#arma3_texture

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obsidian nimbus
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it gets quite annoying tweaking things and barely making progress lol

ancient smelt
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With Substance Painter.

jolly peak
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Is there any reason why my textures would look distorted on some models?

quaint shadow
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stretched UVs perhaps?

copper hollow
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Anyone knows how to get rid of the white pixels around an image if the background is transparent, in this case is for unit emblem. I tried a lot of solutions but so far non of them seem to work in arma. Any ideas ?

severe rune
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Are they white in the texture? Just set their alpha to 100%?

copper hollow
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no

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I tried that

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Im trying something new right now

hardy basin
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question: how well does arma 3 handle 8k textures? Should I use them in my objects? I think they work but I can't remember ever using one

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and also as far as optimization goes, I have a good pc but I want people with lesser machines to be able to enjoy my stuff too

silver gull
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to what i heard it doesnt work. Why not just test it out though? Simple checker pattern (2x2 px plack white tiled)

hardy basin
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I'll test it out on this object and let you know how it works out!

lavish lintel
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@l4z0rr0b0tz#9079 As i know, A3 could handle 8k, but de facto it resizes it down ingame, and 4k looks better then 8k

acoustic dove
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why you need 8k anyway?

lavish lintel
nocturne lake
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diffuse[] probably

quaint shadow
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^

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ambient on the contrary will mostly affect the lighting in shadows

lavish lintel
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@quaint shadow many thanks

viscid laurel
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one more thing, I had my unit logo/texture showing up previously when I was playing multiplayer on my arm patch

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now it's no longer showing, I get an error saying couldn't load squad texture

silver gull
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substance designer question - does anybody know how to efficiently combine an image (atlas texture if you will) out of multiple images? I have multiple trims, 2048x X pixel (X=64, 48, 32, ...) that i want to combine into one square texture nondestructively. Tried with transform2D node but its beyond extremely tedious to do

nova hatch
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I have a substance designer file that combines like 4-5 2048x2048 into one, do you mean like that? only issue is it will overlay if something is already there

silver gull
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the "square" analog would be if you have 4 2048ยฒ ( or 16 1024ยฒ) maps and want to combine them into a 4096 map. Thats what i'm after.

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if i plug the different maps just into one via blend nodes, they get stretched to suit the "final result" instead of beeing applied pixel correct.

quaint shadow
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you could probably achieve that by layering the different images ontop, setting them to not tile, adjusting the width/height so as to not stretch the image, then play with the offset to position them properly

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only problem I see with this is that the offset is in the range from -1 to 1 in relation to its resolution, rather than being in pixels

silver gull
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which is what i meant by transform2D beeing hellishly tedious to do

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offset and scale matrix is all based around center of the image

ancient smelt
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Can't you just do it once and make that a subgraph?

unreal magnet
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Like ianbanks says, make it a graph and link that

silver gull
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getting it pixel correct would be, as said, hellishly tedious. Also, since not all things have the same aspect ratio, doing it once as graph would not be usefull - as it would need to be readjusted every time.
example - https://abload.de/img/clipboard01ywuyo.jpg Every different material would be a seperate source graph/image and resolutions vary (including non-power by 2). This is just a concept, the final version i planned will have additional stripes stacked.

silver gull
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i looked into how to create functions and made a function that converts me pixel input (distance from border) to the center-based offset and matrix values.
Only thing i have no idea how to do is to reference the image size parameter of the input node in a function of another node. Currently i have to manually define the input's image pixel size

nova hatch
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@silver gull maybe make a material out of it in SP and then export with no stretching so it can be more modular?

silver gull
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i made a solution (see post above)

nova hatch
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Ah I started typing on the first one

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๐Ÿ‘

silver gull
golden niche
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what is _cs texture suffix?

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it seems to be color texture with alpha channel for some purpose

full quarry
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Where have you seen one?

golden niche
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apex vegetation

full quarry
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cant find any

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where there ๐Ÿ˜„

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ah there

full quarry
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they dont seem to be used in any .rvmat

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possibly assigned to the models

shrewd arrow
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Is there a way to make a rvmat that reflects light to the surrounding area? linke just a little bit?

full quarry
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no

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emmission is the only value in rvmat that emulates light/glowing, but it does not affect its surroundings

ancient smelt
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If it's bright enough it will bloom though.

shrewd arrow
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okay, how would i go about it?

coarse scaffold
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Guys, why my textures are heavier than ones I found in other mods? O.o

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Resolution is the same, paa

full quarry
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maybe they got more colors oor have less empty space

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how much larger are they

coarse scaffold
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approx twice

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mine:

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from other mod:

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mine is 1.41 mb

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the other is 665kb O.o

full quarry
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what do you convert with

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theyre both _CO i presume

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could be yours just got more varied colors

coarse scaffold
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I put in folder, then open OB and select TGA ttexture and it converts itself. Converting with Texview gives same results

full quarry
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try imageToPaa

coarse scaffold
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ok will do

full quarry
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but would not worry about it too much

coarse scaffold
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about what?

full quarry
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about the size

rare lake
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err why are people worrying about meaningless stuff?

coarse scaffold
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Just asking, becouse I will have about 6 texture sets, each 8mb

full quarry
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you can easily test by decreasing the amount of colors in the image

coarse scaffold
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Also, what do you think?

full quarry
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looks great

coarse scaffold
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thanks ๐Ÿ˜ƒ

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Also thx for help

silver gull
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more colors, more noise -> less compressability. Can always use a black image if you want to save on gpu memory...

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srsly 1.4mb vs 600kB is a non-issue. ESPECIALLY not for a ViewPilot LOD that only one person ever sees

unreal magnet
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I would worry more about the 6 texturesets to be honest

silver gull
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for a cockpit? nah

coarse scaffold
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Ok thank you all

silver gull
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13GB substance designer ram usage... fuck me. and thats just 2k

full quarry
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santa did not bring more ram? :C

silver gull
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16GB was enough until now...

full quarry
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๐Ÿ˜„ 32+ is the way to go with 2k+ texturing

silver gull
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apparently (?). Especially when you're lazy as me and have max+painter+designer open at once...

full quarry
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that does not help it

quaint shadow
spare rampart
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Alright, thank you buddy.

zenith mirage
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can someone tell me how to find this texture and where?

U_I_CombatUniform
somber pier
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@zenith mirage

  1. Find said item in the editor
  2. Place it on the ground
  3. Right click on it
  4. View in config browser (or whatever it says)
  5. Find the hidden selections in the config that shows up
zenith mirage
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Thanks

craggy vale
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Hey, I'm pretty sure this is the right channel for this question. I've been having a problem with a face texture for my addon, it has solid black on it but the black always shows as transparent and I can't seem to find anything to help me fix this issue through searching on forums. I'm not too knowledgeable on texturing but any advice for this issue would be appreciated.

unreal magnet
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is it having an alpha channnel?

craggy vale
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It shouldn't

full quarry
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got pics?

craggy vale
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I saved it as a JPG in Photoshop before putting it into texview2

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Yeah, I can get pics, give me a min

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Is there something I need to do in texview to make it not create an alpha channel?

full quarry
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no the source image just must not have one

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jpg tho does not have alpha layer so it should not be an issue

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just so you know jpg is the worst format to save textures

craggy vale
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I've saved it as a jpg in Photoshop and I've tried re-saving it as a jpg in paint

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I know

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I'm purely making this face as a joke so it's not supposed to look great

full quarry
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get pics in game too so the issue can be seen

craggy vale
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Yeah, just starting my PC up now

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I'll post them in the screenshots channel

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don't have image perms here

full quarry
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seems you got answers already

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and seems you were not aware of the naming conventions of arma.

nocturne lake
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I think the issue there is with the underlying head .rvmat shader

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iirc there is some skin-coloured diffuse/ambient/specular setting on it

full quarry
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that may be true too

craggy vale
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I checked the RVMAT

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and didn't see anything related to transparency

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and thank you, Goat, for the link, i'll be sure to check that out

full quarry
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while its not apparent there the skin uses totally different shader than the rest of arma modles. so it behaves completely different

craggy vale
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Tried having _co at the end of the original file name, nothing changed, this is probably something to do with the shader

full quarry
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did you save it as _co or just renamed it?

craggy vale
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saved it as a _co

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I also tried using a really dark brown and that still showed up as transparent

full quarry
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likely you would need to make a completely new face material for it too.

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and face class if you dont have one yet

last delta
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Hello everyone! May I ask you one question regarding a problem I'm been having for a while?

severe rune
last delta
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Well, I just tried to be polite! ๐Ÿ˜…

severe rune
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That link explains everything in length ๐Ÿ˜‰ Just go ahead and just ignore me ^^

last delta
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Here I go: I'm in a unit, and we are using the uniforms from Military Gear Pack, an unupdated mod, retextured. Those uniforms has 5 hiddenSelections. Chest, pants, equipment, unit and insignia. The problem happened just after the Malden update. The insignia texture was misplaced in the pants. After a few Arma updates, that was fixed. But the problem changed: Now, when a player connected to the server, sometimes, the new player saw the other player's texture of the pants as black. It is client side, indeed, and sometimes happens sometimes not. The original author of the Military gear Pack gave me the p3d's after I contacted him (He was very helpful, indeed, but now i'm unable to reach him). I can give you the code if you don't mind, but the error is quite strange

full quarry
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are the textures in use the ones originally on the models or new ones changed with scripts in mission?`

last delta
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The textures are different, changed by me, and included in the unit mod. The paths of the textures in the p3d are changed by me. The strange part is that this issue only happens with the pants

full quarry
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could be that someone is not using right version of the mod

last delta
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Everyone is using the same version, as it is uploaded in the workshop

full quarry
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it does not always mean its updating. but fair enough it at least should be the right version

last delta
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Mmmmh....

full quarry
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are you sure you have changed all the texture paths in the model

last delta
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I'm completely sure, if that part wasn't done right, the model would give me problems of textures paths, right?

full quarry
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perhaps

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whats your texture path like?

last delta
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From the pbo to the texture

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mcoe_uniforms/textures/texture.paa

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The code is the same as the chest and equipment

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And the chest and equipment works fine

full quarry
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so youre still switching the texture with a script?

last delta
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In the config.cpp. I'm sorry, don't quite understand what you mean when you say by script

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๐Ÿ˜ฐ

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In the p3d there is a hardcoded texture, just in case the texture in the cpp fails

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But the uniforms are made by cfg Vehicles and cfg weapons

full quarry
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ok so you have set the texture on the model

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and put the same texture into the hiddenselections array in config.cpp

last delta
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For one uniform, yes, but there are some variants

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Do you need the code in the config.cpp? ๐Ÿ˜ƒ

full quarry
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do the variants work?

last delta
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The problem of the black pants persist in all variants

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As I said, when everyone joins the mission at the same time, it is ok

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The problem is when someone joings 5,10 minutes later

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He could see some people with the black pants, and if another one joins later, he could see other people (not the same as the first one) with black pants. That's why I assume is a client problem

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When that happens, if you drop the uniform in the floor and equip it again, the problem is fixed

full quarry
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Id suspect its jip problem, perhaps with the mission you are playing

last delta
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The same as reequip it in the arsenal

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This problem happens in all the missions we play; At base, Liberation, official missions...

full quarry
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join in progress has pretty much always been problematic to synchronize

last delta
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I see...

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Yeah, that makes a lot of sense

full quarry
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You could try making a few odd colored variants from some vanilla uniforms and try what happens with those

last delta
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But the JIP problem is quite difficult to fix I'm afraid

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We have RHS and some other mods, and the problem is unique of your mod and uniforms

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I haven't see this problem before

full quarry
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version mismatch is also still possible

last delta
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Why is that? I though Workshop automatically updates the mod

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Right?

full quarry
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it should but things can happen

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its not very likely but possible

last delta
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Mmmmh

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Let's focus on the other option, JIP

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I didn't know about JIP problems before

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Anything we could do about that?

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There must be a reason why this happens with ONLY the pants

dense peak
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Create new serverkey & resign for each update

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That way you will know people have the latest version if any weird issues

last delta
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Understood

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But if that was due to the version of the mod, that should give us more problems that just the black texture of the pants, right?

hardy basin
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Hey guys I am about to lose my mind here over alpha map textures! I have been trying to figure out how to solve this problem for months, and I finally solved it, only to discover that I don't know what I did and I can't reproduce it. The issue is 32 bit alpha map textures end up being partially transparent in the game. I am told that if you import 24 bit png with 1-bit alpha it solves this problem (I think it was either @full quarry or @silver gull who told me this). However I haven't been able to get that method to work with TexView2 - even if I use TweakPNG to edit the tRNS chunk. I usually use gimp but I even downloaded photoshop to see if the "Save for Web" feature would do the trick. (It didn't) I've also tried using the levels menu to make all alpha pixels either 0 or 1, although I think that doesn't change the 32 bit format.

What I do know for sure is that I want DXT1 encoding on these textures... the only alpha map texture I've successfully made without that weird shading glitch was DXT1 for whatever reason. I am scratching my head because it appears I was somehow able to make this happen last night with one of my textures, to my great joy. However now I can't figure out what I did... haha...

Can anyone tell me what is their successful workflow for getting alpha mapped textures into the game without the 32 bit shading glitch?

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I'm just talking like, for grass, where things are either completely transparent or not. I don't have any need for partially transparent pixels in these textures

full quarry
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if you save image file with alpha channel as _CO it should save only 1bit alpha

silver gull
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which shading glitch? You mean AO of other objects shining through ?

hardy basin
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ok thanks guys Ill try these things

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yeah the AO shading glitch

hardy basin
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yes it worked with _CO thanks horriblegoat I know you told me that once before I'll write it down this time ๐Ÿ˜ƒ

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forcenotalpha works too, but it changes the appearence of the texture somewhat

silver gull
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dxt5 textures do not receive shadows from objects. They always count as "in the sun"

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so that maybe why

unreal magnet
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yep

dense peak
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Hello

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is anyone here?

full quarry
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could be. You could compare the texture files themselves

dense peak
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@full quarry we can't, they encrypted the addons

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and they won't send or show the file

full quarry
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well that does sound like they got something to hide

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so could be theyre just straight copies

severe rune
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@dense peak If it has time drop me a Todo on https://github.com/dedmen/TodoStuff/issues I can unpack that pbo for you and check. But right now I'm working on 2 dead hard drives and I can't do anything before they are rescued. prolly atleast a week

dense peak
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Thanks, they already edited the textures in their modpack

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lol

obsidian nimbus
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In a specular texture, what does the blue channel do? What is the difference between the Green and Blue channel? I still don't quite understand

nocturne lake
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gloss map (acts as scalar of the specularpower value)

obsidian nimbus
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If I understand correctly, the green channel determines what areas are most/least affected, and the blue channel determines how "shiny" the areas are. I did some testing on a blank texture plane and making the blue more visible seems to increase the reflectiveness of the surface, how clear the env texture is

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is this correct?

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So a shiny metallic surface would have a lot of white areas in the blue channel, and a dull plastic surface would be darker in the blue channel.

nocturne lake
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depends in a way what manner you consider shiny

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things with low gloss can look pretty shiny because they have wider specular highlights

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visibility of the env texture has more to do with the fresnel values

obsidian nimbus
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I would consider a mirror shiny.

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and something that has a more diffused reflection less shiny

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like chrome paint vs flat paint

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Also I didn't know what the fresnel did until now. I still don't but I know what it affects lol

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usually I just copy an rvmat from an object in vanilla A3 that is similar to my custom object and modify it

warm nexus
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Hello, I have some noob questions about texturing vanilla assets as well as adding new stuff to create a mod. So my first is how do begin texturing, what programs do you recommend. Do I need knowledge in code, mine is very limited. Any help is appreciated, oh I tried watching some YT vids and got lost with them.

full quarry
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re-texturing requires the texture file of the model you want to rework or (preferably) a template file of the texture in question that has already been set up with different layers to help with the retexturing.

To do the actual work you will need a image editor software such as Gimp, Photoshop, Paint (would not recommend) etc.

And to get it in game properly you would need the Arma modding tools and modding environment set up and your new asset will need a new config that has the code that makes it use your texture instead of the one it uses by default.

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Im pretty sure there are a lot of text about it on the forums

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adding new stuff is similar but requires more work depending on what you want to make.

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I think those are the basics pretty much

warm nexus
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Ok thats a great start. Is there a preffered method for doing it, or just a tonne of trial and error?

full quarry
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Re-texturing? I would guess its just a compilation of different image editing techniques and depend a lot on what you are trying to achieve. Im mora new asset maker myself so I dont have to do much texture editing like that. Most of it is done on the model itself when its made.

warm nexus
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Mostly just taking some assets and giving them a fresh coat to suit the group I'm in better and compliment what we already have. nothing drastic, for now

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So clothing, vests, helmets, backpacks etc

full quarry
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to get started I would think Forums is a good place to start your quest

warm nexus
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Sounds good, thanks for the assist

full quarry
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np this is a good place to ask too but its a lot easier to answer more specific questions

dense peak
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Anyone have some tips regarding the _dt texture? All of my custom ones makes the model so dark. Looking for something for tank metal

glossy crown
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Who texture make texture very very dark, i want to setup a really dark texture for a tunnel ?

nocturne lake
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@dense peak very few Arma models use _DT at all these days

dense peak
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Check! All is done by normals instead?

unreal magnet
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the RHS Tu95 uses dt due the sheer size

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in case you forgot @nocturne lake ๐Ÿ˜„

nocturne lake
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Too loud for me to look at the outside while using it ๐Ÿ˜›

unreal magnet
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hahahahaha

frozen blade
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@dense peak make sure the grey is a neutral (RGB - 0.5,0.5,0.5) or whatever - 128 / 128 / 128

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@glossy crown MC

dense peak
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Does anyone have a template for the nato pilot coveralls?

ancient smelt
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_DT and _MC work like this in Super shader:

vec3 output_colour = mix(base_sample, macro_sample.rgb, macro_alpha_sample) * 2.0 * detail_sample;

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So a _DT value of 0 causes the colour channel to be black, and a _DT of 1 causes it to be double. (and 0.5 does nothing, as PuFu said).

ancient smelt
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This is for terrain MCO's, but the same applies to Supershader _DT's:

You can simulate the mco blending in photoshop by:

* Creating a bottom layer to simulate a part of your satmap (taking a small area and enlarging it by around 40 would be a good approximation).
* Adding a "curves" layer, and then moving the line to between (0, 0) and (255,128). The coordinates are in (input, output) order.
* Adding your _mco as a layer above the curves layer, and changing the blending mode from "Normal" to "Multiply".
* Adding another "curves" adjustment layer above the _mco layer, and then changing the line to between (0, 0) to (64, 255).
* The function is 2 * _co * satmap, but since that would saturate in Photoshop you're doing (((satmap * 0.5) * _co) * 4) to get the same thing.

If you want to muck about with adding multiple layers (like adjustment layers) on the _mco layer, replace it with a new layer group, set the layer group mode to "Multiply" and then add your _mco (now set to normal blend) in there with whatever other layers you want. As long is it is in the group it'll compose all those layers and then multiply the entire group with the lower layers.
dense peak
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I'm getting much better results with Cycles when doing texturing rather than Blender Render. Should I just use nodes in BR or is it worth the effort using Cycles for Arma

full quarry
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yes

dry rapids
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So I made a texture with smdi plus normal map and used a vanilla rvmat. Works fine in bulldozer on both TB and OB. But for some reason ingame it looks really dark almost pitch black with the texture barely visible and really shiny

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Has anyone else encountered this before?

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Im just not feeling the super in the trooper right now

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Cant post screenshot, not at home atm

full quarry
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does the vanilla rvmat use supershader and if so what kind of AS map you have for it?

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pics & paste of rvmat could help to debug it

unreal magnet
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probably AS map, yeah

dry rapids
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Can aquire a screenshot soon

dense peak
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Any blender node guru around?

full quarry
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dunno about a guru but might know a thing or two

dense peak
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I got some errors applying a _MC texture

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it works however the material gets 50% darker because of the mix shader node

full quarry
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Lets rewind. Nodes where?

dry rapids
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Here is my RVMAT

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So yes my models ome out all shiny and black

full quarry
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do you have notepad++? @dry rapids

dry rapids
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Yes my dude

full quarry
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could you open up the rvmat there and copy paste it into pastebin

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for me at least it makes more sense in there

dry rapids
full quarry
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ok yeah your supeshader material is all broken there

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you are missing lot of stages

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and you need them all for it to work right

dry rapids
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What stages are these?

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Or can you post an rvmat with correct setup?

full quarry
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check out pretty much any weapons or vehicles data folder in the unpacked A3 data

dry rapids
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ok thanks

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my dude

full quarry
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got it working?

unreal magnet
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high fresnel, spec and gloss both to 1

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ah wait this is transparent?

nocturne lake
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not sure how to get the blurriness behind the glass. Maybe with the heat blur shader if that can be done on objects and not just particles

acoustic dove
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blurrinnees could be done with blurry alpha maybe?

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not sure because arma shaders are so outdated

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or it could be done with layers of glass with one blurry texture?

unreal magnet
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theres no blurry alpha ๐Ÿ˜›

full quarry
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Not very well I think

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I think the refraction shader would be way too "busy"/"alive" for such

low creek
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When I convert a PNG to PAA via TexView, the reds in the image appear as blue in-game. Any tip to make the colors work?

rare lake
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no idea, but often times people just save mytexture.paa instead of mytexture_co.paa or what suffix is required.

low creek
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k I'll try the prefix, thanks

nocturne lake
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if the colours change it's usually because the texture is the wrong dimensions

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must be e.g 256, 512, 1024, 2048 etc. pixels in both dimensions

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any 2^N value

dense peak
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I've made a retexture of the viper uniform, however I can't get the wounded textures to apply when the uniform takes damage.

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What do i need to add to the config to enable the wounded textures?

earnest plaza
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what model does the uniform use

dense peak
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o_viper.p3d

earnest plaza
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Hmm the uniform base is custom model too , you don't use the underwear model of Bis ie the suitpack ?

dense peak
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here is my current config, if it helps...

full quarry
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hidden selections is the right place to put new textures

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theres also similar paramter for wound textures

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check the config youre inheriting from in the game config viewer

dense peak
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ah yes, the config viewer, that's the ticket, thx

dense peak
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Hey, quick question. I get small dots in my _smdi i belive. Any ideas regarding that?

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Squares to be exact

full quarry
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pics?

dense peak
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Hold on

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feels like ehh, mip mapping maybe its called

severe rune
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Could that match your texture resolution?

dense peak
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Yeah, they are all the same

severe rune
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So instead of smoothing between pixels and subsampling (I think that's the word) it's just using hard boundaries

dense peak
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2048x2048

severe rune
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If you make it 4k do the squares get smaller?

dense peak
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Let me check, 4k was a bit over the top but iยดll try ๐Ÿ˜ƒ

severe rune
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Just for testing ofc ๐Ÿ˜„

unreal magnet
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thats compression due to DXT1

#

probably the blue channel is too contrasty

dense peak
#

Allright will check!

#

got somewhat better but is still prevalent

severe rune
#

Would DXT5 be better? Can you just choose what compression is to be used?

silver gull
#

increase contrast in your texture, reduce specular value by rvmat settings instead

#

it's the result of too low contrast -> compression issues

earnest plaza
#

sometimes you can tile the materails more for a less zoomed in effect tryu in rvmat aside and up instead of 1.000 to higher tiled occurence

torpid imp
#

Best way to convert to PAA? The PAA converter tool seems to not like some of my png files

silver gull
#

i use tga generally... 24bit that is. 32bit seems to produce errors

#

i use png only for textures with transparency

distant rose
#

32bit will work fine for tga's with an alpha channel

#

8bits/channel | r/g/b/a = 4x8bit=32bit | r/g/b = 3x8bit = 24bit.

unreal magnet
#

pretty much what Uro said

full quarry
#

Arial?

quasi gulch
#

Doesn't look like it.

full quarry
#

well you will need cyrillic alphabet font

nocturne lake
#

It'll likely be a GOST font

#

ะ“ะžะกะข

quasi gulch
#

Gotcha ty.

nocturne lake
quasi gulch
#

Ty!

#

Looks perfect. ^^

gleaming lintel
#

trying to pack real basic terrain into pbo, no binlog errors...only this

severe rune
#

Which windows version?

gleaming lintel
#

๐Ÿ˜ฆ

severe rune
#

You can delete messages

#

No one will know they existed

gleaming lintel
#

thanx

somber pier
#

Anyone know how I can view .BISURF texture files?

acoustic dove
#

notepad

bronze anvil
#

Hey guys, is there any tutorials on adding in textures with specular and dispacement maps to a texture. As my results are just producing black images

full quarry
#

just to make sure you are trying to make a ground texture?

#

as only ground materials use parallax (displacement)

bronze anvil
#

Decals at the moment

full quarry
#

then displacement is not on the table

bronze anvil
#

Ive never really touched textures

full quarry
#

BIKIs RVMAT page describes used texture types pretty well I recall

#

but what textures are used depend on what material shader is used

bronze anvil
#

Im trying to setup decals and im trying to read into it and test different ones but nothings been succesful. Sop was curious if theres any documentation

full quarry
#

dont think anything decal specific

#

you could check out vanilla decal rvmats and do similar setup

bronze anvil
#

Thats actually not a bad shout, Didnt think to do that

#

Can we use JPG with transparent backgrounds?

#

Where its all blured

full quarry
#

jpg does not have transparency

bronze anvil
#

The texures i have are designed to be used with opacity map, will i need to convert it into Png

#

Then remove the background

full quarry
#

probably

#

you can likely use your opacity map as alpha layer and save as png

#

strange textures you got there tho

bronze anvil
#

from megascans

#

Look amazing, just need to work on them

full quarry
#

ah

bronze anvil
#

That works a treat thanks

torpid imp
#

Can anybody tell me what the overall conversion is for Arma 3 meters to texture?

#

I'm having a friend make custom footprint textures, but obvisly if they get scaled wrong..

severe rune
#

there is no overall conversion.

#

Depends on the UV map

#

one pixel can be one meter big. or a millimeter

torpid imp
#

mmm

severe rune
#

Take a existing texture of a existing footprint as template for your size

torpid imp
#

It's just using custom user textures entity on the map editor

#

Would it be smart to just scale it big then scale the texture down?

full quarry
#

what

severe rune
#

Can you even change the size of the custom user texture entity in the MISSION editor?

#

If you can't change it to fit then you obviously have to scale with the texture

#

If you can change the object size then it doesn't make much sense to scale the texture too

full quarry
#

dont think you can change objects size in runtime

severe rune
#

Yeah. Same.

full quarry
#

except if its animated to do so

#

ok so If I understand right you want to have mission placed footprint decal object

torpid imp
#

Yea, I think I'll just make some debug grid textures to see the proper scale

full quarry
#

yes if youre not making the object too thats good approach

prime trail
severe rune
#

What can't you get to work? Screenshot looks fine to me

prime trail
#

Those are screenshots i found online.

#

I'm just wondering how todo it

severe rune
#

Make a texture. Then use script command 'setObjectTexture'

full quarry
#

had to google out this "user texture" thing since its popped up a couple of times now. So its a mesh square of some predefined size. which I would say is not very good for replacing something of so different size

prime trail
#

Yes with user textures although the hight width, how do you set those

#

exactly^

full quarry
#

you dont Im guessing

prime trail
#

If you don't it's massive.

full quarry
#

if you got a square it will be uvmapped so that a square texture is covering the whole mesh

#

im pretty sure its not quite meant for such

#

you could perhaps make a texture where everything else but the area you want to cover is trarnsparent

#

but that will lose a lot of texture pixels

#

and is not quaranteed to look good

#

if those buildings have hiddenselection textures set up you should use those

#

if not, you could make your own sign object and place that over the building sign

prime trail
#

Just need to know the image dimensions to get the correct size

full quarry
#

I saw "user texture" object of 10 meters are you using that or are there other sized ones

prime trail
#

dimensions of the wooden sign

#

yeah using 10m

full quarry
#

how would we know that?

prime trail
#

That's the entire problem, not knowing the dimensions of the banner.

full quarry
#

you got to test it by making some sort of measurement texture

prime trail
#

Takes like half a year to take the image to photoshop resize load it in and see it's not actually the right size.

full quarry
#

make a grid texture and count how many grid units you got to make your texture

#

moaning that its hard takes you nowhere

severe rune
#

enable -filePatching aand use it. Then you don't need to restart arma everytime. So every try only takes like 20 seconds or so

frozen blade
#

^^

prime trail
#

Restarting arma isn't required anyway it's just the pain of going through resizing hence why i was wondering if anybody has the dimensions.

frozen blade
#

can you give me the .p3d names of the buildings you wanna set these tex for?

#

assuming these are vanilla ones

prime trail
#

Alright, i'll give this a go thanks buddy.

spice wharf
prime trail
#

Fantastic thanks buddy ๐Ÿ˜„

prime trail
#

Works very well ๐Ÿ˜ƒ

quasi python
#

so uh

#

eta on vest textures

full quarry
#

wut?

frozen blade
#

๐Ÿ”จ

quasi python
#

i mean

#

when are we going to be able to edit vest textures without mods

nova hatch
#

Never, most likely

quasi python
#

๐Ÿ˜ฆ

nova hatch
#

Hopefully in the next arma ๐Ÿ˜ƒ

prime trail
#

What's the ETA on arma 4? ๐Ÿ˜„

west python
#

Yesterday

quasi python
#

it isnt worth for there to b an arma 4

white cargo
#

"it isnt worth for there to b an arma 4"

Uh, what?

silver gull
#

troll is trolling...

quasi python
#

uh i mean

#

look at the current player base

#

20k and dropping

severe rune
quasi python
severe rune
#

There has been a drop half a year ago. but looks stable now

quasi python
#

Eh.... was going off steam charts but yea it was jst a bit unstable

frozen blade
#

yeah and? i fail to see the point you are trying to make?

#

in the wrong channel just as well

quasi python
#

was just trying to say that it is unlikely that we see arma 4 in the near future also what channel should this be in then......

severe rune
earnest plaza
dense peak
full quarry
#

afaik it doesnt

earnest plaza
#

tiling is done in the rvmat in the aside and up

dense peak
#

Yeah the tiling isnt the issue

earnest plaza
#

i use it to gain FPS where less tiling is required in the land and on Buildings

full quarry
#

theres no shader in arma to do teh same kind of combining SC has

earnest plaza
#

no

#

but it can tile extensions etc same as the CO etc for reffreence

full quarry
#

tiling was not the question

earnest plaza
#

anyway after DayZ look like Arma 4 starts and this new Enfusion has PBR IIRC ?

full quarry
#

overlaying higher resolution details on surfaces was

earnest plaza
#

then i can use my lisence for substance painter woohoo maybe 2022 ish ?

full quarry
#

maybe

earnest plaza
#

we see but first we just want NOPX on Building Plez biz

coarse scaffold
#

Hello there, how do I make glass texture(transparent) for my HUD glass? I havent found tutorial on that

coarse scaffold
#

Ok nvm found that

dense peak
#

How do I go about making a new skin I.E. an arctic camo for a Cyrus? And then release it as a new weapon via workshop to be used on my server.

earnest plaza
#

find if the model as a "camo" selection and release a config addon with no model

severe rune
#

@dense peak Don't cross post. Read #rules please

dense peak
#

Sorry.

dense peak
#

What all do I need to make said camo?

severe rune
#

Arma 3 tools

#

and something to edit the texture

full quarry
#

check out BIforums for retexturing info

nocturne lake
#

there is a Photoshop .psd file for the Cyrus in the Arma 3 samples on Steam

dense peak
#

Thank you

obsidian nimbus
#

is there a full list of .rvmat shaders anywhere?

full quarry
#

Old list is available. Not sure if theres been any new additions to that.

#

search for "arma rvmat"

obsidian nimbus
#

see, that's why I specified the "full" part

#

most of it is just as vague anyway

#

even if it is accurate to the older shaders

full quarry
#

are you looking for something specific?

obsidian nimbus
#

right now TreeAdv and every variant of it

#

particularly TreeAdvModNormals

#

and if there is a trunk variant of that

full quarry
#

ah yeah those

#

dont think those are documented anywhere

#

the vanilla A3 rvmats are only examples I know of

obsidian nimbus
#

my current strategy is to make my textures looks as close color wise as possible to an A3 texture and make almost identical .rvmats

#

hopefully my trees will look decent finally

ancient smelt
#

Malden trees use translucency maps too if you're looking for samples.

#

(Whereas no vanilla trees do)

obsidian nimbus
#

translucency maps?

ancient smelt
#

Yeah, they turn on and off translucency per pixel.

obsidian nimbus
#

isn't that just an alpha mask?

ancient smelt
#

They're used in the high LOD polyplanes so that the leaves remain translucent but the trunks don't.

#

Nope, Arma trees have translucent leaves.

full quarry
#

oh that may be useful!

obsidian nimbus
#

pretty sure they always have just used the alpha mask

ancient smelt
#

It's modelled as diffuse light but on the opposite side of the leaf from the light source.

#

Nope, alpha mask is different.

obsidian nimbus
#

I don't understand how they are different

ancient smelt
#

Translucency is light that's scattered within the leaf, transparency it goes straight through unscattered.

obsidian nimbus
#

oh so they can be described with different words

#

I still don't get it

ancient smelt
#

If you go look at a thin leaf (like a rose bush leaf) in the sun versus a piece of cardboard you'll see the back of the leaf is diffusely lit.

obsidian nimbus
#

oh I get it

#

I think

full quarry
#

or put a flashlight against your finger

obsidian nimbus
#

like it isn't entirely opaque and won't block out the sun

#

or that

ancient smelt
#

Yeap, and also it's scattered. Things that are translucent (like glass) doesn't scatter light like leaves.

obsidian nimbus
#

could you make a sort of "frosted" or blurry window with that?

#

I am intrigued

ancient smelt
#

The model they use for leaves is for virtually complete scattering (so for example a large flat plane would be a uniform colour no matter what light was on the other side of it)

obsidian nimbus
#

so it would just be a REALLY blurry window

#

that's a shame

#

Arma could use some cool glass shaders

ancient smelt
#

From memory the tree shader doesn't sample the environment map at all, it just uses the main light and hemispherical ambient (and local lights).

#

The Malden trees use TreeAdvTrans to switch on that translucency map, by the way.

obsidian nimbus
#

I'll have to check it out

ancient smelt
#

The translucency map replaces the _MCA slot

obsidian nimbus
#

I will probably look more closely at the Malden trees as well

#

most of the vanilla trees just use procedural MCA's anyway

ancient smelt
#

In Arma 3? They shouldn't; it's how they bake lighting variation on the leaves.

obsidian nimbus
#

In my experience more A2 trees have them

ancient smelt
#

Yeah, A2 trees aren't good examples.

obsidian nimbus
#

So should they or should they not have MCA textures?

#

just to be clear

ancient smelt
#

They should. Ideally you should use a raytracer to bake the MCA texture with lighting.

#

Tree branches have two UV maps, one where every branch maps to the same colour (_ca) image of the branch, and another UV map where each branch maps to a completely unique UV space.

obsidian nimbus
#

I have noticed that they use different UV layouts

#

I just don't quite understand the function of an MCA texture

ancient smelt
#

The RGB is multiplied with the base colour.

#

And every leaf has a unique area in the _MCA image.

#

So you have a high resolution colour images of the branch/frond, and then the _MCA RGB is a low resolution multiplier that applies to each individual branch/frond.

#

So then the areas inside the tree that are darker can be made darker.

#

Also you can change the colour of branches too to give it variation (for example in many trees there as a very noticable lightening at the top of the crown where the young leaves are).

#

The alpha in the MCA is also for baked occlusion (some trees only use the alpha)

obsidian nimbus
#

I have seen them used to break up the appearance of tiling and give variation to larger areas

#

which is why they are called macro textures I would assume

#

I just didn't understand their purpose with the trees

#

but I think I get it now

ancient smelt
#

Macro and detail textures are used anywhere you want different texture resolutions.

#

(They're used in houses to bake low resolution lighting generated from global illumination raytracing for example)

obsidian nimbus
#

speaking of detail textures

#

on one of the decals, the layered rock one, it uses the wood detail texture

#

Can't decide if that is more clever or lazy lol

obsidian nimbus
#

My tree models needed some serious optimizing

#

I cut the section count in half on some LOD's by simply sorting the face textures

#

glad I decided to revisit the textures and materials for them or I wouldn't have noticed how bad they were lol

ancient smelt
#

Might be worth checking the second count post-binarization too (using Eliteness), M1lkm8n found some issues with O2's counting of them at one point.

obsidian nimbus
#

one of my tree models had a separate texture for the fucking branches

#

why

#

there was literally no reason for me to have it that way lol

obsidian nimbus
#

eliteness rarely seems to work for me

#

the only time it works is when I manually open the exe directly and browse all the way to the model through the software

digital mantle
#

Do I have to just do.. like.. trial and error to see how a texture turns up ingame? Just did a dark green, showed up as a bright green. Heh.

full quarry
#

no you can run bulozer in OB

#

to preview it

digital mantle
#

It's broken for me.

#

Just crashes constantly.

#

tried to fix it multiple times, gave up, fine with just constantly packing heh.

full quarry
#

then thats your only option

#

but you know in the long run it would be better if you worked with working tools.

digital mantle
#

yeah

#

I'll fix it sooner or later, prob today.

digital mantle
#

How would I put a texture on a small object, that when shown, it's enlarged as heck?

#

How would I make the texture.. is what I'm asking. Is there a certain size.. or something?

full quarry
#

I would use some totally different program and look up uv mapping and texturing guides for it

digital mantle
#

So.. texture it with like.. blender?

full quarry
#

that can be used for that yes

digital mantle
#

alright.

obsidian nimbus
#

tweaking an mca texture for my tree is so finicky

#

either the darker areas are pitch black, or they are basically unshaded

obsidian nimbus
#

None of the A3 trees use mca textures on their polyplanes

#

I don't understand why mine still look so weird

ocean river
#

Greetings ! I'm looking for someone who can help me with a p3d file ? i want to add a watch to the fatigues uniform?

distant rose
#

you dont need to spam in multiple rooms, when someone sees your message they will reply

dense peak
#

Okay, so Iโ€™m new to this. How would I extract textures from a mod?

quasi python
#

Depends on what mod but you should just be able to go into its directory and find the images or...?

#

have you tried that

dense peak
#

I have not

#

I will try that, thanks.

quasi python
#

^___^

ocean river
#

People rather complain.. instead of helping. if you don't know or can't help stop telling people what to do.

#

To extract textures you need to open the pbos and extract the textures. pbo's are like winrar

#

with data inside

frozen blade
#

like a win rar with a license though ^^

#

you cannot edit any of the .p3d to add a watch btw

somber pier
#

Wait for Arma 4 when BI unbins all their A3 stuff for porting haha

ocean river
#

that's lame

dense peak
#

Okay, Their in the pbos!!!! thank you so much!!!!!

dense peak
#

quick question: anyone know how to crack "obfuscated" Pbos?

severe rune
#

Yes. But why?

dense peak
#

Cause Iโ€™m having trouble doing it

surreal lance
#

Why are you trying to crack obfuscated pbos -_-

severe rune
#

Well they probably have a reason to keep you out of their stuff?

white cargo
#

You just walked into a bank and asked how to crack a vault.

dense peak
#

I have no actual drive to steal the files, I just want to mess around with specific textures from a mod.

full quarry
#

๐Ÿšช

digital mantle
#

yes

dense peak
#

Look, I donโ€™t want to steal anotherโ€™s work, I just want to try to texture one of the helmets. I donโ€™t want to publish it, I just want to try to texture one thing, just for personal use.

white cargo
#

well then the appropriate action is to ask the author for the source files

severe rune
#

They don't want you to do it. Even if it's for personal use

#

Blame them for obfuscating their stuff

dense peak
#

Just avoid using addons that obfuscate = problem solved

somber pier
#

Well it defintely stops people from stealing shit easily thats for sure

#

Ask the Auther for the texture files

worldly sail
#

I have been thinking of a WW3 German Reich, not so much National Socialist but more Imperial.... I think it could be done with a mix of retextures (After permissions) what do you think?

ocean river
#

Anyone knows how to fix this problem?: No entry "bin\config.bin/CfgVehicles/Wounds.scope'.

full quarry
#

fix config

#

could be inheritance problem or missing classes somewhere

#

not a Texture related issue mind you

ocean river
#

You mean class like this?: B_Soldier_base_F

#

cause this is how i have it: class NBS_ACU_G3_A: B_Soldier_base_F {

full quarry
#

Im betting if youre not certain about classes there may be other problems too. #arma3_config

#

and look at the sample character config

ocean river
#

okay

dull junco
#

Are there any advantages other than transparancy support with using PAA files over JPG files for textures?

ancient smelt
#

GPU's can't use JPG's so the game engine ends up doing the conversion anyhow, and PAA encoding is CPU heavy.

#

(like 100% of a core for 500ms-ish for large ones)

tawdry delta
earnest plaza
#

only when alpha is sent to top on the face and maybe a shadow lod left a texture on

tawdry delta
#

i havent setup shadow lod yet

earnest plaza
#

i think it can render in BD just from visual

full quarry
#

yes it does that

#

lodNoShadow = 1 named property could help with that

tawdry delta
wild mural
#

Hi there, has anyone here made expierences with Affinity Designer/Photo and is willing to share whether its useful for working on textures?

full quarry
#

never heard of it myself but anything you can edit images/paint with and can use it should work

#

one could do textures with paint even

frozen blade
#

@wild mural it should be more or less the same as PS, you should be able to use same tuts and the like

wild mural
#

@frozen blade Thanks

dense peak
#

Hey there Guys!

#

Anyone here have a way I could set up Substance Painter for use in Arma 3?

#

Currently clueless as to how to set up a proper export setting in Substance for use with Arma 3

severe rune
#

Wow. I just talked about that about an hour ago elsewhere ๐Ÿ˜„

dense peak
#

Nice

#

I'll hop to it!

ancient smelt
severe rune
#

Ohhh I was looking for that a couple hours ago. I wanted to try and get them out of the blender Arma toolbox.

ancient smelt
#

Yeah, it doesn't work with manual normals, haven't gotten around to fixing that yet.

#

What do you mean regarding the Blender Arma toolbox?

severe rune
#

The blender tool box also has shaders in it. I thought I can just rewrite them to fit with Substance

ancient smelt
#

Shaders for super shader?

severe rune
#

yeah

ancient smelt
#

Got an URL to it?

severe rune
#

http://www.armaholic.com/page.php?id=6891 woops. 3dsmax not blender. ArmAToolBox\shaders\ has superShader and glass

Do you know where I can get a Arma env map from? I know there is a 16x16px one in a pbo. But for paining I would want a higher res env map obviously.

ancient smelt
#

The 3DS shaders aren't remotely correct.

#

You want a3\data_f\env_land_co.paa for most things.

#

There's a _ca too, but that's HDR, and not commonly used. (HDR environment maps do get used for things like car interiors though)

frozen blade
#

@severe rune A2 tools by SA are absolete (was always a WIP thing), the shaders are well, not correct to say the least

#

@ancient smelt where is that _ca? really is that a HDR file (wasn't even sure .paa can can have that)

ancient smelt
#

a3\data_f\env_land_ca.paa

#

It works by having an exponent encoded in the alpha channel.

frozen blade
#

hmm, needs to have a look, cheers

nocturne lake
#

Are the env maps that are encoded in the terrain files, any higher res than the standard env_land_co?

#

the ones that are loaded with useWorldEnvMap="true";

frozen blade
#

@ancient smelt ^

severe rune
#

That's what I meant. Isn't the env_land_c*.paa just like 16x16 pixel? or 32x32

distant rose
#

they are 512^2

#

@nocturne lake they are the same files.

#

since the lighting update they use different env maps depending on the overcast level

rare dove
#

any advice on how to fix those transparencies? I tried so far to convert the transparent textures (ca) to tga, rename them from _ca to _co, convert them back to _co.paa and that didn't exactly work

rare lake
#

did you check the alpha channel? used texview2 to convert tga to paa after renaming?

rare dove
#

yes, I thought when I name the texture _co.tga in tga format, the tool takes care of removing the alpha channel?

rare lake
#

actually not sure, but just checked our ch34_co the infamous transparent helos texture and it was pure white in alpha channel. not sure if that fixed it back in arma2. been a long time heh.

brittle cosmos
#

Have you tried forcenotalpha = 1 in the geometry LOD?

full quarry
#

are there non transparent and transparent bits on same texture?

nocturne lake
#

in some instances it will happen if a reasonable amount of the model's surface is covered by a transparent alpha texture. In which case you do as Penny suggested

rare dove
#

@brittle cosmos thanks, forcenotalpha = 1 did the trick!

white cargo
#

Question: What would cost more resources on a model, an AO map that's 4096x2048, or two 2048x2048 textures?

full quarry
#

2 textures

white cargo
#

oh

#

good news then!

twin bane
#

anytime you can avoid making additional sections it's a good thing.

nocturne prairie
#

@full quarry ๐Ÿ‘Œ

white cargo
frozen blade
#

a bit yeah, my 2 cents anyways, by comparing with other structures\

white cargo
#

I'm having a hard time being consistent with the AO from building to building

tawdry pewter
knotty marsh
#

it's red

tawdry pewter
#

over saturated?

knotty marsh
#

joke aside, maybe lacking a bit of "darker" around the engine parts, but it gives well

#

also, IDK if it is on purpose but the number on the tail is mirrored

tawdry pewter
#

whole tail is mirrored on that side, orca texture doesn't have both sides on the sheet, looks normal on flip side

knotty marsh
#

ah, too bad then

#

the inner part of the tail rotor could be darker, too, aside from that... try adding "dirt" or darker on detail parts (like window or engine contour)

#

else, good looking!

full quarry
#

Stuff like that is usually baked from highpoly model to low poly model so if thats your self made model you could explore that avenue. If its from some other game you should not be using it in the first place

full quarry
#

foxmods?

#

if you mean foxmods.com it seems theres some GTA5 stuff there thats been taken from Forza for example so that place is a bit questionable as a source

silver gull
#

^not the first time this dude pops up with this <questionable> stuff

full quarry
#

I see. :C

digital mantle
#

Do seeds in TP do much?

full quarry
#

@hasty cosmos dont think his stuff is self made either

digital mantle
#

rip wrong chat

full quarry
#

because its not right

#

someone made it and its part of someone elses product that is sold with such user agreement that the user has no rigth to use the models elsewhere

#

or extract them

#

its just not right

severe rune
#

whats wrong with some ported stuff from other games
That's exactly it. Porting stuff from other games. That's exactly what's wrong.

#

whats wrong with some ported stuff from other games there is so much shit like that floating around.
What's wrong with killing someone? There are so many people dying everyday anyway.

#

See? That's not how the world works.

potent trout
#

So, possibly to save myself another hour and 30 some odd minutes of mind numbing config viewer/wiki exploration, could anyone point me to the general location of H_MilCap_gry specifically just looking for it's texture so I can get started on a set of officer caps.

ocean river
#

Anybody here knows why my uniform is invisible when i drop it on the ground?

#

i mean should look like a folded uniform..

#

am i missing some line of code ?

ancient smelt
#

It uses a separate .p3d to represent the model on the ground.

ocean river
#

do you know the line ?

#

im missing

ancient smelt
#

Not off the top of my head, does the sample uniform have it?

ocean river
#

Downloading samples

#

thanks for the input buddy

odd crane
#

Any suggestions would be greatly appreciated!

frigid escarp
#

@potent trout

    class H_MilCap_gry: H_MilCap_oucamo
    {
        scope = 2;
        scopeCurator = 2;
        author = "Bohemia Interactive";
        _generalMacro = "H_MilCap_gry";
        displayName = "Military Cap (Grey)";
        picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_H_MilCap_gry_ca.paa";
        hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\cappatrol_grey_co.paa"};
    };```
#

for future cases get a AIO config/config dump from the forums

#

@ocean river you need an item definition in cfgVehicles in addition


    class Item_U_B_CombatUniform_mcam: Item_Base_F
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "Combat Fatigues (MTP)";
        author = "Bohemia Interactive";
        editorCategory = "EdCat_Equipment";
        editorSubcategory = "EdSubcat_Uniforms";
        vehicleClass = "ItemsUniforms";
        model = "\A3\Weapons_f\dummyweapon.p3d";
        class TransportItems
        {
            class U_B_CombatUniform_mcam
            {
                name = "U_B_CombatUniform_mcam";
                count = 1;
            };
        };
    };```
ocean river
#

thank dude

potent trout
#

@frigid escarp Thanks, slightly new to the whole 'reskin scene' so what's the config dump? and where do I usually find these to make things easier once I've got classnames?

frigid escarp
potent trout
#

Thank ye, seems like a very useful tool

dull junco
#

What's good practice for keeping vehicle/clothing textures at a good file size? I can get them all good as .jpg files, but when they get converted to .paa files with TexView, they almost triple in size again

ancient smelt
#

Do they have a suffix like _co or _ca before you convert them?

dense peak
#

Anyone here able to tell me if I've exported from Substance right?

#

Just a quick glance

#

I've set up the Substance Painter exporter exactly like that thread had told me on the BI Forums

#

Just wondering if the textures should look like that

full quarry
#

ah more star wars stuff

#

might we get original models this time?

dense peak
#

I do make OC

#

I will NOT be porting any of it to ARMA till the project I'm working on is released.

full quarry
#

alrgiht

dense peak
#

Till then I'm tinkering with what's already out there.

full quarry
#

as in the ripped SW assets?

dense peak
#

Yup

#

More or less.

full quarry
#

๐Ÿšช

#

๐Ÿ˜›

dense peak
#

lol

full quarry
#

we take that pretty serious around here

dense peak
#

As in ripped content?

full quarry
#

no one likes their stuff used without permission

dense peak
#

True

#

Then again most popular Arma mods based on other universes are still, or have at some point used ripped assets.

full quarry
#

that does not make it right

dense peak
#

Exception being the Halo mods and a few others (They tend to have FAR slower release dates)

full quarry
#

so

#

that does not make it right

dense peak
#

True. I'm not redistributing it.

full quarry
#

youre endorsing it

dense peak
#

Explain?

full quarry
#

your actions say its ok

#

but its not the topic of this channel

dense peak
#

Yeap.

#

Anyway...

#

Honest question.

#

Are those how the textures should look on Export?

#

I've got other projects I work on that I've been wanting to use Substance Painter for.

#

(Referring to the image of the folder containing the textures - not the test renders)

dull junco
#

@ancient smelt I didnt know that made a difference, I dont use either. This is just for a mission, not a mod or anything. Just trying to keep the textures small in size but not horrible quality

full quarry
#

all textures in arma need suffix to work right and preferably be converted to .paa

dull junco
#

Ive been using no suffixes and they work fine, its just a matter of their file size. For example I could convert a 150 KB jpg texture to a .paa and it will triple in size.

full quarry
#

as you wish then

potent trout
full quarry
#

jpg due to its compression is terrible texture format

potent trout
#

^ that's why I've never used it.
Png has always been more useful. Plus in texview you can just Save As and replace the extension with paa or png iirc TexView doesn't convert to jpg by default.

tawdry pewter
#

I hope the ripping comment wasnโ€™t about my orca, cause that was OC ๐Ÿ˜ฌ, apart from military logos, Iโ€™m new to this discord also so hello!

dull junco
#

Is the texture size for info stands meant to be the same as leaflets (722 x 1024)? I'm applying it to an info stand but its showing the white borders on the left and right side for some reason.

severe rune
#

afaik it should be 1:1 aspect ration. As every other textures besides leaflets

frozen blade
#

wait what? the leaflets texture is a non 2^n (722x1024px)

#

?

dull junco
#

I thought the info stand texture would use the same resolution because of what I saw in the IDAP showcase, the images on the info stands looked like leaflet ones. It turns out it isn't though, had to make a stretched 1024 x 1024 and it worked

#

So yeah, a 1:1 aspect ratio by the looks of it @severe rune

nocturne lake
#

@frozen blade it's 1024*1024 but the UV's cover only the centre 722px on the U axis

frozen blade
#

@nocturne lake alright

dull junco
#

How would I go about debinarizing binarized rvmat files?

ancient smelt
#

Mikero's tools should do that when the PBO is extracted.

frigid escarp
#

derap.exe - armake can do probably too

dull junco
#

Cheers, ended up using armake

unborn river
#

Hi guys. When using textureSources to be able to Edit Vehicle appearance in 3den, is it possible to set categories or subcategories?

#

Primary color, secondary color etc

#

lets say if I wanted to have groups like this:
Turret:

  • red
  • green
  • blue

Body:

  • red
  • green
  • blue

Wheels:

  • red
  • green
  • blue
#

can it be done?

nocturne lake
#

Don't think so. Textures are written in an array that corresponds with the hiddenselections, so using blank values for the other selections in the array will maybe turn them invisible. But you can try adding them with "" and see what happens.

unborn river
#

Ok thanks will try

#

yeah you're right. it turns invis

stiff mountain
#

If I'm having a problem with a texture appearing on a model. Should I troubleshoot here or #arma3_model ?

digital mantle
#

Is there any other way to convert a PNG to PAA without ImageToPAA. <- Been giving me nonstop issues. It says the file is fine during check, doesn't convert. TexView won't open either.

#

The wiki for it says to attempt to use 8bit, though it already is..

#

nevermind

white cargo
#

I think there was a photoshop plugin, but I can't remember what it was called

unborn river
#

Hi guys. Can someone show me how to make _AS maps?

#

I know how to compose _smdi, but never did _as before

nocturne lake
#

you bake them using the 3D model

unborn river
#

oh. Im used to compose them in GIMP ^^ I know how to bake an ao map

#

but in arma its pinkish coloured

#

how to convert it into arma format?

nocturne lake
#

it's do that automatically so long as it's named _as

unborn river
#

like ths F35 AS map

#

oh really? its enough just placing a b/w image and call it _as and its converted when you pack it?

nocturne lake
#

yep

unborn river
#

ahhhh

#

thanks

nocturne lake
#

imageToPaa will fill in the Red and Blue channels all white. Arma only uses the greyscale info from the Green channel to do the ambient occlusion map

unborn river
#

ty

unborn river
#

in many rvmats I see this alot
uvSource="none";

#

and it produces this warning

#

19:12:38 Bad uvSource None in apcs\data\materials\chimeratracks.rvmat stage 2 (Super, tex #(argb,8,8,3)color(0.5,0.5,0.5,1,dt))

#

should the rvmat have something else as uvSource?

nocturne lake
#

tex

unborn river
#

oh

#

is "none" deprecated?

#

shouldit be tex when not using a texture?

#

class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="none";
};

nocturne lake
#

I imagine it still needs UV coords even if it's a procedural

#

like you get st errors for having zero-area faces in the UV map

unborn river
#

ok I c

#

thanks

#

about making the _as map (when arma does it for you)

#

does that apply to smdi as well?

#

All my life I've been spending lots of time composing them with gimp myself

#

๐Ÿ˜‚

nocturne lake
#

no, with _smdi you still need to compose the G and B channels from specular and gloss

#

can't remember if it discards info from the red channel or not, maybe

#

there's a file in the imagetopaa folder that has all the code for the conversion rules

unborn river
#

ah okey

nocturne lake
#

can even write new ones if you like - I have co2, smdi2 etc. with DXT disabled. For when I re-save a texture based on an already compressed .paa - but then I rename the .paa file after conversion to get rid of the 2

unborn river
#

nice

#

just tried it ^^

#

seems to work fine

tawdry pewter
#

speaking of materials, anyone have a list of the arma 3 materials, looking for a glossy look like the hatchback but scripts return [""] for it

tawdry pewter
#

Anyone know if you can animate the Hunter to remove the back covering like in this image? https://i.imgur.com/emseYWr.jpg
Using a transparent paa just makes it black, and I cant find a hide animate part

severe rune
#

you need to use a rvmat instead of just changing the texture I'm guessing.

full quarry
#

If the covering has separate hidden selection then you might be able to set its texture to blank or if it has configured hide animations for such, but if not then no can do. Also what Ded there said, you would need a new .rvmat made and fiddle with the specular values to get it shine more. Each vehicle has their specific material (rvmat) and texture (_CO.paa/_CA.paa) that make them look like what they look like so there are really no "universal" materials in Arma that you could just slap on stuff.

digital mantle
#

that looks like a sick hunter tbh

unborn river
#

Can I make an object always glow, and not being overshadowed by a shadow lod? If so, guessing it must be a property in the rvmat

vast solstice
#

What program would you guys recommend for converting from .p3d to something I can import into substance painter?

full quarry
#

if its packed p3d you cant

#

if youve modeled the thing in Object Builder then export in 3ds or fbx

somber pier
#

.obj also works

ivory ruin
#

I have a quick question about rvmat's. so when I pack my addon in a pbo and test it local and on steam it doesnt show the rvmat. This is my following work space.

P:\Projectfolder\objectfolder\data\rvmat

When I apply my _CO and rvmat in object builder, i remove the P:\ section of the path which would be as followed.

Projectfolder\Objectfolder\data\rvmat, this is for all lod's expect shadow.

and the _co is ofcourse the same

Projectfolder\Objectfolder\data\paa_co

However it doesnt show up, in my rvmat file which I edit with sublime text 3, the path to the texture's are as followed.

Project\objectfolder\data_AS

Project\objectfolder\data_SMDI

Project\objectfolder\data_NOHQ

anyone know what I'm doing wrong ?

frozen blade
#

Project\objectfolder\ DATA ?

#

i assume all your textures + rvmat are in P:\Projectfolder\objectfolder\data\

#

so the textures should have the same path

projectfolder\objectfolder\data\data_nohq.tga
projectfolder\objectfolder\data\data_as.tga
projectfolder\objectfolder\data\data_smdi.tga
#

just like rvmat
projectfolder\objectfolder\data\data.rvmat

frozen blade
#

@ivory ruin ^

ivory ruin
#

.tga not .paa ?

#

because thats how i have set it up. the only difference is that I saved my texture file's as .tga

ivory ruin
#

@frozen blade

silver gull
#

use paa

#

its there for a reason

ivory ruin
#

thought so, and yes I'm using paa

nocturne lake
#

.tga is fine in .rvmat. Buldozer and .pbo binarisation tools will convert it to .paa anyway

#

if it's assigned to a model

ivory ruin
#

alright, but what am I doing wrong then with my rvmat file ?

full quarry
#

pastebin your rvmat file

#

no idea what you got there if you we cant see it

ivory ruin
#

hold on

#

@full quarry here is my pastebin

full quarry
#

looks alright.

digital mantle
#

ingame pic pls

full quarry
#

does the rvmat show in Buldozer?

#

@ivory ruin

ivory ruin
#

yes only if I apply the p drive path

full quarry
#

im sensing there could be something wrong with your tools setup

ivory ruin
#

P:\ path of the rvmat

#

and here without

full quarry
#

yeah if you put p:\ there it reads it from your hdd

#

not from the pbo

#

could be your pboprefix is wrong

#

though in that case I think nothing should work

#

in OB does the texture/material replacer show your texture paths with red or black?

ivory ruin
#

you mean when I press the shortcut E

#

that shows in black

full quarry
#

no

#

tools menu

#

mass texture material replacer

ivory ruin
#

red

full quarry
#

then it cant read them

#

for some reason

#

in OB settings

#

(file menu)

#

what is your path to textures set to?

ivory ruin
#

none, now if you that is wrong and stupid you can call me a stupid idiot :p

full quarry
#

should be P:\

#

by default

ivory ruin
#

alright now everything is black

full quarry
#

so at least OB can see the textures where they are

#

check buldozer

silver gull
#

second image -> looks like AO is black

ivory ruin
#

BuldozerConfigurator in the arma 3 tools folder or the bulldozer in the P drive ?

full quarry
#

are you using mikeros tools?

ivory ruin
#

no, the steam arma 3 tools

full quarry
#

are you packing with addon builder?

ivory ruin
#

correct

full quarry
#

ok so addon builder cant do much right if you dont absolutely know what youre feeding it

#

so first step is Id get yourself the free mikeros tools and use pboProject to pack

#

it gives you feedback on errors and so on

silver gull
#

using addonbuilder only for quick testing is also possible - without binarizing. For finding errors and stuff, and packing final stuff, pboProject is the way to go

ivory ruin
#

alright i'll try makieros tools

#

see if that helps

full quarry
#

it may be arma tools have not set up right

#

if the packing fails

#

were you using pboprefix?

ivory ruin
#

pboprefix? with the arma 3 tools ?

#

to be honest I only watched the video's on youtube that are using the Arma 3 tools from steam.

full quarry
#

uuhh

#

so youre just starting?

#

not to be rude but thats your self made model then?

ivory ruin
#

yeah, been messing around with the arma 3 tools, the model is from my command and conquer 3 mod

full quarry
#

alright

#

since I pasted this for someone else you might benefit from it too

ivory ruin
#

thanks, I'll give it a shot tomorrow if thats ok. its currently 12:35 AM here

ivory ruin
#

@full quarry so mikero's tools works fine its loading the rvmat thanks for the link, however it creates for each folder its seperated pbo, is there a way to make it so that it create's a single pbo instead of all my addons/changes

full quarry
#

humm you need to have a config.cpp in the root folder I believe

#

I recall it starts packing from where it finds the first config

#

simple config with cfgPatches in it is enough

ivory ruin
#

ahh thanks

ivory ruin
#

yep that did the trick !

merry marten
#

Does anyone know of a tutorial on youtube that shows you how to make/retexture/import a house or building into arma 3?

frozen blade
#

no, there isn't one

merry marten
#

great welp im stuck

frozen blade
#

with what?

inner carbon
merry marten
#

I have a fully made building and I think textures that are correct but idk how to put the the textures on the building and import it into arma

frozen blade
#

are you using a multimat?

#

or multimats?

#

is the building unwrapped?

#

do you have 2 UV sets for it?

merry marten
#

idk anything about this stuff ๐Ÿ˜ฆ i just know i got P3D building are ready made into arma had a interior but somone used it and put a shit texture over it just to make it look like they made it im trying to use the default one but idk how and i know i have the texture because a guy showed me how to put it on and i did but idk how to full put all the textures on etc.

frozen blade
#

oh, so you didn't make that building then ok. who did it? which building that is

#

post a picture of it please

merry marten
#

you know project life?

frozen blade
#

nope

merry marten
#

how do i post the image?

frozen blade
#

you use imgur or something and put the link here

merry marten
#

well the building is a old model of that communitys

#

sure

#

one sec

#

thats the imagew

#

its got a interior and everything doors working but idk how to add those textures in

#

lol

#

rip

frozen blade
#

do you have permission to use/edit a model that isn't yours then?

merry marten
#

well I think i can one since its on the internet from the people that made it with the files open for anyone to use like you can download the p3d texture etc. from the creators

frozen blade
#

well, i wish you good luck with it then

merry marten
#

so you cant help me?

frozen blade
#

oh, i surely can but i'll choose not to.

merry marten
#

why

#

The files are open its not like I'm stealing them there from the creators not a leak places or anythings idk why it would be bad to get files from the creators

frozen blade
#
  1. because you only assume that is a model that is free to grab, edit and make your own, with no info about the original author and license
  2. becuse i am not fond of life communities that don't make their own stuff and used ripped/stolen assets
  3. because that particular model could just as well be as descriped as in p.2, due to how most life communities operate
merry marten
#

so you think im stealing them>???????

frozen blade
#

no

merry marten
#

life communities that don't make their own stuff and used ripped/stolen assets

frozen blade
#

as in 99% of them

#

listen i don't wanna argue with you man, i am not saying you are right or wrong

merry marten
#

I think I know that I have not stolen anything I have made scripts from scratch I have made my map on my own and cars idk why you think that i would steal a building and I can give you the link to it its open and its from the other

#

*author

#

well its sounds like you think im in the wron

#

g

frozen blade
#

no, i am just saying that neither you or I knows who is the original creator of that mesh/textures