#arma3_texture

1 messages · Page 27 of 1

acoustic dove
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btw you know why storm troopers cant hit anything properly?

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its obvious , they dont have stocks

fiery barn
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Well I have made it gray, but its still bright

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I don't know if im exporting it incorrectly or a config thing

shut sparrow
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maybe your rvmat settings

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specular power and intensity part

ancient smelt
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@errant palm A map surface? Check your graphics settings, parallax is turned off at some graphics settings.

errant palm
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Thanks, already fixed it anyway. Had to open the normal in gimp and save uncompressed with an alpha layer

solemn mural
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where i can find PSD with uniform "tamplate"

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?

full quarry
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samples or template thread on biforums

solemn mural
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Kk

nocturne prairie
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@fiery barn do the Ambient or diffuse lower

ambient[]={0.2,0.2,0.2,1};  //not bright
diffuse[]={0.2,0.2,0.2,1}; //not bright

you can do in Stage 6:

texture="#(ai,64,64,1)fresnel(1,1)"; //the last number is the glossy/metallic number. 0 = no effect ; 1 and higher more metallic/glossy
fiery barn
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Got it

analog mulch
acoustic dove
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@analog mulch try using _ca.paa prefix

young owl
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I often see squad logos with sizes not in power of 2, 400x400 for example. How do you create such textures? Image2PAA and Pal2PacE conversions refuse to accept such sizes, manually saving as paa in TexView results in texture invisible in the game (faulty I assume)

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Not invisible, but rather black with alpha

acoustic dove
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simple, you paste your 400x400 texture into 512x512

young owl
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Nope, its properly working 400x400 texture, I wonder how it is done

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Looks like Arma 3 Units makes these, I assume it is somewhere on BI server side?

severe rune
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custom paa conversion tools might also be able to ignore the power of 2 rule.

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I only know of armake though. And I don't know if it enforces power of 2

young owl
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Just tried armake, produces faulty textures as well, does power of 2 sizes okay though.

frigid escarp
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we have some issues with overbright textures (Winter reskins) - mainly at night but some also during daylight

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any suggestions?

twin bane
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huh, those look a bit emissive to me. what do the rvmats look like on those?

frigid escarp
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sec

twin bane
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emmisive[]={2.6,2.3,2,0.02}; is probably suboptimal. although i could see where a slight bit of emmisivity might be functional.

frigid escarp
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note: these are BI A2 vegetation (remember the morphing lods and color change?)

twin bane
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those producing the same effect or they look normal?

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i vaguely recall that. (been out of the loop for a minute..)

frigid escarp
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(basically the same but just some bushes are affected)

twin bane
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gotcha. hrmm..

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i need to be at the rig to be of any use here, currently on el phone. maybe one of the other goons will have a thought. overall though, it 'looks' like too much emmisivity to me. but i suppose it could be spec/gloss issues. plants are odd things in general though.

frigid escarp
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i guess the result of early versions of linda

frigid escarp
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have another weird one

severe rune
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looks funny tho

acoustic dove
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that looks like a normal issue to me like it doesnt have the proper angle or something

somber pier
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It doesnt rotate on the perfect axis if I'm correct

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Thus is tips back and forth a little bit

unreal magnet
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Normal issue

frigid escarp
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tx guys

hardy basin
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hey there friends, question about alpha map textures. I am experiencing a crash every time I load my alpha map texture into the game. I've gotten them to work before. What could I be doing wrong? Is there a size limit? Do they need to be DXT5?

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I made them in gimp and exported them thru PNG format

frozen blade
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2^n size?

hardy basin
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yes they are

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I'm going to try some things

full quarry
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do they run in buldozer?

hardy basin
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yes

frozen blade
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that was the next question

hardy basin
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they do run in buldozer

frozen blade
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well, buldozer should convert these textures automaticly for you

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if you open that .paa file in texview does it renders it correctly

hardy basin
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yeah it looks right in texview

frozen blade
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does that texture has the correct naming convention as well, before converting it?

hardy basin
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I put _ca

frozen blade
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as in _ca.png > _ca.paa

hardy basin
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but I looked at one of my other models that had a working alpha texture and it was _co

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yes it was named correctly before I converted it

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I'm going to do it again just in case though

frozen blade
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_co can have a 1bit alpha channel irc

hardy basin
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so _co is ok?

frozen blade
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nope

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does it crash to desktop?

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in that case, what does the RPT say?

hardy basin
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yeah it gives the access violation error

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I think

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or maybe

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instruction could not be read, I dont remember

frozen blade
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no more ideas from the top of my head, you sure is the texture crashing it?

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try with a _co texture without an alpha channel first

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see if that works

hardy basin
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ok, I'll test some things, I'm pretty sure its the texture because its just a box

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thanks for the infos

frozen blade
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never had arma crash due to a texture tbh, so there's that

hardy basin
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well, I changed the texture to a working _co texture and the object loads without crashing the game

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so maybe I have a problem with my texture, or my .rvmat?

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I'll try some more things

hardy basin
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ok, I got it working in the game by using the grass pixel shader

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if anyone has an example .rvmat of like an alpha mapped metal grate, I would be most grateful

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I am very stupid when it comes to making proper .rvmat files

full quarry
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What shader did you use before?

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A3 fences may have examples

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superhader should work in those

hardy basin
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I'll look for some examples

hardy basin
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yeah, the super shader works great

full quarry
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👍

leaden fox
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I'm not sure if I get everything right

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I can apply textures both via Object Builder or config?

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How do I apply normalmaps then?

full quarry
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they are applied in the rvmat

leaden fox
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and what is rvmat file basically?

full quarry
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if the used shader uses them

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its the material file

leaden fox
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okay, so rvmat is made from the texture file

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the normalmap texture

full quarry
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no

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it is a file that tell the engine what shaders to use and what shader related textures to use with the model

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there is a BIKI page about basic rvmat functionality

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and for proper material you will need a bit more than just diffuse and normalmap textures

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unpacked A3 data on your P:\ drive has plenty of rvmat examples and the currently badly working forums have quite a lot of info on them too

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most of the A3 assets use "super" shader that is quite versatile material shader and also what you should use for your characters and equipment

leaden fox
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mmkay

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I will have to take a better look into it

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for now the texture is transparent

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and is glitched badly

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but thx for the info

full quarry
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also the suffixes are essential for the textures to convert properly into .paa

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and you should not mix solid and transparent bits

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keeping them in separate textures works better

leaden fox
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Ye, is the rvmat using those suffixes or what?

full quarry
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read the biki page about rvmats

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and look at the arma characters/data folder

leaden fox
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yeee, I've found clothing rvmat

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I've edited it and put _CO and _NOHQ file directories there

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it still looks like this

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(can't really post a picture here)

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it's just semi-transparent

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like inside-out

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the textures are on the wrong side of the faces

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and recalculating normals in Object Builder doesn't work too

full quarry
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and your faces are facing outwards right?

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could you pastebin your rvmat?

leaden fox
full quarry
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ty 😄

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ok the top most TI texture isnt supposed to be your _CO texture

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its the thermal image texture the engine uses for simulating heat

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but that should not be the issue here

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does your texture have alpha transparency?

leaden fox
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shouldn't have

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how to check it?

nocturne lake
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again, did you rename the original source texture to add the _co and then reconvert to .paa, or did you just rename the file as _co.paa?

leaden fox
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nah, I redid it via texview

full quarry
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pls follow given instructions to the letter 😛

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and use imageToPaa from tools to convert them

leaden fox
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I mean

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I opened them in texview and saved as .paa after renaming

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I didn't use the _co texture in Object Builder tho, lemme reload it now

full quarry
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you did not apply the new texture to the object?

leaden fox
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I just did

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I will redo the whole process

full quarry
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also you can preview the model in buldozer

leaden fox
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yep, buldozer shows the textures on the wrong side

full quarry
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your faces are upside down

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select all in OB and hit W

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what program do you model with?

leaden fox
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Blender

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My fucking god

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it works

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one single keyscrout

full quarry
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I would recommend you turn backface culling on in Blender so you see when faces are in the right direction

leaden fox
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It looke alright in blender

full quarry
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you may have at some point scaled the whole thing negativley so everything is upside down

leaden fox
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I was able to texture and render it properly

full quarry
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do you have backface culling on or off?

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its off by default

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and with it it will show alright

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also is your objects scale 1,1,1

leaden fox
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yes, I scaled it properly after model was finished

full quarry
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how about the backface culling?

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because if you apply negative scale

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it will flip faces

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and you will need to flip them back

leaden fox
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I tend to use recalculate normals tool

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does it work the same way?

full quarry
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it should

leaden fox
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allrgihty

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It works man, you are blessed

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just checked it in-game

full quarry
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do you export with FHQ toolbox?

leaden fox
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It works with Armatools one

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I've used one from Mikero

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but didn't have much time to download it to my new pc

full quarry
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no i meant from blender

leaden fox
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the Arma toolbox for blender?

full quarry
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yes

leaden fox
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ye, i have it

full quarry
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k was just wondering if something wonky happens on your export

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but toolbox should export fine

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as long as object scale is 1,1,1

devout cedar
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can someone refer me to a guide on making env_ textures?

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for rvmat reflections

full quarry
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there probably are non for arma but the procedure should be simple enough to find tutorials for

devout cedar
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went to look for ShaderFX 3ds max tuts on youtube

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not much luck yet

lunar nexus
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Hey guys, quick question

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I'm having an issue where when I upload a mod to steam workshop the textures are stripped from it

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But when I load the mod locally it has full textures

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Any advice?

ancient smelt
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@devout cedar what is your source data for the environment map?

devout cedar
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uhhhhh

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just a texture

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@lunar nexus what format are your textures in?

lunar nexus
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.paa

devout cedar
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alright, just checking

ancient smelt
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If you can set up a textured sphere in a modelling app then the environment map can be projected onto a flat texture from it.

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Arma uses an orthographic projection from the sky sphere to a single flat texture; which means you can only have one hemisphere from your sky sphere mapped to a texture.

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Also the edges (near the edge of the circle that you get from orthographically projecting a sphere) get distorted so it's best to pick them so that there isn't much detail near them.

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And due to mip maps you'll want to fill outside of the projected circle loo.

devout cedar
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Thats good information, thank you

ancient smelt
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Also if this is for a map environment map (instead of for a specific object) you will definitely want to match the histogram of the sky and ground (as separate areas) of the default environment map. If your new environment map is significantly brighter or darker than the standard map you'll change how BIS/community objects look substantially (the environment map contributes quite a bit of light to many objects, even if they don't look very reflective).

silver gull
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it's unfortunate that envi maps are hard-defined inside object's rvmats, instead of beeing dynamic based on the map

white cargo
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wouldn't that cost a lot of performance?

lunar nexus
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So I think I figured out why the textures I have are not loading when I put it on the workshop

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I guess I'm loading the textures directly to the .p3d file

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What I don't know is how to fix it

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I repurposed my config off the tutorial config here

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And instead of fully building a config it has me inheriting config aspects from an existing helicopter. Does anyone know if I could still apply textures to something like this?

dense peak
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@silver gull they can be, there is a flag you can set in the rvmats env stage

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useWorldEnv=true; iirc

unreal magnet
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yep

frigid escarp
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@[IMP]AHomelessWalrus#7053 make sure to use pboproject

odd crane
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@[IMP]AHomelessWalrus#7053 Make sure in object builder the texture paths do not start with P:. If they do they will look in the P:\ for the textures when instead it should be looking in the addon folder

silver gull
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@Lappihuan#7809 nice. I admit i havent looked too much into env maps yet. However, you wouldn't be able to distinguish certain types: e.g. one env map for "general" stuff and one for plastic for example (per terrain). When using useWorldEnv=true, what does the texture do that you set? Is it used for fallback cases or simply ignored?

dry quartz
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@silver gull it's the world environment/reflection map set by the terrain being active

frigid escarp
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envTexture = "A3\Map_VR\data\env_land_ClearSky_ca.paa";
this?

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or

        class EnvMaps
        {
            class EnvMap1
            {
                texture = "A3\Map_Stratis\data\env_land_ClearSky_ca.paa";
                overcast = 0;
            };
            class EnvMap2
            {
                texture = "A3\Map_Stratis\data\env_land_SemiCloudySky_ca.paa";
                overcast = 0.3;
            };
            class EnvMap3
            {
                texture = "A3\Map_Stratis\data\env_land_OvercastSky_ca.paa";
                overcast = 0.6;
            };
        };```
unreal magnet
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yes

frigid escarp
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which one now, or both? 😄

unreal magnet
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yours I think

leaden fox
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Does every LOD has it's own texture?

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I don't quite get the idea of LODs only as simplier models. Does the .paa format understand how to lower the texture's detail?

frozen blade
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yes ^, it is called mipmapping - google it

leaden fox
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to which question did you answer "yes"? 😄

full quarry
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paa uses mipmapping and lowers the texture detail

edgy grail
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How do I set a Back texture and a body texture on a hunter?

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I have this: json this setObjectTexture [0, "hunter_back.paa"]; this setObjectTexture [0, "hunter_body.paa"];

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@polar rock Maybe you can help me here?

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You helped me in the past

polar rock
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What is a "back texture"?

edgy grail
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The back part of the hunter

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@polar rock Ive send a DM of the texture

polar rock
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That 0, that is the index of the texture. You probably should use a different one, not twice the same.

edgy grail
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Im using 2 different templates

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ahh I got it

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Thanks 😃

odd cape
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it's a large building (20m or so), at first there won't be any interiors so just outside

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i'm thinking all old concrete, black plexiglass in the windows around the structure

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in the front not sure

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also, practically I don't know what is the best way to approach this

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doing UV obviously results in textures being very low quality due to size of building, so I guess using a seamless texture as old concrete

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or maybe this is a good use case for multi? Never did one though

full quarry
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mutlimaterial would be best for it

odd cape
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so I'd have a 2048x2048 UV texture for it?

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and then do the face separately?

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I'll probably need at least 2 multis (1 above, 1 under)

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and then the face

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does this make sense?

full quarry
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no you can use 1 mulitmaterial for all of it if 4 different materials is enough

odd cape
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yes but a single UV of all the structure results in a very weird and badly optimized resolution

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it's not like a square house

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it's all rounded

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so a lot of empty spaces

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sure, I can overlap, doing that already

full quarry
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multimaterial uses 2 UVset 1 normal single uvtile sized and one scaled for the tiling textures

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simple material surfaces dont need much mask space

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I got 60x60x260 meter rocks that use multimaterial just fine

odd cape
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you mean in uv editor

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of ob

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something that I never understood how it works

full quarry
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you read the multimaterial tutorial?

odd cape
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yes

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but why not specify the tile size of textures inside of the rvmat?

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because anyways i’ll need more than 1 UV

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and exporting from blender requires you to export a single mesh per lod

full quarry
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yes but it can have 2 uvsets

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the scaled uv can also be different from the not scaled one

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so you can align the uv islands according to your tiling texture

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for example if you use tiling brick texture

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you may want to make it start from specific part of the texture

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you can scale the texture in rvmat too but thats for the whole material

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with uv scaling you can control how much each surfaces uses the texture and how the pattern fits them

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notice how the islands are spread around

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different mask colors use different repeating textures and the uvs are positioned and scaled to get the best use of the assigned textures

odd cape
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ok but if I export already 4 UV sets from blender, they all mash up into a single one in OB

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I have no way of separating them there

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so, I'd need to have a single UV when I export from blender

full quarry
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I think youre understanding the uv set wrong

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Im thinking you have 4 materials

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and they all share uvset0

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because thats normal

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in OB the UV editor by default shows all uvs of all materials

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which makes them overlay

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you need to use the filters to show only specifix materials/textures uvs

odd cape
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filters in OB?

full quarry
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OB uv editor has filters menu

odd cape
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oh that's what I already have in blender

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multiple UV

full quarry
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what do you export with?

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because uvmaps should export into P3D uvsets

full quarry
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oh ok

odd cape
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but when I open UV in OB they're all one on top of each other

full quarry
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but there are many uvsets?

odd cape
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yes

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scratch that, no

full quarry
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have you unwrapped different parts separately?

odd cape
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yes I have

full quarry
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then that is why they are ovelapping

odd cape
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but then I have to merge everything into a single mesh to export a LOD with the toolset

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hence why I get that

full quarry
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if you intend to use 1 material you need to spread all faces into single uvmap

odd cape
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that's what I do

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but they all are in a single UV

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then, in OB I select the parts that relate to a specific UV prior the merge and on those part, apply the proper co and rvmat

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and it works like that

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let's put it this way

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when I design my object I have for instance two parts: top & bottom

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I UV the top, then I UV the bottom

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so now I have two meshes, each with their proper UV

full quarry
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ok i get it

odd cape
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then, I duplicate everything into a new layer

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MERGE all of this

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and export as p3d

full quarry
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yes yes

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now what you want to do

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is

odd cape
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THEN, in OB I select top and apply top.rvmat and same for bottom

full quarry
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to

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in Blender prior to joining them assign each object unique material and assign the material paths to them in Toolboxes material tab

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so you dont have to do it in OB

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but if you want to use 1 multimaterial

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you will need to unwrap the whole model into 1 uvmap

odd cape
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got that

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but all of that weird shaped structure in 1 uv i doubt it can make any sense

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btw thanks for the tip

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i need to try it out

full quarry
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all of the object will work fine on 1 uv

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and it is what you need if you want to use multimaterial

odd cape
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i don’t “want to”

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trying to understand my options and best way to go

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for instance some of these will be windows, at first just black non-seethrough plexiglass

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so maybe better keep the separat

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ok anyway, thank you

full quarry
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well you can have the plexiglass as one of the multimaterial materials

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if its just black shiny texture its simple

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or you can have it separate and have the rest of it on single multimaterial

odd cape
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right

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hence i’m afraid the whole structure will be a nightmare

full quarry
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as I said last night you can straighten that manually if it bothers you

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but if those are going to have shiny black texture it does not matter at all how they unwrap

odd cape
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indeed

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i can just use “reset” probably

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except that for some reason, some of those got rotated 90 deg

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(using reset)

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oh well

full quarry
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reset?

odd cape
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U and then reset, in edit mode

full quarry
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ah

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neve usd that

odd cape
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it supposedly stretches every single thing into its basic shape

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overlapping them

full quarry
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buut why would you want that?

odd cape
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for instance if you have a black texture and you only need to have an UV 😃

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i guess

full quarry
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it can still produce weird stuff in the reflections if you do it like that

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Id just stick with the properly unwrapped uvs

odd cape
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the all distorted ones? 😄

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yeah, will try to fix that

full quarry
#

👌

odd cape
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so moving manually each vertex......

full quarry
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for example selec one curved side and scale X to 0

odd cape
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right

full quarry
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theres also the weld/align tools in uv editor

odd cape
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what is the best way to have a seamless texture on a simple cable 100m long and 3cm wide?

ancient smelt
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One trick if you want to avoid repetition is to have the long edges of the cable wrap around UV space on an angle.

full quarry
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Then again its cable thats not very easily accessible to be observed close range so repeating wont be that big a deal

odd cape
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ianbanks not sure I understand

ancient smelt
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If you have something long and thin that that runs left to right, for example, you start it in the top left corner of the UV space and then angle it down so that when it wraps at the right edge of the UV square it wraps back below where it started (with no overlap).

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It's like using sticky tape to completely cover a cylinder (like a barber's pole), you wrap it around on an angle.

odd cape
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damn

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I still don't get it, have tried...

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will google more

ancient smelt
frozen blade
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@ancient smelt wow man, i didn't get that answer of yours, although i know what you wanna say

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that being said, i find it easier to have UVs edge paralel to UV axis

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and have my seamless texture skewed

ancient smelt
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And you atlas the texture to occupy the rest of the space?

frozen blade
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we talking seamless textures, yes?

ancient smelt
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Yes, but with a very long object that wouldn't fit well into a square texture.

frozen blade
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if it is seamless it can also be 2:1 format, and of course that long object will be WAAAY outside the 0.1 UV coordinates

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what i don't get from your explanation

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si why would you rotate the UV island

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as in ever

ancient smelt
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So that long thin objects can use more pixels of a 1:1/2:1 format texture.

frozen blade
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but if it is seamless, why you don't wanna use the entire 2:1 texture height?

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or width

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to increase resolution per pixel

ancient smelt
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Sticking to a square 1:1 texture and a (for example) 20m by 1m object, how would you do it with axis parallel edges?

frozen blade
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don't get that question, sorry

ancient smelt
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How do I UV map the trunk of a California Redwood if I want to use a square texture that only has the trunk (and that is seamless)?

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😉

frozen blade
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using a 2:1 texture, using the height of that UV for the diameter of the trunk

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and the lenght, as long as it is

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because that is, most likely, how the texture would be

ancient smelt
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The diameter to height is 10:1 though.

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(Of a Redwood trunk)

frozen blade
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i wonder how you would do it, because i really fail to understand how that texture would look like

ancient smelt
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Even in that situation it might be worth tilting the UV, because it means when the texture repeats vertically there will be a slight offset.

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Arma 2 trees used to do it, if I recall correctly.

frozen blade
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you mean because it tapers, yeah?

ancient smelt
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Arma 3 trees don't, but that's probably more due to the greeks cutting down everything over the last few thousand years.

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Not just for the taper, on long objects tilting the UV means any noticeable features don't appear in each tiling (or at least, in the same position).

silver gull
#

tilting means visible seams at the edges

ancient smelt
#

How so?

silver gull
#

because standard tiling textures tile at the edges of the texture. If you tilt the UV's on the tiling texture then where the cylinder wrap meet, they will not match

ancient smelt
#

By definition a tiling texture is one where I could shift the UV square to any position and still get a tiling texture, right?

odd cape
#

oh ok awesome thank you ian

silver gull
#

cylinders (and any other convex body) can not tile* if you not put them into the exact 1:1 or 2:1 or whatever format it is your texture is in
*edit: tile seamless is what i meant

odd cape
#

pufu i’m taking about a cable 100m long, 0.3m wide.

silver gull
#

if the unwrapped cylinder fills the entire UV space, it will be seamless. If it just uses a portion it will tile, but there will be seams

odd cape
#

so anything will be stretched, unless i can tile it

#

or, use a PLAIN COLOR 😃

silver gull
#

if you can hide the seams - sure, tilting is no problem. If not, its not a good idea

odd cape
#

i am just fishing for ideas

#

btw plain color is the current option

silver gull
#
  • with "can not tile" i meant "can't tile seamless"
frozen blade
#

@silver gull yeah, so, you put then in 0-1 space from edge to edge

silver gull
#

indeed

#

or multiples of that UV space

odd cape
#

that’s what i’d like to reproduce... for 100m.

ancient smelt
#

You can if the texture is intended for it; for cylinders you can't just blend the edges into a seamless.

#

Will is be connected to pylons?

odd cape
#

I could use uvTransform and set proportions to 30 or so

#

i can make the texture seamless

#

but the current option is to use uvTransform or plain color

ancient smelt
#

Also, how close will a player typically get to the wire?

odd cape
#

so I put the text on Stage0 and that’s that

#

closest is probably 3m

silver gull
#

this photo is not suited for an unwrapped cylinder... this much should be obvious

odd cape
#

yes x3kj

ancient smelt
#

How many pixels high would the cable be at 3m distance?

odd cape
#

lol

#

again: current option is plain color

#

but I can tell you that you do see it textured nicely

#

but right now, all stretched

#

would Stage0 with a uvTransform be a good option?

#

(taking about super)

ancient smelt
#

It it's only ever say 10 pixels high on the screen then just use a 20-30 pixel by 512 or so pixel area of a texture and tile it left and right.

#

(I assume there's something else related to the cable that could use the rest of the texture)

odd cape
#

ok

#

thanks

frozen blade
#

note that the texture is pretty shitty and i only made it seamless on it's lenght for this purpose, not on its height, so it isn't seamless on that side, nor is it a proper albedo since it contains shading and reflectivity info

#

@odd cape ^

#

do you have a 100m cable as a single mesh?

#

that you cannot break in parts?

#

because there is a limit to where the farthest vert can be at

#

before it trows errors

odd cape
#

100 is too much?

#

down to 50?

frozen blade
#

no, it isn't about lenght of the mesh

ancient smelt
#

100m is too much even if it doesn't throw errors, collisions don't work when an object extends more than one terrain grid cell away from its centre.

frozen blade
#

you can have 100m cable without pushing outside the 50m boundaries

#

it is in regards to how far the UV verts can be from UV (0.0) origin

odd cape
#

ok so 50m it is

frozen blade
#

what you wanna use this cable for if you don't mind me asking?

ancient smelt
#

@frozen blade If you mean for the rounding that happens when binarization converts to 16-bit UV coordinates it might not matter for a cable that has every vertex on the corner of the bounding box of the UV space.

odd cape
#

not pictured here: pylons and stations

frozen blade
#

ahh ok then, well, make these from 50 to 50m then

odd cape
#

yes

#

thank you for the tip

#

ian, pufu, etc you guys are amazing

#

really, thank you for your help

frozen blade
#

@ancient smelt ahh, ok, wasn't sure

#

it only happens with textools for me, some rogue vert is all the way in the far far away realm

#

@odd cape no worries
[8:48 PM] _SCAR: ian, pufu, etc you guys are amazing
i am aware of my awesomesouce 😃, but ty for reminding me 😛

odd cape
#

eheh

#

good

ancient smelt
#

Yeah, it takes the bounding box of your UV area and then quantizes it to 16-bits. So if your UV space had a vertex at U=0 and another at U=65536 it would then round the U's to the nearest 1.

#

Usually stray vertices are waaaay out in no mans land (beyond the millions), causing every (useful) vertex in the UV map to be rounded to 0.

frozen blade
#

yeah, but even for 50m, having the a vert @ U=65xxx is most likely out of question

#

[8:51 PM] ianbanks: Usually stray vertices are waaaay out in no mans land (beyond the millions), causing every (useful) vertex UV map to be rounded to 0.
indeed

#

but wasn't sure where the limit was

#

it is 16bit plus minus yes

#

as in U coords +65536 and -65536, same for V

ancient smelt
#

Yeah, there shouldn't be a limit, it's just that your resolution is limited to 16-bit on each axis.

frozen blade
#

ahh ok, ty

ancient smelt
#

And it doesn't matter how far you are from zero. If your U is between 1000000 and 1000001 you should be fine (it's the same as going from 0 to 1).

frozen blade
#

it is the distance between these coords then

#

?

ancient smelt
#

Yeah, between the minimum and maximum.

#

For U and V, separately.

frozen blade
#

ahh ok, so it isn't 65k up and 65k down

#

it is 65k between these

#

vert and horiz

#

ok

ancient smelt
#

Between your minimum and maximum U (or V) coordinates you get 65536 evenly spaced points that it will round to.

frozen blade
#

yeah it makes sense due to 16bit thingy

ancient smelt
#

To actually render your model it converts those 16-bit values back to floating point, so retardedly high values will also suffer from floating point rounding too.

#

I guess one way to look at it is that if you are using a 1024 x 1024 texture, a span of more than 64 times the width or height of the unit UV square can no longer even be accurate to a particular pixel.

nova hatch
#

blender->sp2

nocturne lake
#

did you split the edges in the UV map?

nova hatch
#

no they are one solid edge in uvmap

nocturne lake
#

should split along hard edges when baking normal maps

nova hatch
#

they are marked as sharp edges and I use the edge split modifier in blender which splits them

nocturne lake
#

and add a gap to pad between the edge

unreal magnet
#

read that and watch the video. you'll learn something there

nova hatch
#

so instead of having the outside one UV I should split on hard corners?

nova hatch
#

I think I get it, I didn't have a HP for this model as its just a small object but if I have a hard edge I should also have a uv split for best results

unreal magnet
#

always

nova hatch
#

Thanks! 😄 I had known about supporting geometry/loops etc to produce better results but never that part, I suppose it does make sense though

nova hatch
#

thanks guys

silver gull
#

i dont get why you bake a normalmap if you dont have any HP detail ? Or is this just part of the model that does not have HP detail?

nova hatch
#

It doesn't have any HP detail, so I guess that is a good point - but either way I have had this issue before

#

only issue now is seams are really obvious 😦

zenith mirage
#

Does anyone know where can I find the NVG texture inside the pbo?

placid thicket
#

How sensitive is arma to bit depth?

frozen blade
#

?

odd crane
#

adshq the extra data is in the blue channel, right?

severe rune
odd crane
#

awesome, thanks!

#

I think my new multi material shader will be 100x better 😄

dense peak
#

Anyone have any links to some good texturing tutorials? Or did you just kind of learn by trial/error? I'm getting pretty good at actually making buildings/houses but it all goes out of the window when it comes to textures.

silver gull
#

PSA: apparently allegorithmic (substance painter) will have a black friday sale up tomorrow (~21h as of now)

hardy basin
#

Hey guys, I am working on a hat and I'm having a problem with my alpha map... can anyone tell me why this might be happening? is it something with my shader? http://tinypic.com/r/24q5uh1/9

#

(you can see through parts you're not supposed to like the bill ofthe hat)

#

I also made the model so maybe it could be a problem with my model?

#

I am using the super shader

vestal sundial
#

Make sure your using a _CA texture would be my guess.

hardy basin
#

thats not it, but I have had that problem before

#

I wish I understood alpha maps and occlusion better in this game

nocturne lake
#

that's just how the game renders 32-bit alpha textures with the alpha below a certain threshold. If your model has only that texture you should use 24-bit _co with a 1-bit alpha. Alpha will be jaggier, but it stops the weird AO shading

#

otherwise you should only use 32-bit alpha texture on the part of the model that you need to be transparent (the mesh part by the looks). And use _co for the rest of the model

#

with forcenotalpha = 1 as a named property in the geometry LOD if necessary

hardy basin
#

ok, thank you for that information @nocturne lake 👌

quaint shadow
#

does anyone here have a tutorial on how to bake AO maps in 3DS Max using a high poly mesh? (alternatively using a normal map, but I've been told it's not as good)

#

I've been trying to somehow figure out how to use the the projection modifier to perhaps project the high poly mesh onto the low poly, but either I've been getting a ton of script errors, or it just ignores the high poly altogether (and just bakes using the low poly mesh)

acoustic dove
#

try xnormal if you dont have any other program

#

that does better AO bakes than Max itself

quaint shadow
#

I'll probaby use it as a last resort, but I was hoping there was a way to do it in 3DS Max (seeing as I've already set up most things in there, and I'm already familiar with it)

nocturne lake
#

What bit-depth is the image format you're baking as?

#

using high depth formats like tiff or exr can reduce some banding

#

but you then need to open them in PS or something and convert to 8 bits/channel mode before you can convert to .paa

quaint shadow
#

to be fair, I don't think it's the bit depth; the grip (which is fairly low-poly) has even more contrasted triangles

#

one of the triangles is pure white, while one of the adjacent ones is grey

nocturne lake
#

I think I used to get similar faceting in Maya when baking AO. Was the reason I started using xNormal

#

no idea if it's better now though. I only use Maya's transfer maps for colour/selection mask baking

silver gull
#

i bake all my maps in max...

#

make a screen of your window with projection modifier and RTT dialog shown

#

and picture of HP and LP with wireframe

frozen blade
#
  • 34% on all substance indie licenses
silver gull
#

now i'm wondering... the thing says "more than 12 consequtive months to be eligible to buy standalone version" ... So if you go anually that means you have to buy 2 years?

#

or can you switch from anual to monthly?

quaint shadow
#

I should mention that I've never used the projection modifier before, so perhaps that's where I screwed up

silver gull
#

is the cage proper? Do you have any ray mischecks in the temporary render (red areas)?

#

you should triangulate your mesh before baking. But this is not the reason for your problem.

#

you have many ngons - thats not good

quaint shadow
#
  • I'm not sure, I essentially just slapped a projection modifier ontop of the low-poly and didn't change anything besides assigning the high poly model to it
  • if I set mental ray to ignore the low-poly mesh, then yes, I get red areas (and a lot of script errors)
#

and alright, I'll try triangulating the low-poly

silver gull
#

have you adjusted the cage at all?

quaint shadow
#

no, I'm really not sure what I'm supposed to do with the projection modifier

silver gull
#

i suggest to watch a tut on youtube then

#

there is some fiddling you need to do

#

without adjusted cage you are not getting anywhere, if you want to do cage based baking...

quaint shadow
#

that's the thing, I could find a lot of videos on how to bake normal maps, but that's not an issue as I can do those just fine in SP2

silver gull
#

baking normal maps in max is exactly the same as AO as far as the projection modifier goes

quaint shadow
#

but from what I could see there weren't any tutorials that deal with baking an AO map using a high poly and a projection modifier - though of course I could be wrong

#

ah, ok

#

well that's good to know

#

I guess the same logic regarding the cage applies here then, right? with the cage having to be slightly bigger so as to encompass the high-poly model?

silver gull
#

indeed

#

the only thing that determines what you bake is the chosen output maptype. You can bake normal and AO at once, but most of the time youd want to explode for NOHQ (unless you use material id's)

quaint shadow
#

yeahhhh that's why I use SP2 for that, since it has the "match by name" feature (though 3DS Max's match by ID feature is essentially the same)

#

is there anything else I need to know though? I've heard some rumours about having to disable a few settings in the low poly model's object properties, such as "cast shadows" and setting visibility to 0

silver gull
#

not in my experience. Depending on what material you apply to low poly, sometimes its better to give it material with 0 opacity, but not in every case. Also, depending on the model/what you want it helps giving the HP a complete white material with "double sided" in the material property enabled

quaint shadow
#

when you say that it helps, do you mean that as in "it doesn't work otherwise?" 😛

#

oh, and from a test bake I'm currently doing I'm already getting a lot of these errors - any idea what could be causing them?
PHEN 0.12 162 MB error: A ray encountered an invalid color (NaN), using black instead

silver gull
#

never seen that

silver gull
#

double sided material is usefull if you have penetrating objects. Otherwise you will have to manually paint the the intersections black. You will see the difference once you make two bakes and compare them

#

you havent shown your render settings. Are you trying to bake with Mental ray or with scanline +lighttracer?

quaint shadow
#

mental ray, but I might switch to scanline to see if it works any better

#

some people have been using it in the YT tutorials I've watched

silver gull
#

scanline is easier to get going

#

its also more consistent (because it doesnt give you distance options :P)
But you need to convert your AO renders to grayscale, because they are light blue-tinted by default

unreal magnet
#

That is because the default skylight is tinted 😉

#

Just change the color of it to pure white and you're good

quaint shadow
#

I'll give it a go tonight then, thanks for the help so far

distant rose
#

freelance/academic licence offer only btw ^

modest ore
#

I got my Marmoset 3 on last years Black Friday ....such an awesome software! 😉

#

I might try out the Hexels for kicks thought this year 😄

silver gull
#

i find marmoset to be very expensive ... for the purpose of modding. If you freelance and have to portfolio and stuff then maybe worth.

distant rose
#

yeah i like toolbag tho, its pretty useful

quaint shadow
#

right, so I tried using the scanline renderer to generate the AO from the high poly - it worked, but I ran into a strange issue in that I can't change the resolution of the output image, no matter of what I set it to in the RTT dialog

#

plus, the results had a lot of noise in them, and I couldn't find a way to change the settings for the bake

#

so I decided to switch back to mental ray, and suddenly it worked...

#

I don't know what I've done differently this time, but it's doing its job as expected, and I can now change the settings the way I want them... can't complain 😛

unreal magnet
dense peak
#

Anyone knows how to desature a fill layer in SP2?

#

Just made the switch from Quixel to SP 😛

vestal sundial
#

Duplicate your layer and add an HSL filter

dense peak
#

Awesome! Thanks alot

quaint shadow
#

I'll admit I switched to using the scanline renderer and while I still don't see a way to adjust all the settings I need, it's definitely good enough for me (and it works well too)

silver gull
#

the only case where it doesnt work is for interiors and tightly enclosed spaces - you will just get super dark or entirely black scenes. You can put lights into the scene but that kinda defeats the purpose. In that case mental ray is the only good option.

unreal magnet
#

or baking in painter

upper laurel
#

Hi, I would like to make a custom optic for the UAV Targeting Pod. I have no idea where to start or what software to use besides photoshop or similar image editing software to create the Texture. Would someone be able to point me in the right direction?

silver gull
#

Custom optic in which way? Do you want dynamic numbers and so on to be displayed? That's all done in config.

#

optic backgrounds (and fixed reticles, like sniper rifles) are done as textures and applied to 2D planes in a 3d model.

upper laurel
#

Ok thank you, I have the draft design but I will need assistance with the dynamic numbers etc. I’ll move to the config help channel

silver gull
#

so apparently its not possible to switch from yearly to monthly subscription for substance...

hardy basin
#

Hey @nocturne lake how can I specify a 1 bit alpha channel in a 24 bit png? Is that possible to do with GIMP?

#

ok I'm reading about something called a tRNS chunk

#

this is what I need right?

unreal magnet
#

why do you want a 1bit alpha in a 24bitp ng?

#

just save 32bits done

hardy basin
#

there is an AO gltich with 32 bit textures

nocturne lake
#

is you save it as _co.tga though, it will only write 1 bit alpha in the .paa

#

the suffixes on texture names are used by the tools to format the texture

acoustic dove
#

AO glitch?

#

thats new

nocturne lake
#

Not really. Realtime AO shows through most _ca textures since the game came out

#

problem comes when using _ca on parts that you don't actually want to be mostly transparent

acoustic dove
#

i know there been an issue with _ca when you use it on whole model which uses a small part of transparency

#

that issue been fixed?

hardy basin
#

I think it depends on the pixel shader you're using too. Like, I figured out that if you use the treeAdv instead of super shader it doesn't have the same problem

silver gull
#

textures with 8bit alpha do not receive shadows - this is the problem.

molten spire
#

Does anyone know why i cant view a texture in the uv editor?

#

unable to load bitmap

white cargo
#

is it .tga?

nocturne lake
#

Can be improper file path. e.g if you have it written with an absolute path like P:\folder\file_co.paa instead of just folder\file_co.paa and assigning the Path for Textures option in Object Builder to P:\

#

If you open mass texture and material renaming tool, it will show the files it can't access, in red

surreal hatch
#

Quick texture question: I've got a new box going for an MLRS model and the texture is a bit messed up. It'll load in and at least render something, then quickly turn to invisible:

#

Ignore the error message and the fact that this was taken on my school potato

nocturne lake
#

error could be related though since it appears that it's swapping the texture out on your launcher using hiddenselections (which are defined in model.cfg where you have that error)

surreal hatch
#

I fixed the skeleton issues, still swapping it out. Put all my hidden selections in and they appear to be correct

soft wind
#

Hey i'm very new at texturing and everything i make looks very fake can i get some tips from the pros

surreal hatch
#

Alright, new updates: the RVMAT is loaded and works fine.Texture just appears invisible (think Predator, with a shimmering invisible object.) Fixed the model.cfg so the hiddenselections are working well (at least for camo1 and camo2), but the launcher texture is invisible.

silver gull
#

@soft wind for example?

soft wind
#

@silver gull So im making a wild west house and the wood looks very fake

silver gull
#

pictures?

soft wind
silver gull
#

its no wonder it looks fake if you use plain colors...

#

also, no wood has a color like this when its been subjected to years of sun and dust

silver gull
#

subtle color variation (together with grain texture) plus weathering is key.

bronze stone
#

Still: What X3 said is correct. Just checkout the colors of old Houses

#

they go from dark to light (depending on where water dropped down for example)

#

Then add some details like: Each Woodplank got it's own "texture", not every plank 100% straight

somber pier
#

I've never actually seen any wooden building that has the cliche wood colour

#

Everything wood is like above ^

dense peak
#

House attempt #2. https://imgur.com/a/0ow32
My actual construction seems to be improving but I still hit a brickwall when it comes to these flat ass textures. Need to research techniques that can make them look like textures and not just a picture plopped on a plank.

#

I just started doing this like a week ago at most btw.

#

Any advice on any blender tools i should look into to manipulate the textures, or any post processing software (PS,Gimp) I should look into?

white cargo
#

make some normal maps from the diffuse textures

#

you can use photoshop or some standalone dedicated program like CrazyBump

ancient smelt
#

TinyRick: Have a look at Substance Painter and Substance Designer.

#

Substance Designer might be particularly good for you since you could set up procedural wood wall textures and then just change settings to produce variation between buildings.

silver gull
#

is painter even suited to texturing objects that use tiled textures?

#

crazy bump and the likes produce very wonky normals in my experience (unless the picture has the heigth basically baked into it - dark values deep, light values high)

shut sparrow
#

@soft wind do you know what UV mapping is ? i think that's the next step for you ? 3D pipe in a nutshell : make your model > unwrap it > texture it

#

plus, in Arma 3 i think most buildings uses multi-material shader (that's an arma's engine specific shader) so you're not limited by texture resolution and can tile them instead, it also makes textures reusable on multiple models

dense peak
#

Only the base color is exported

nova hatch
#

did you add the extra channels?

dense peak
#

Yeah if you mean, Base Color, Metallic and Roughness

#

Ah, i got it....

#

It expected the diffuse from the input maps

#

Not the Converted maps that i was expecting

soft wind
#

@shut sparrow Thanks for the help i'll try it out

shut sparrow
ancient smelt
#

For any large object you need two UV's regardless of the shader, otherwise your texel density gets too low or you're using too many textures.

#

The main difference between the two (because you can have 2 or more UV's with super shader and then use low resolution _mco's/_dt's as well) is being able to have multiple _co's and fewer GPU instructions in multimat.

shut sparrow
#

not sure texel density is a thing with multimaterial since you can set your texture repeating independently from other "layers"

#

it's not like if you had to deal with UV island sizes on a fixed resolution texture

ancient smelt
#

You can do the same with super shader.

shut sparrow
#

yep but not without increasing sections count

ancient smelt
#

Yeah, that's what I was getting at, as far as doing multiple UV's they're exactly the same, it's more about having multiple _co's.

silver gull
#

texel density is an issue even with multimate, because AO requires unique texture, as does the color map.

#

so it makes a difference if your multimat object is 5m³ or 343000m³

#

color map with low texel density -> blury transitions between mats if you dont divide materials via uv splits

leaden fox
#

I can see the UV in UV editior, it's not bugged or anything

#

Although I have 2 UV sets (one is hands, other is uniform)

full quarry
#

@leaden fox 2 UVsets or 2 materials?

leaden fox
#

2 UVsets

#

not sure how to check materials in OB

full quarry
#

well usually I think characters use only 1 uvset so I would guess your rvmat is not configured to use the second uvset or it cant use it

#

all uvmaps can be on 1 UVset and overlap because it does not matter as they dont use same material

#

there is also filters in OB uvEditor to show only single materials UV

leaden fox
#

So I guess my rvmat is on the wrong UVset

#

that might be the case, it used to print the normalmap on the hands

#

should I merge the two uvsets?

full quarry
#

that or try pointing the uniform rvmat to the second uvset

leaden fox
#

I've changed it

#

but on the other hand, even the texture is wrong

#

still doesn't work after changing uvset parameter in rvmat troo

#

OB is doing some very sketchy stuff

#

It popped out when I pressed "check textures"

#

Okay. So switching the UVsets between each other worked. But does that mean I have to put hands and uniform on one texture and rvmat files?

full quarry
#

no

#

you can use different textures/materials on same uvset

nocturne lake
#

why are you even making a second UV set?

leaden fox
#

I coppied the hands form other file and it made it just because

nocturne lake
#

but the hands are by default are on UVSet 0

#

they have a separate texture and material file to the uniform so there's no point making extra UVSets

#

hands and uniform can both use UVSet 0 so long as they have separate texture/material sets

leaden fox
#

mkay

#

It makes sense

#

any idea how to get to one UVset?

nocturne lake
#

select everything in the UV set you want to move from, ctrl+c to copy, switch to the uv set you want to put it in, ctrl+v to paste

#

then go and delete the unwanted UV set

#

second button in the toolbar, the one with the red x

leaden fox
#

Hmmm, right

#

coz the uvset can be on another uvset

#

as long as they are different materials

#

and use different textures

#

no idea why, it works

#

😄

nocturne lake
#

IIRC texture can only ever use uvSet 0. Materials can be assigned another uvSet through the .rvmat, but not textures assigned in the model

somber pier
#

Is it possible to get a high enough quality alpha texture to represent the bars/springs through the armour? Or would it be better to have low poly bars instead?

#

I'm unsure what would be the best method for the best result

warm stag
#

For that you'd be using a fairly low res tiling texture so no issues there... but given the vast amount of alpha'd space it might be better to just use geometry. And either way you would LOD them out very soon. The best way would be to try both and profile each and see what performs better, but that also requires the most work.

ancient smelt
#

Except it'd be 2400 extra polygons to do it with geometry and it wouldn't look as good as a tiled alpha texture.

#

I'd try like Bek said with a tiling texture (figure out how close the game camera will get to the mesh, then make sure you texels per meter are such that at that distance the resolution is still good) and then use a macro or detail texture to get it so that the large scale colour variations like you see in the screenshot are still there.

warm stag
#

even if it was shitloads of extra geometry it's probably still cheaper than having that much alpha

#

Now that I think about it, it wouldn't be much effort to set up a quick comparison between the two and profiling them in game

ancient smelt
#

Alpha's expensive?

warm stag
#

very

ancient smelt
#

How come? Doesn't look too bad in DirectX frame dumps.

#

(Not that I've ever looked at the timings in them for alpha)

warm stag
#

iirc alpha essentially requires that pixel to be rendered twice (or more if you run into overdraw)

#

though it also points out actual performance can depend on what stage is the slowest, vertex or pixel or rasterisation

ancient smelt
#

Arma doesn't draw under opaque pixels though, it does a depth only pass with the alpha'ed texture first.

warm stag
#

in the wire mesh though it's 70% alpha'd space though

ancient smelt
#

Have a look at that, it's half way through the colour pass. The pixels behind the undrawn trees are masked by the earlier depth pass.

warm stag
#

generally I get told that with modern gpu's and optimisation geometry is cheap, shader complexity is the more important. whether or not that's true in arma for this case I can't say for sure but I'd either test it or err on the side of geometry being the cheaper way

ancient smelt
#

Yeap, but for 1-bit alpha correctly set up it might be fine.

#

(i.e. any pixel that produces a write to the z-buffer should occlude the pixel behind it in exactly the same way opaque polygons occlude behind them)

#

In a little bit I'll check what happens with the camo netting in the GPU, that's probably be closest example.

warm stag
#

yeah that should be similar, but from what I remember it doesn't have as much transparent area in comparison to that wire mesh

somber pier
#

@warm stag Ok so I've made both versions, hard to tell whats better. Having the rods adds like 6000tris or someshit haha

#

I'm more concerned about the backface culling, as going to look whack seeing mesh from one side but not the other

warm stag
#

does arma not have a way to enable two sided geo (or rather disable backface culling). Pretty sure it does, not sure if it's defined in rvmat or p3d though

#

if not you can just duplicate and flip

#

also did you have the bars joined at the intersection, or offset and overlapping

somber pier
#

just overlapping. So the rods go through each other, I've neved made a mesh before haha

#

If I can disable backface culling then I might just go with that

warm stag
#

check under face / vertex properties in o2, might be there

#

"E" and "shift+E" iirc

somber pier
#

I havent even gotten to that stage haha. I'm still making stuff in Blender 😛

#

Just want to get it right the first time

warm stag
#

you don't have to worry about that now then

#

if it turns out you can't do it in arma later, you can just duplicate + flip

ancient smelt
#

Arma has a flag on polygons to enable double sided drawing; it uses it on tree polyplanes.

#

I don't know if you can set it explicitly though, it gets set for trees during binarization automatically.

#

Also I just checked the Arma 3 fences, they don't write to the Z-buffer but the pixel shader does bail out early if it knows the pixels is transparent.

ancient smelt
#

Ok, that was just one fence. Other Arma 3 fences/nets write to the z-buffer, like this:

#

So pixels behind opaque pixels will be rejected by the z-buffer, and fully transparent pixels will cause the pixel shader to bail out early.

somber pier
#

Isnt the Camo net just a single face, yet that seems to be double sided? Theres gotta be a way! haha

ancient smelt
#

What's the path to the .p3d of the camo net you're talking about?

somber pier
#

@ancient smelt The one in your image, thats where I got the throught. I've looked at them before ingame and never saw 2 faces. I dont know the path though

ancient smelt
#

Nope, they just have mirrored polygons.

#

(a3\structures_f\mil\Shelters\CamoNet_Big_F.p3d at least)

somber pier
#

So seperate faces facing opposite directions?

#

Just really really close?

ancient smelt
#

The points are exactly the same.

somber pier
#

Interesting. I would have thought that would produce clipping or some sort of dodgy stuff as the cover the exact same space

warm stag
#

It would if they were facing the same direction

#

the gpu does a pass where it checks if it's a valid direction before drawing, so if it's not and you therefor wouldn't see anything anyway, it skips it

raw nimbus
#

hi ya'll, didnt even know this chan was here until @white cargo just told me 😮

somber pier
#

@warm stag Cheers for the insight mate thanks 😃 @ancient smelt You too mate

acoustic dove
#

Can you use hiddenselectionsmaterials on A3 vehicles? isnt there any issue with that?

nocturne lake
#

IIRC it works well if you do it with class texturesources and bis_fnc_initVehicle instead, since that uses setobjectmaterial command to swap the mats

#

but it does seem to be working fine with hsmaterials on the RHS MRZR

acoustic dove
#

with Vhc it seems to be more work involved but i heard there were issues with hit textures if you use hsmaterials

#

or thats only with uniforms?

nocturne lake
#

there are issues with uniforms and weapons, certainly

#

that weird LOD bug we have with the SR25s in RHS is partially to do with hsmats

#

VHC is pretty easy to implement

acoustic dove
#

if there arent any issues with vehicles then why bother with VHC heh

nocturne lake
#

because then you can allow people to select the textures and materials on what vehicle through garage, eden etc. too and have fewer classes

acoustic dove
#

yes but this is for private use so

nocturne lake
#

is it an existing BIS vehicle then?

acoustic dove
#

yes like i said A3 vehicles

#

simple reskin but i want to modify rvmat

nocturne lake
#

meh, well the vehicle may already be set up for VhC in that case so it's not all that more difficult to do it

balmy dawn
#

Hi all, with the Insignia, what is the best way to cut something out for use if you have shaky hands and are really bad at drawing around with your mouse?

nocturne lake
#

in what? photoshop?

balmy dawn
#

I just have paint

worthy kindle
#

@balmy dawn Paint.net and you can try the "magic wand" tool to remove stuff quickly

balmy dawn
#

thank you I will give it a try

torpid imp
#

Anybody off the top of their head know were the AAF Grenadier vest are? I'm trying to find the texture. I looked at all the charicter_fPBO's but can't seem to find it.

#

nvm, didn't realize it was part of the Marksman DLC

nocturne lake
#

there's a .psd file for it in the samples package @torpid imp

#

\SteamApps\common\Arma 3 Samples\Art\MarksmenDLC_Textures\VEST_IND_GL.7z

balmy dawn
#

guys I can't get this to work, is there anything else I can use to cut out my insignia?

full quarry
#

else than what?

balmy dawn
#

this is the emblem I want to go around and make the white transparent

full quarry
#

afaik it already is

#

at least so it shows in my browser

balmy dawn
#

Huh?

#

ohhh wait

#

i did it i think

#

See, I'm trying to resize it to 400 pixels, but my paint opens it up with white background

#

how do I resize it to at least 400 pixels and keep the transparent background?

distant rose
#

I fixed it for him, now go wear it with pride 😃

balmy dawn
#

*her 😃

balmy dawn
#

not fixed now, now isignias work in game for me 😦

balmy dawn
#

fixed, Uro is a legend.

modest ore
#

Uro IS a legend for sure! He taught me a few things 😄

distant rose
#

im no legend, just a grunt like everyone else.

torpid imp
#

Thanks for the info, now I have a new problem

#

The texture seems to come up invisible, I first converted the texture into a PNG, then used the TextView2 to save it as a paa again.

#

nvm, file pathing..

#

😄

leaden fox
#

Which part of the rvmat describes shadow intesity on a model? My texture seems quite bright in the sunlight, and turns almost black in shadow. Is this a matter of rvmat or color texture?

full quarry
#

_AS map plays a part and the ambient, diffuce and forced diffuce values can affect it

#

pics could tell more

full quarry
#

supershader?

#

whats your _AS map like?

leaden fox
#

yup

#

plain colour

full quarry
#

wont do

leaden fox
#

can't really acces it now, it's basic from "clothing.rvmat" in A3 files

#

I should get it from Substance Painter then

full quarry
#

if you can then yes

leaden fox
#

will do, thx

unreal magnet
#

bake AO map in painter

#

the result is perfect for AS

nocturne prairie
#

can i change the UVsource in the rvmat? I think UVSource ="tex";

Tex is Uv1 and Uv2 is Tex1 or 2? or completely another name ?

nocturne lake
#

Tex is UVset 0

#

Tex1 is UVset 1

balmy dawn
silver gull
full quarry
#

👆👌

somber pier
#

😍 Blender

dense peak
#

The wood part is so damn glossy / shiny but in the specular and gloss its almost black

#

Still learning SP2, so any tips would be greatly appreciated

quaint shadow
#

did you perhaps export gloss and spec in the wrong colour channels?

#

I did this a few times and I got similar results

acoustic dove
#

i see that grip in that smdi brighter than darker

#

it should darker in gloss map - meaning the blue channel in smdi

#

also in green channel specular map as well

acoustic dove
#

that doesnnt look like these

quaint shadow
#

yeah, there's definitely a problem with the exported maps

dense peak
#

Cool will check!

quaint shadow
acoustic dove
#

you could just export the raw specular and gloss - combine them in PS

quaint shadow
#

I went from the pics you put up on imgur, I decomposed your exported smdi in gimp to get the green and blue channels

#

might be something with my method, but I doubt it as your SMDI is waaaay to bright on the grip area

#

could be due to the colour space of the channels you're using - for example, use specular level instead of specular (as specular is RGB and specular level is greyscale, which ArmA uses)

acoustic dove
#

also one warning - dont use too much pure black because in arma engine you get the gloss broken in a white pixelated mess when the light show up

dense peak
#

Yah no worries there, ive tweaked all the settings to the extreme just to find the culprit.

quaint shadow
#

true, 100% black gloss is usually bad, however 100% black specular is fine (I use the AS map to lower the specular level on areas that have shadows, like inside gun barrels)

acoustic dove
#

on specular yes , but mainly gloss is doing the issue

quaint shadow
#

yeah, you're correct

ancient smelt
#

Using "specular" in SP will definitely give you the wrong result, it sRGB encodes it on export which isn't what you want. "Specular level" is exported linearly and will match what ARMA is expecting.

#

However, the SP colour pickers numeric values are always linear so they won't match photoshop's colour picker values if you're getting your values that way.

obsidian nimbus
#

anyone know the procedural texture for a blank smdi offhand?

#

"#(argb,8,8,3)color(1,0.5,0.5,1,SMDI)"

#

I think that is the right one but I am not sure

#

Actually, this looks more like it: "#(argb,8,8,3)color(1,0,1,1,SMDI)"

silver gull
#

there is no blank smdi, its either very shiny, barely shiny or the middle ground

nocturne lake
#

In ways it depends what you input in to SpecularPower and specular[] parameters in the header

silver gull
#

that too. There just is no "neutral" though.

white cargo
#

Anyone here know if Substance Painter can bake AO maps on building interiors?

unreal magnet
#

yep

#

itll bake fine

#

@white cargo

#

It's actually what I would prefer when baking building interiors

white cargo
#

any recommended tutorials?

warm stag
#

it's one button and some options; not something you really need a tutorial for

gusty grail
#

does anyone have a beginner tutorial to putting textures in game?

full quarry
#

there should be something on the BI forums

gusty grail
#

the only one i could find was from 2014 and its outdated on what can be used or not

silver gull
#

2014 outdated? na. Textures havent changed since then

gusty grail
#

its not the textures its how to get them into the game. they were using pbo manager to repackage the files but that doent work on windows 10 anymore

silver gull
#

pboproject (from mikero) is best tool for packing error free. If you just want to get it quickly ingame for testing use addonbuilder

gusty grail
#

i'll try that thank you

#

that was probably the biggest hurdle from all the tutorials i found was that they all came out before arma 3 tools so i didnt know how to access half the shit they were talking abuot or what it was

dense peak
#

It's worse inside...

full quarry
#

use multimaterials

dense peak
#

Will do xD

#

gna try, I'll come back if I fail

white cargo
#

are you using really low res textures? if not I think you're having some mipmap issues

severe rune
#

Tweaked: The "hiddenSelectionsTextures" now works on magazines (only if weapon supports the magazine as proxy) !!!!

full quarry
#

uuu

severe rune
#

I thought they never did that because not possible

cursive zealot
#

Can we have doritos magazines now?

acoustic dove
#

no

#

its not a magazine proxy

#

its a vehicle magazine most likely

nocturne lake
#

or is it??? 🤔

acoustic dove
#

i would be the first to be happy to see magazine proxy in handheld guns but i think thats too wishful

bold kayak
#

any germans here? want to know what they think of this german police suv i made

balmy dawn
#

Hey pros, is it easy to re texture vanilla skins?

silver gull
#

wrong color, wrong letter orientation

white cargo
#

substance painter can't import 3ds?

quaint shadow
#

the green is a little too blue and maybe a hint too dark

quaint shadow
#

maybe he prefers the old colour scheme? 😛

silver gull
#

its the future

quaint shadow
#

true, and with Germany's bureaucracy it'll take another 30 years for us to actually put this law into practice

bold kayak
#

im doing a few different varieties for people to choose from

frigid escarp
#

BI seems to have added mca.paa to rocks, trees and bushes with recent patches. any idea why?

#

and mc.paa to some buildings

nocturne lake
#

is it in a second uv set? maybe they're just adding some colour variation up close

frigid escarp
#

didnt check the models myself - just going from the file list of extracted pbos

nocturne lake
#

could save file size I guess. If you have several rocks or buildings that are fundamentally the same, just different colours.

#

if the diffuse detail all comes from one common overlay and the colours are just simple colour maps that don't have all the diffuse detail

#

can't find the image where they demonstrated that for DayZ

bright current
#

hi all, i have a little prblem and i was wondering if someone here knows about this. i was trying to export AS.paa and NOHQ.paa to layers that i can use in photoshop for easy retexture (white an transparent). Does anybody knows if ther is any ".atn" file for photoshop with the steps or any guide?

full quarry
#

atn?

#

.paa can be saved as .png in texView

bright current
#

i know

#

but i m talking abou to export the layer with correct color an tranparence

full quarry
#

which layer?

#

theyre all single layer images

bright current
#

yes i want to take that layer and transorm it to a layer that i can use in photosop

full quarry
#

save it as png and open that into photoshop

silver gull
#

there are no layers in those files...

bright current
#

i m not explaining it correctly i think

silver gull
#

yes

bright current
#

i ll just 5 mins

#

ok so the thing is, AS thexture is in pink, and NOHQ is in bue and more colors, how do i transform those textures to layers that i can use for reteture a vehicle or whatever?

#

transparence, etc..

nocturne lake
#

_as has the shadow information in the green channel

#

just take that paste it on your texture and apply multiply layer blend

full quarry
#

are you suppose tho have much shadows on the diffuse tho

nocturne lake
#

yes

#

well, maybe not the _as at 100% opacity, but like 70% or so

full quarry
#

is what I meant

nocturne lake
#

some cases, 100% looks fine though

#

depends on the texture

#

as for the normal map, it should be that colour. Need to convert it to a cavity map if you want to use it for diffuse shading.

bright current
#

to be more specific, the templates of this guy "ChernarusLife" has those layer without color and ready to aply

#

so

#

y just have to save them as png and set them as multiply?

#

the result is not the same

nocturne lake
#

no, you need to take the green channel from the _as and multiply only that

#

then for the normal map you can probably google how to convert it to curvature

#

there are tools around that automate it

bright current
#

ok so many thanks for the help 😉

nocturne lake
#

but you'll probably want to invert the green channel in the normal map first, because Arma uses inverted Y swizzle

bright current
#

but once i select the green channel and transforms to black and white, how do i save it on thi color range?

nocturne lake
#

just ctrl+a, ctrl+x when in the green channel, and then paste it to a new layer in rgb, or something

#

or paste the green in to r and b channels as well

obsidian nimbus
#

So how do y'all make specular maps? I can never seem to get mine to look right