also wasn't aware that Samples had a dev branch, and now I have the update.

acoustic dove
#

np ๐Ÿ‘

dense peak
#

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

nova hatch
#

@unreal magnet I did this but in SP it still splits it up based on each material

unreal magnet
#

What do you mean by that?

nova hatch
#

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

unreal magnet
#

You have to bake the ID texture

#

its is not enough to just assign them the materials

warm stag
#

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"

nova hatch
#

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

warm stag
#

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

nova hatch
#

Ah I get what your saying

#

Thanks for helping me get it straight - now to pull myself out of bed and get it done ๐Ÿ˜„

nova hatch
#

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

frozen blade
#

?

#

export it from what to where?

#

blender to sp2?

nova hatch
#

Blender -> SP2 yea

frozen blade
#

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

nova hatch
#

Any filetype

#

Ok so

frozen blade
#

the short version will do

#

are you trying to get a ID map going, yeah?

nova hatch
#

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

frozen blade
#

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

nova hatch
#

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

frozen blade
#

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

nova hatch
#

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

nova hatch
#

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

sharp bobcat
#

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 ; )

somber pier
#

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

limber plank
#

@Petyr Baelish#1770 not an expert, but is the camo selection and texture applied to the view LOD?

prisma locust
#

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

full quarry
#

@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.

prisma locust
#

thank you so much

full quarry
#

As for a start its usually good to state what it is you are aiming to create

prisma locust
#

going to #general so we can mic chat

full quarry
#

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.

somber pier
#

@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

silver gull
#

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?

frozen blade
#

@silver gull not really sure what you wanna achieve

silver gull
#

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

frozen blade
#

ok, sound nice, i would actually model individual parts

#

for multimats, you can have a lot of details on a 2k x 1k map

#

as long as you don't need a lot of surface covered