#arma3_texture

1 messages Β· Page 29 of 1

merry marten
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i came here for help with adding stuff not to get yelled at, it seam like people here like to do that

frozen blade
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I have made my map on my own and cars
really?

merry marten
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yes

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map all from scatch

frozen blade
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i have only seen a couple of cars made from scratch in ArmA3

merry marten
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its really not that hard man

frozen blade
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now you made me curious

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can you post me a link for these cars you made then?

merry marten
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link?

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and im not here for cars im here for help for the building

frozen blade
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i undestand that

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but please don't try and bullshit me about then

merry marten
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what?????

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dude like now your being a dick

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like really

frozen blade
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not my intention

merry marten
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I'm here for help not to get told that I'm a lyer and a stealer

frozen blade
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again, i genuinely wanted to give you help, because there are way to few people making new buildings for arma

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i didn't call you a lier, or a stealer either

merry marten
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nvm ill got get help some where else then bye and in the future not be a dick to people that are trying to get some help

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bye

frozen blade
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but i have reservations about you making your own cars (as in you made the assets all from scratch) since your question regarding changing a couple of textures for a building is pretty basic

are you using a multimat?
or multimats?
is the building unwrapped?
do you have 2 UV sets for it?

FP9Wally: 
idk anything about this stuff [...] 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.```
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have fun with it

merry marten
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hmmmm you like being a dick i see

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I hope you get fare in life

frozen blade
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no man, i actually don't like being a dick and i help people as often as i can. but i told you my own reasons, and then you went on trying to bullshit me. i don't like being taken for a fool

merry marten
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wow lol never bullshitted but ok

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go on your ways of thinking what ever you want

frozen blade
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ok, listen, let's end this because it went OT long ago. I sent you the biki link for multimats, you don't seem to be able to tell me what sort of rvmat/textures that building is using either, if it is a supershader or a multimat etc, so well...

merry marten
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you ever asked

frozen blade
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i did

merry marten
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when

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?

frozen blade
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[1:48 PM] PuFu: are you using a multimat?
[1:48 PM] PuFu: or multimats?
[1:49 PM] PuFu: is the building unwrapped?
[1:49 PM] PuFu: do you have 2 UV sets for it?
[1:51 PM] FP9Wally: idk anything about this stuff :frowning: 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.```
merry marten
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nvm im not going to talk to dicks anymore bye

knotty marsh
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^ hahaha

PuFu, how dare you πŸ˜€

frozen blade
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bi polar behaviour at its best

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i am the dick for asking the questions now

knotty marsh
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Shame on you trying to help really πŸ˜‰
Entitlement, entitlement

frozen blade
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because he has no idea what i was asking to begin with

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but he did his own cars and out of everything out there a new map by himself
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

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yeah ok

knotty marsh
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"I know things! You don't. Fake news!"

frozen blade
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yeah whatever, i sort of expected this to go this way after the : do you know project life question....

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let's go back on topic though

plucky olive
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yeah I like alot of the selection there though and I havent actually learnt making normals from diffuse maps and stuff yet

frozen blade
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normals is a machine "code" if you like

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making it from diffuse is not the best way to do it

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for most buildings, since the repetition is horizontal

plucky olive
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see I dont actually know how bis does there wall textures where its not just a seamless texture and its like a full wall

frozen blade
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it would be wise to have 2x1 texture maps

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they are seamless, just in one direction

plucky olive
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oh

frozen blade
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so they are seamless on U axis, not on V axis

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which is what you should also be doing

plucky olive
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but how would they achieve that do they take photos and make them from thjat?

frozen blade
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for A3 they did it from textures and conbined them in PS, so have i for all my tanoa buildings i did for them

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i wouldn't do it that way again

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so if you have SP2, i would create a texture for a 2x1 plane, that would be the simplest way somewhat

plucky olive
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right

frozen blade
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if you have designer (which is a bit more complicated to get used to)

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i would do it that way

plucky olive
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I do

frozen blade
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in any case, make your textures as you use them

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ie: wood planks - vertically non -seamless, horizontal seamless

plucky olive
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right

frozen blade
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so you use the entire height of the textures there, and horizontally they seam themselves

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since designer v6, you can have 2x1 texture for designer i think

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another way to do it, which is a bit more convulted and with a lot more manual work

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is to export some textures you already done, crop individual planks

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including all their own other textures and combine them (manually or auto)

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designer is a software that deals with height information, just like substance painter

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normals maps is just a result of that

plucky olive
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ok ill have to try that

frozen blade
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ie: here is a working texture i have

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planks yeah - it is based on a 1:1 texture

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you can notice some repetition horizontally yourself, which is bound to be fixed

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that said, i broke that with a mask on top

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i hope that makes some sense

plucky olive
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yeah I think I get you thanks again for all the tips

severe rune
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@frozen blade That guy already used stolen cars from GTA on his server. And asked people if they can make him american style houses before. I guess he didn't find someone and chose to steal some.
He also spammed in multiple channels and then got toxic at the people telling them that @everyone doesn't work.
Also.. He made his own map? "I had 4k to build a server and I payed someone to make a map for me that costed 4,850" That's how you build a map by yourself nowadays. You pay someone else to do it and put your name on it.
He also wanted someone to make a police and fire department for him with full interior. While he didn't "have much money" being already 850 over his budget.
Kinda weird that he is still here. In december he admitted his unability to do anything and said he'll leave the discord.

white cargo
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who?

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JimmyBulmer46?

severe rune
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No. Wally from 1PM

frozen blade
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@severe rune yeah man expected, i was not born yesterday

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i smell fuckwits from miles away

nocturne lake
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is that because you spend so much time in my company?

frozen blade
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? πŸ˜„

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@da12thMonkey#2096 should i...have an answer fot that one?

nocturne lake
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Depends how badly you want to hurt me πŸ˜„

twin bane
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hahaha

frozen blade
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πŸ˜„

tawdry plank
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Arma modding is driving me mental clearly..

somber pier
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Welcome to the party

silver gull
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yes, mental clarity, the bane of our existence

gaunt kindle
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arma modding

being sane

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pick one

severe rune
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I pick "pick one".
Seems the most reasonable to me.

faint dragon
severe rune
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Yes he did. I think that should be pinned btw

mellow zinc
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Is it any good?

quaint shadow
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I've been using one of his older versions for months, and from my experience the previews are waaaay closer to ingame results than with any other shader

severe rune
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The question is less if the substance shader is good. And more if the Arma shader is good πŸ˜„

quaint shadow
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not in my opinion tbh, if the ingame shader had cell shading for whatever eason then I'd also want to have it in SP

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I for one love WYSIWYG workflows

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besides, it's unlikely anyone would ever go and change the in-game shaders - with Apex being a major exception, ofcourse πŸ˜‰

severe rune
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Nvidia Freestyle πŸ˜„

faint dragon
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Yeah it really close to ingame results. I couldn't find any documention, I had to have to open up the glsl file in a text editor to see what channels to use and such.

quaint shadow
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so far I've only used base color, gloss and specular level (all of which work with that shader), but you can probably use more than those (normal map comes to mind)

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actually yeah I've used normal maps too

faint dragon
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yeah. These are the ones mentioned inside the file

// The channels used are:
//
// Base Color (_co) [sRGB]
// Height (_nohq) [L]
// Specular level (_smdi) [L]
// Glossiness (_smdi) [L]
// User0 (Ambient Occlusion, _as green channel, Optional) [L]
// User1 (Diffuse Occlusion, _as blue channel, Optional) [L]
// User2 (Macro, Optional) [RGB]
// User3 (Detail, Optional) [RGB]
// User4 (Macro Alpha, Optional) [L]
//
// The environment should also be set to a regular ARMA 3 environment map, not a third party HDR

vestal sundial
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Normal maps painted in a layer or imported and assigned will not work with Ian's substance shader, Unless you assign it to the maps along with AO and Curvature, ETC. So it gets a little tricky when importing or painting with normals in substance because you can't see the results. They will however export without issues.

severe rune
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Wait.. // Height (_nohq) [L] Really? Always thought that was a RGB Normal... BIKI also says it's RGB normal.

ancient smelt
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The default workflow in Substance is to use height maps and let it convert them to normal maps on the fly.

severe rune
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That explains why my normals are always so crappy... scribbles notes down

ancient smelt
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Oh, the one exception is the base normal map (that you select when you import the mesh). Then it blends your heightmap (which can go below 0) with the base normal map.

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Much of the difference is due to post-processing that can't be reproduced in Substance Painter (like HDR bloom, which tends to tint objects even if they don't visually have any bloom).

coarse scaffold
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Can I apply to a selection diffuse texture and different emmisive one?

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For example, I have a panel, which has white markings, I have rvmat and added _co,_as,_smdi and _nohq textures. How could I add an extra texture to make the markings green at night?

full quarry
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what shader are you using?

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typically rvmat does not use _co

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and no cant add stages into the materials

coarse scaffold
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Currently Super one

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My selection looks like this

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So the way to go

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Would be to create simple texture on top of the panel with markings , am I correct?

full quarry
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yes

coarse scaffold
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Ok thank you :>

full quarry
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πŸ‘Œ

nocturne lake
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could try the PixelShaderID = "SuperExt"; VertexShaderID = "Super"; //more stuff class Stage8 { texture = "hsim\structures_us_h\city_buildings\04_offices\data\cb_04_em.paa"; texGen = "1"; }; setup that @brittle cosmos tested with ported ToH buildings

coarse scaffold
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Will try

white cargo
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what's that SuperExt shader?

full quarry
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was that the one with lights that come on at night

coarse scaffold
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However with that approach , I wont be able to disable the glow with engine disabled I think

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Damn, my Yoda english

nocturne lake
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true, you'd have to script it to setobjectmaterial I guess to do that

acoustic dove
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I have to say the new substance painter looks even more like made by Adobe πŸ˜›

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really cool

severe rune
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Woah.... That looks nice.
They are hosting a livestream on yt in 9 hours
And they also have a video tutorial series about SP 2018 on their yt channel

frozen blade
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which i actually wanna have a look over, for anchors if nothing else

ancient smelt
quaint shadow
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out of curiousity, @ancient smelt does your shader support opacity? it'd make some of my retexturing projects a tad easier

ancient smelt
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Not at the moment, I did test opacity in SP recently though and it does seem to alpha sort correctly (as would be required for super shader).

severe rune
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Painter crashes immediately on my work PC. But Designer works fine πŸ€”

vestal sundial
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Ian you're the best!

twin bane
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@severe rune there is a hotfix out for nvidia drivers. that is fixing much foo for people currently.

silver gull
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391 ? i'm almost 30 versions behind then πŸ˜„

twin bane
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lol

severe rune
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Lol. Yeah wanted to write about that here yesterday. I installed the hotfix and it kept crashing. I downgraded and it kept crashing..
Then I started to think that maybe it's my mistake. And yeah. Turned out it was just user error.

frozen blade
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can you develop on that user error

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a software should’t really crash on user errors

severe rune
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Nah. It's not something anyone would do by accident.

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But I found another bug with sketchfab. That their developers were unable to solve since mid 2016.. (OpenSSL fail on Sketchfab login) I experienced that myself when using Qt. And I googled for the error once and immediately found it.
No idea what their developers are doing but I pushed the solution under their noses.
And their forum is full with 2018 issues currently so maybe it's better to wait a little before upgrading.

white cargo
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is there a plugin for saving .paa in photoshop?

ancient smelt
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Not one that works.

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You're better leaving everything in .tga in any case, so that your textures aren't degraded.

nocturne lake
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I think somebody made a new one. I'll have a look on BI forums - think there was a thread there for it

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think it uses BI tools to do the actual conversion, so should be future proofed unlike Kegety's old .paa plugin

white cargo
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my ground texture rvmats aren't converting .tga when I run buldozer

ancient smelt
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Even if the .PAA's don't exist?

white cargo
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yeah

proud thicket
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why does everything have to be so complicated for this game. Is there any good tutorials on how to retexture things. I'm looking to retexture some RHS gear and maybe some others. Mainly for personal use.

full quarry
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There are some starter topics on BIforums on the topic. Re-texturing might be difficult because in most cases the methods used to create the original textures are very different than the "paint over old texture in image editor"

dense peak
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I'm having trouble adding texture to my model. I exported UV map from UV editor, edited it and want to load texture to object builder, but it says that it cannot load a bitmap. I tried .paa and .tga. Neither does work. Am I doing something wrong? This is my exported uvmap https://i.imgur.com/wN1QNwE.png

full quarry
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where are you trying to load it?

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simplest way to load a texture would be selecting the mesh you want to apply it and hit E

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and theres 2 dialogs for texture and material

dense peak
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I tried to load it in E menu, it does show up in UV editor on the list, but I can't see the texture and it does not work in game too.

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When i try to select it - I've got "unable to load bitmap" error

full quarry
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either your path is wrong or your texture is bad type

dense peak
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It's 2048x2048 .paa

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I tried .tga too

full quarry
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does it have a _CO suffix?

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and how did you save it as .paa

dense peak
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I converted it in texview

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But I didn't have _CO suffix

full quarry
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it should still load I think

dense peak
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Maybe my exported uv map is wrong?

full quarry
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but the original files must have appropriate suffix for the .paa to convert the right way

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no if thats what you see in the uv editor then thats what it is

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uvmap does not matter at all regarding the texture image file

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its just how the model then pics up what you have on the texture

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if you open the mass material renamer tool

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in "tools" menu

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are the texture paths red or black

dense peak
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it's red

full quarry
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then it cant find it

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whats the path?

dense peak
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I've got it on my desktop

full quarry
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πŸ™ˆ

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everything you do has to be in the P:\ drive

dense peak
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All right, so I mounted P:\ drive and loaded texture from there, now it's black on the list

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how can i preview it on a model?

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Oh, ok it loaded in uv editor now. Now will it work if i add path to it in hiddenselections?

full quarry
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yes it should

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and you will want to run buldozer previewer from OB if you want to check it out in engine quickly

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assuming you got all that set up right

dense peak
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Unfortunately my bulldozer crashes on loading for some reason

full quarry
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you will want to fix that. either reinstalling tools and setting them up right or whatever helps.

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do you use Arma3 exe as buldozer?

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OB can use only the 32bit

dense peak
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I tried to fix it by replacing buldozer.exe on P drive with arma3.exe, but it didn't help

full quarry
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you do this

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and look up what else PMC wiki has to offer on tools setup

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its very important to set everything up so they work

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because only that way can you realiably build working addons

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and it makes it easier for us to help you when you need it

dense peak
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I've done what is on wiki, but it still crashes. Don't know what I'm doing wrong

full quarry
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<steamPath>\steamapps\common\Arma 3\arma3_x64.exe do you have it like this in OB settings?

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because OB needs it like this x:\steam\steamapps\common\arma 3\arma3.exe -buldozer -nosteam -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

digital mantle
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try running OB as admin

full quarry
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USE THE NORMAL ARMA EXE NOT THE 64bit

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pls

digital mantle
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32 bit ree

dense peak
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Now it works, but all I can see is blue window and can't do anything with it

full quarry
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what lod do you have active

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by default the cam starts a bit far away

dense peak
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my default lod for headband

digital mantle
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so..

full quarry
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and the controls are rather awkward to use

dense peak
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oh, there's headband there actualy

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i couldn't see it

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was so small

digital mantle
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You can zoom in by using numpad+ or W, numpad+ will start to make the model disappear if you get too close, so get close enough to use W and then go in for more.

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its annoying but controls can be changed at least lol

dense peak
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So now that I can see it, it seems my texture wasn't applied

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I have chosen it in E menu

full quarry
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whole model selected

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then E

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select texture

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hit apply

dense peak
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hmm, no matter what texture I choose it's just white

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Now I can see that my rvmat file has 1kb, I don't think that's right

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I created .rvmat file in UV editor by create material option, is that how you do it?

frozen blade
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no

dense peak
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Then, how would I create working textures and rvmat? Sorry if I'm asking stupid question, but i just started with this 2 days ago

full quarry
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for startes dont put any material on it just the _CO.paa you got on the texture slot

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and how arma handles textures and materials can be found online either on Arma wiki or BI forums

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then you can also explore the unpacked arma data for examples

shadow lynx
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Is there anyone that by any chance has a Gryphon texture psd?

surreal lance
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So what exactly does a MCO do,I understand that it multiplys the CO texture but whats the real reasoning/purpose for a mco if I could just open photoshop and make my texture darker?

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More specifically asking how it affects terrain if that matters, as for thats what its required for in my case

white cargo
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you can use it to add grit, dirt, graffiti etc.

ancient smelt
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Russellocean: It's for multi-resolution textures, you either use two completely different UV maps (one for the CO and another for the MCO) or you use a matrix transform in the .rvmat to give either the CO or the MCO a different resolution.

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And in some cases (like damage textures) you use it at the exact same resolution but have it toggle on or off while the game is running.

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Though that only tends to be useful when you already have multiple CO's for different vehicle variants and don't want 2x that for damage textures.

viscid gazelle
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@shadow lynx It's available in Arma 3 Samples.

shadow lynx
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Yeah I have it now, I just didn't have any ability to access the samples at that time πŸ˜„ @viscid gazelle

vagrant lake
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is there any Arma 3 Enviroment map for Substance Painter for the Arma Shader ?

ancient smelt
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It depends which one you're using on your object.

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You need to grab the specific .paa that you will be using and convert it to .png

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There can be big differences between them (particularly the HDR _ca ones).

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Also if you use useWorldEnvMap = "true" then it ignores your environment map and uses a3\map_stratis\data\env_land_ClearSky_ca.paa or one of the other weather condition based ones instead.

vagrant lake
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thanks good to know that didnt found that anywhere

dire laurel
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what values is wrong if i have model that seems in ob normal but when in game it turns redish when light hits that part of the model?

dire laurel
dire laurel
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modifications in rvmat dont seem to help and there is no weird stuff going in textures neither

frozen blade
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can you pastebin here you’re rvmat (as text)

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plus your smdi tex map from texview or whatever

dire laurel
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i had this issue earlier but cant remeber how i solved it πŸ˜„

shrewd arrow
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Hi, how would i go about creating a texture for my interior panels if they are lighted in the night with the rvmat a3\data_f\lights\car_panels.rvmat? Or how would i light them up in the night? I mean the lights on the drivewheel and so on

silver gull
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i dont understand the question ... you create them like any other texture 🐍 oh wait, you dont create your models and textures, i forgot.

digital mantle
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oof

shrewd arrow
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@silver gull -.- I mean how can i light up my interior in the night?

dire laurel
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Deleting rvmat and making new one solved my issue.

unborn river
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Hi guys. People have adviced me not to use 4k textures because of mipmapping scaling it down and it looks worse than 2048*2048. Is it ok to use 4096x2048?

full quarry
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It should be ok now

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4k use was improved with LAW dlc I think

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they will cost more preformance though

unborn river
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Nice to know. Wont having more sections be more of an impact on performance?

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Would be nice to have fewer textures /rvmats overall

full quarry
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well 4K textues take a lot more memory

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but if I've understood right I suppose thats still better than lot of sections

unborn river
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Yeah most people have more than enough video memory these days

full quarry
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true

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go for it

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always can downgrade if need be πŸ˜„

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or make a lowres patch

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for those with lesser machine

unborn river
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πŸ‘Œ

silver gull
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1x 4k does not take more than 4x 2k

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@unborn river even if you have just 3x 2k you can still combine to 4k and just leave 1/4th black, the black area will take almost no memory space due to compression

unborn river
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Ok thanks

frozen blade
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if you use 4x2k instead of 1x4k - it means you will actually use 2x4 sections instead of 2 sections (read sections as draw calls, one per texture, one per rvmat). the difference between one and the other is not 3, it is 6. the lower section count the better

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texture resolution is driven by game texture settings and performance by available vram. draw calls isn't.

icy flare
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It appears that the ImageToPAA tool in arma tools is giving me a big error and it's not converting my texture files to the .paa format. More specifically it is giving me a Microsoft .NET Framework error.

severe rune
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"a error"

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Really? It says that?

icy flare
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It's a Unhandled exception now that I look at it.

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you want me to give you the full details that it's showing me?

severe rune
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Would certainly be more helpful than "a error"

icy flare
severe rune
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It can't write to the target file because the handle is invalid... Dunno. Maybe write permissions in that folder

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did you try the non GUI version?

icy flare
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nope

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What commands do I have to put in the command prompt for that then?

severe rune
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none

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you should be able to just drag&drop your texture file onto it

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and it should spit out a paa

icy flare
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well it's not giving me an unhandled exception anymore

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but it's stuck

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oh nvm

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it worked

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thanks for the help

full quarry
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what are your texture dimensions @icy flare

icy flare
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256x256 and 512x256

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Should be a power of 2

polar rivet
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hello

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i want help in camo making

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@here

full quarry
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here is disabled in this discord. You would not want to ping all the 10k+ ppl in here now would you

polar rivet
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10k+ wow

full quarry
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or whatever there is people here

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its rude

polar rivet
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ok

full quarry
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and you got to be more specific with your question

polar rivet
full quarry
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then you need to adjust your color balance until you get it right

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if some arma textures have right tones you could check those out and use similar tones

polar rivet
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sadly the colors we use no other army use it

full quarry
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then just adjusting them is the only way to go

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Arma does not draw colors exactly as you see them in your image editor

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theres quite a lot more to it with all the lighting etc

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what cou could do is make a texture with multiple variations of the colors

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some more dark/light less/more saturated

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and compare them like that in game

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to see which direction you need to adjust them

polar rivet
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is their like a known degree that the game change from the texture ( in image editor ) to the game play

full quarry
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dont know. I think it could be pretty difficult to calculate due to how much It varies in diffetent lighting conditions

polar rivet
#

the background color is what bothers me .. see the pic to help me define it

#

i will be very thank full

full quarry
#

sorry man you got to do that yourself.

#

I got my own things to do

polar rivet
#

because camopidia says background is khaki and i think it's more like coyote

full quarry
#

does it really matter that much if its 100% right?

#

and if it does then do as I suggested and paint different tones on a texture and test that in game to compare

polar rivet
#

ok thx

severe rune
#

@full quarry 11462 people are here πŸ˜‰

cinder hatch
#

hey all anyone know any great tutorials for creating retextures of mods such as FFAA AND RHS

cinder hatch
#

i have created a retexture for the FFAA Nh90 now i just need to figure out how to the rest to get it onto the workshop

full quarry
#

there are a few topics on the subject on the BI forums

#

generally about retexturing and not specifically for any mods assets though

frigid escarp
cinder hatch
#

thanks man

zealous pilot
#

hi does anyone know why sometimes the alpha layer shows black and sometimes pink, when it is set to "show" along with the rgb layer? is there a button or setting that changes this?

#

in photoshop

nocturne lake
#

double click the alpha layer and set the opacity value

silver gull
#

it schows as black n white if you edit the channel only (alt+click on layermask). It shows as pink if you have all other channels displayed as well

#

not aware of it beeing black while showing rgb as well. Maybe because your background is black, or because its a "background" layer instead of a proper layer?

hollow sigil
#

Does anyone know where I can find a template of a NATO uniform with the US flag patch on the sleeve?

#

The only ones I can find are missing that part

brazen iron
#

You can cut the patch from vanilla textures

hollow sigil
#

When I use vanilla textures I can never get the same level of detail I see people achieve in tutorials

#

Is there a certain way I need to be coverting the textures, or do I need to add all the intricate details like stitching myself?

#

The nohq file's details never look apparent enough when I overlay it

silver gull
#

details dont magically happen. Either you overtake them from vanilla or/and add some yourself.

zealous pilot
#

thanks x3 and monkey - that helped a lot

hollow sigil
#

Guess so, I'll just keep working at it then

#

Thanks guys

dull junco
#

How would I go about making a texture similar to that of a heli pad marking? Im trying to make a parking stripes texture so that I can put it on the ground but im not sure the best way to do this. Like this: https://i.imgur.com/jNJyoE0.png

dense peak
#

They doesn't show in the file itself.

#

It doesn't have those white edges if it's not transperent

severe rune
#

@dull junco I'd say look at helipad config class. Make a new one and edit the texture.
Maybe I'm missunderstanding? Don't know any other way. Besides making a new decal by yourself ^^

dull junco
#

Just to clarify, this is for a vanilla server mission by the way. I thought it might have just been a custom texture applied to a 10x10 user texture or something, but was just checking if anyone had any better options in mind

severe rune
#

Maybe setObjectTexture on the helipad object

full quarry
#

Ive been wondering this trend of "vanilla missions" with so much custom assets dropped into the mission folder

#

why cant they just be addons?

dull junco
#

Because then the users would have to download the mods to play the server

#

@severe rune Cheers for the help. Unfortunately setObjectTexture doesnt work on the heli pads. Tomorrow im going to just try a regular 10x10 user texture and try it with that. Hopefully that shouldnt be an issue

full quarry
#

they still have to download the same stuff packed in the mission

dull junco
#

You're right, but for new players or inexperienced players, whats easier? Downloading a mission simply by just joining and loading into a server, or by setting up mods with whatever method they choose?

full quarry
#

I suppose im more a "teach a man to fish" kinda guy then.

#

Β―_(ツ)_/Β―

#

each for their own

dull junco
#

I do know where you're coming from. For some, it may seem a lot simpler. But I've experienced first hand how difficult it is for some to sort out and install mods, even know its very easy.

silver gull
#

also, lazy people... they wouldnt even RTFM if it said so in giant red letters on the steam download page, that if they dont follow instructions it kills their computa.

nocturne prairie
vestal sundial
#

Your SMDI is missing a channel somewhere in there. Should be Red Channel blank (White), Blue Channel Gloss, Green Channel Specular

dull junco
#

Im currently using an rvmat material to produce a white glow effect on objects, but its a bit bright and I cant seem to lower the brightness without causing the glow effect to be completely removed. Im using this:

emmisive[] = {255, 255, 255, 1};

Any ideas?

severe rune
#

so using 254, 254, 254, 1 causes it to be completly gone?

#

or lowering the alpha?

knotty marsh
#

(isn't emmisive a typo or is it how the engine reads it?)

severe rune
#

typo

fresh hill
#

Avoid high magnitudes for the emmissive vector, it will mess with HDR very severely.

dull junco
#

@severe rune Thanks heaps. Just lowered the first 3 numbers all to 50 and left the alpha on 1 and its perfect.

#

What would you consider high @fresh hill

severe rune
#

what did you try before? lowering the alpha?

dull junco
#

Yeah

#

the alpha

fresh hill
#
  1. 25 even. Maximum I use is 10.
nocturne prairie
#

i dont know, maybe you can help me in this channel:

hm i have problem in my config.cpp.

I have a class cfgFaces. i use for my head a seperat body texture. The _CO worked great. but my material (rvmat) doesnt work. nothing in the arma 3 logs and not an error...

author = "Marshmallow";
head = "A3s_Z_Head_02";
displayname = "A3s_Z_02";
texture = "A3s_Zomb\Z_Heads\Z_Head_02\A3s_Head_Z_02_CO.paa";
material = "A3s_Zomb\Z_Heads\Z_Head_02\zhead.rvmat";
textureHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
textureHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
materialWounded1 = "";
materialWounded2 = "";
#

the problem is materialHL

limber junco
#

i was wondering if im able to

#

texture a custom flag

#

?!?!?!?!?

limber basalt
#

I had a similar issue @still isle

#

It seemed to me like custom rvmats will not work on ArmA man, even though the selection is there 😦

#

I could be wrong though

boreal ether
#

Tom, of couse you can

nocturne prairie
#

@still isle πŸ˜‚πŸ˜‚

@limber basalt hmm another method to change the rvmat? πŸ€” idea?

limber junco
#

anyone knows the transparent Color Code?

full quarry
#

colors are in format R.G.B.Alpha

limber junco
#

no shit

#

i found it

full quarry
#

alpha is what controls the transparency

limber junco
#

yea its 1,1,1,0

#

ty anyways

digital mantle
#

oof

rotund glacier
#

hello there i have a problem with terrain textures (like grass and sand) not bumping out correctly i have generated the color map and the normal map still in buldozer/game they are showing flat but i see the texture lowering itself when i look closer but is like all the flat plane is bumbing in or out not the crucial parts like little rocks etc.... some advice? meaby the .rvmat?

full quarry
#

terrain textures use normalmap with parallax (terraintexture_nopx.paa)

#

where parallax is saved as greyscale heightmap in the textures alpha layer

#

there are examples in the vanilla maps textures

rotund glacier
#

so i already have a normal map (the bluish texture) what to do for generate the parallax?

full quarry
#

you can generate one from your texture, but that usually does not make very good px map

#

or you can paint it over

rotund glacier
#

what it is the right way to do it then?

#

i mean where come it from i dubt devs paint it manually

full quarry
#

they might generate it from a 3d model for example

#

or they just as well may paint it over

#

why not

rotund glacier
#

uhm ok so im tryng to generate one its mor elike a heightmap like the terrian one right?

full quarry
#

in a way yes

#

the above link explains it quite well I think

rotund glacier
#

yes i will try it thanks also a quick question: its my impression or buldozer dont reads the rvmat s of anything

full quarry
#

yes it does

#

your rvmat paths may be incorrect

rotund glacier
#

i cant see any visible change when modify the rvmat and then going in to buldozer

full quarry
#

you need to restart buldozer

#

it does not read them on the fly

rotund glacier
#

i do

full quarry
#

oh actually yeah

rotund glacier
#

only if i change the texture itself

full quarry
#

you also need to regenerate tiles

#

the terrain rvmat data is saved into the tiles when they are generated

#

so if you are testing out terrain textures/materials

#

I suggest you make very small test map for that

rotund glacier
#

uhm meaby i already have i called it matrix xD

#

like the white room in the film ahah

full quarry
#

construct?

rotund glacier
#

what do you mean sorry

full quarry
#

is the white loading space they jack into matrix from

full quarry
#

yes

#

that is the "construct"

#

matrix is the virtual world of the machines

rotund glacier
#

im italian so i dont know the english names of films etc

full quarry
#

its ok

#

matrix and the construct are 2 different things

rotund glacier
#

oh i get it

full quarry
#

but that is of no matter

#

small test map is πŸ‘Œ

rotund glacier
#

also its not possible to retexture vannila arma3 objects?

full quarry
#

no

#

not for map use anyway

#

some objects have "hiddenselectiontextures" like most vehicles

#

but map objects read the texture/material straight form the .p3d

#

so source object is needed for that

rotund glacier
#

if i manage to change a texture for a binarised object its "illegal" to place?

full quarry
#

yes

#

you are not suppose to do that

rotund glacier
#

😈

full quarry
#

reverese engineering like that is forbidden

#

and if you do so

rotund glacier
#

i knwo but i cant find good assets <.<

full quarry
#

you get no help anymore in here

rotund glacier
#

ok ok

#

i will try the parallax thing thanks

full quarry
#

good luck

rotund glacier
#

so its kind of working but im getting weird results

#

i cant find the white/black corret values

full quarry
#

got pics?

#

basically black is as far as down it goes and white is as far as up it goes

rotund glacier
#

im gettin the corre height now but the textures have strange black dots

full quarry
#

pics from both of your alpha layer and in game

rotund glacier
full quarry
#

and your texture?

rotund glacier
#

meaby its to detailed?

full quarry
#

are you using jpg to save it?

#

also making it this way can be problematic

rotund glacier
#

no tga with alpha layer

#

also i noticed the wrong shade

#

im tryng to redo the texutre

full quarry
#

also your normamap might be messed up

#

if it leaves artifacts like that

rotund glacier
#

ok i fix the black dots still a bit rough i need to soften a bit but overall its ok

#

thanks i will show you the final results

#

when its done

full quarry
#

this is about what you should be making

#

where the white is at the top of the dyne

#

and it darkens evenly to its sides

#

like a heightmap

rotund glacier
#

yes i noticed that eaither normal map and displacement need to be inverted

#

of what do you see in reality

full quarry
#

do not invert normalmap

#

thats not the right way

#

Arma only needs Green channel to be inverted

#

for normalmap to work right

#

Green invert is needed most of the time but not always. depends on what the normalmap is made in.

#

usually it is the case though

rotund glacier
#

a part of it

full quarry
#

hmm you got a buttload of artifacts in there

#

have you been using low quality source material?

rotund glacier
#

they are high resolution 4k that artifacts are simulated dirt πŸ˜…

full quarry
#

what do you generate it with?

rotund glacier
#

from photoshop but now im tryng crazybumb for the displacement

full quarry
#

cant put my finger on it but something about it feels odd

#

I guess you just have to test it out

rotund glacier
#

now its to low ._. but its ok i just need to raise it a bit but i noticed another problem

#

it makes a strange specular line

full quarry
#

dont see waht you mean

#

your screenshots are terrribly low res xP

rotund glacier
#

its like a reflection moving when camera moves

full quarry
#

probably bad combination of rvmat values and textures

rotund glacier
#

yes i think the normal map is wrong i tryed the bis nopx for the desert and its totally different i need to regenare all normals

rotund glacier
full quarry
#

looks ok

#

just make sure the sun angle shades them right

rotund glacier
#

how do you paste image directly on discord to make them show up?

full quarry
#

you got to have veteran status in this server for that

#

be around long enough/contribute to the community and you might get it

rotund glacier
#

i was making the same mistake with the inverted light now its perfect i think

#

now i will try the same process with the oters textures

#

thanks for the help

full quarry
#

πŸ‘Œ

white cargo
#

I have to invert the green channel on normal maps? my normal maps look fine without that

#

I kinda feel like the one on the right looks best

acoustic dove
#

that rule goes mainly to the baked models

white cargo
#

oh, so if I just convert diffuse to normal it's not something I should think about?

acoustic dove
#

no , as long it looks good you are fine

white cargo
#

alright

full quarry
#

it depends really on what axis the normalmap are generated with

ancient smelt
#

The best way to check is to render a raised circle with a flat top and to make sure it looks raised after it goes through your pipeline. You also want to check that the top of it is flat because sRGB/linear mismatches can cause normals that should be pointing up to be bent quite a bit.

#

Another way to check that is to bake a completely flat normal and put it on a sphere, the sphere's lighting will look completely messed up if your pipeline has linear/sRGB mismatches.

lean osprey
#

hi all, hoping some one can help me...ive recently started texturing in A3 and im still discovering what i still need to know. For instance im trying to reskin a CSAT Qilin but it not slapping on the texture for some reason. Can someone here spot my error ... much appreciated in advance

class cfgPatches
{
    class SANDF_LSV
    {
        author="[JRAS] Jakes";
        units[]=
        {
            "SANDF_LSV"
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={};
    };
};
class CfgVehicles
{
    class O_LSV_02_unarmed_F;
    class O_LSV_02_armed_F;
    class O_LSV_02_AT_F;
    class SANDF_LSV: O_LSV_02_unarmed_F
    {
        author="[JRAS] Jakes";
        _generalMacro="SANDF_LSV";
        scope=2;
        scopeCurator=2;
        side=2;
        faction="SANDF";
        displayName="SANDF LSV";
        hiddenSelections[]=
        {
            "camo1",
            "camo2",
            "camo3"
        };
        hiddenSelectionsTextures[]=
        {
            "\SANDF_Mechanized\data\LSV_ext1_CO.paa",
            "\SANDF_Mechanized\data\LSV_ext2_CO.paa",
            "\A3\Soft_F_Exp\LSV_02\Data\CSAT_LSV_03_black_CO.paa"
        };
    };
};
full quarry
#

any errors for missing textures?

lean osprey
#

nope

#

just loads the CSAT hex

#

like normal

full quarry
#

can you use the setTexture commands with your textures

#

you sure the textures pack with the config?

lean osprey
#

im not familiar with that (debug way just to check the textures?)

#

yup in data folder - packed in pbo

full quarry
#

what do you pack with?

lean osprey
#

lemme check it

#

pbo manager

full quarry
#

no

#

pls no

lean osprey
#

other textures work fine but not th eqilin (hunter, gorgon...and and and)

#

lol....recommendation then plz

full quarry
#

mikeros pboProject is what Id use

lean osprey
#

k

full quarry
#

pbo manager is not proper pbo tool afaik

#

addonBuilder if youre feeling lucky

lean osprey
#

ok loads fine with car setObjectTexture [0,"C:\New folder\LSV_ext1_CO.paa"]; as test

#

@full quarry something to do with "camo" selections

full quarry
#

it is possible your config is messed up

#

or that your lucky streak with pbo manager ran out

lean osprey
#

ok... have pboProject now. Will see if it fixes issue....does my config look ok then

full quarry
#

oh yeah true that was the whole thing.

#

you could perhaps add required addons so that your config is read after the vanilla ones

lean osprey
#

ok will try thx

#

like what, default is ...

        requiredAddons[]=
        {
            "A3_Soft_F_Exp"
        };```
full quarry
#

yeh that should be ok

lean osprey
#

no joy 😦

#

πŸ€”

full quarry
#

maybe you macro does not work

#

messes up something

#

are you sure the selections are camo1, camo2, camo3?

#

and not camo camo2 camo3

#

or something else

lean osprey
#

not sure tbh

#

might be the issue

#

how can i check for it

full quarry
#

where did you get the camo1 camo2 list?

#

you can check what the vanilla vehicle has in its hiddenselections list

lean osprey
#

a3 root files

#

made copy of entire qilin Arma 3 file...then removed not needed sections

#

for instance
Qilin (AT)

        memoryPointTaskMarker="TaskMarker_2_pos";
        hiddenSelections[]=
        {
            "Camo1",
            "Camo2",
            "Camo3",
            "camo_launcher",
            "camo_tube"
        };```
full quarry
#

and your texture path there is absolutely correct?

#

since you used pbo manager

#

do you have the p: drive and the dev environment set up?

#

car setObjectTexture [0,"C:\New folder\LSV_ext1_CO.paa"];

#

you used this

#

to test

lean osprey
#

yeah

full quarry
#

but this reads the texture from your drive

#

not from the pbo

#

you should try the path you have in the config

lean osprey
#

for texture test yes

#

to test if it works , camo wise

full quarry
#

to test if your path works

#

because if the setObject worked like that

#

then the camo selections are correct

#

but your new paths are not

#

car setObjectTexture [0, "\SANDF_Mechanized\data\LSV_ext1_CO.paa"];

lean osprey
#

ill check it thx

full quarry
#

have you renamed your new textures or is LSV_ext1_co.paa vanilla name?

lean osprey
#

i renamed them

full quarry
#

make sure you have saved your own texture there too

rose kite
#

Any ideas on how to retex the new bar armour/camo netting?

somber pier
#

If they're not a hidden selection you cant

#

However you'd need to open to encrypted ebo to get a hold of the .paa

rose kite
#

Ah rip. Thanks

lean osprey
#

so when do do you guys think will BI unlock Tanks DLC for us to mess with?

somber pier
#

Well they ONLY just unlocked the Jets DLC with the release of Tanks DLC

#

So give it maybe another year haha

lean osprey
#

😦

quaint shadow
#

I got lucky with the camonet; back when BI pushed the first part of the tanks DLC to the dev branch, it was still packed in PBOs - I haven't updated my dev branch since πŸ˜›

severe rune
#

If anyone needs Tank DLC stuff for modding then I'll gladly help.
They are ebo'ed to prevent people from stealing the whole addon and modifying it so that people who didn't buy the DLC can't get access to it.
But in the past BI didn't say anything against making specific files accessible to modders.
Just be specific what file you need and PM me

nocturne lake
#

camo nets and slat armour isn't in .ebo, they're in the old armor_f.pbo

#

e.g. A3\Armor_F\Data\camonet_###_CO.paa and A3\armor_f\data\cage_###_co.paa

#

BIS vehicles use the CamoNet and CamoSlat hiddenSelections for them

#

so should be entirely possible to make retextures with them

rose kite
#

Thanks!! That certainly heps

lavish nymph
#

do medical trucks always have the red diamond? I retextured the back of a tempest to be white using the rgba and the red diamond was still there

placid thicket
#

so I have an iraqi M80 helmet

#

just wondering if anyone has any pointers for using substance painter to make it look better

#

because right now the texture is pretty bad

winged lily
#

apologies if this is the incorrect forum but how do i make/create the a "ui" paa for an item example icon_U_IR_CrewUniform_rucamo_ca

ancient smelt
#

You can take a screenshot from Substance painter if you're using that.

severe rune
#

@winged lily There is a BIS function. I think BIS_fnc_exportEditorPreview or very similar.

#

You could ofcause just do it manually too. Might get better results than the autogenerated preview

placid thicket
#

I'll try that shader out

ebon bramble
#

can anyone tell me if there is a website with arma 3s' texture files?

frozen blade
#

there isn't

#

or there shouldn't be to be more precise

dense peak
#

Any script command to change change uv set ingame?

severe rune
#

there is a script command to change the material. Which.. could kinda do that I guess

placid thicket
#

@ancient smelt for me your glsl is just black

quaint shadow
#

are you using diffuse instead of base colour?

placid thicket
#

I am, I was working in the non-pbr standard preset before

quaint shadow
#

well there's your issue, ian's shader uses base colour

placid thicket
#

Aye

#

Now I need to work out how to change that!

#

Thanks

placid thicket
#

looks pretty plastic

opal vault
#

have you tried reducing the specular

placid thicket
#

not yet but I will try that

opal vault
#

I would try that it will reduce that plastic look if done right

placid thicket
#

Just wondering, does anyone have an export preset using that shader?

#

I'm currently using the one redpheonix(?) posted on the bi forums a while ago

#

But I don't know if that's for pbr or non pbr or something else

placid thicket
#

Thanks πŸ‘

#

@severe rune what shader preset are you using for the first one?

ancient smelt
#

Mallowe: If you open the .glsl in Notepad there's documentation at the top that describes which channels you need to use.

severe rune
#

I mostly use pbr mspecular glossiness if you mean that.
And the default substance shader for that.
I just didn't try ian's shader yet because I didn't do any Arma stuff since I found out that it exists πŸ˜„

placid thicket
#

πŸ‘Œ

nocturne lake
#

bear in mind, the specularpower value in your .rvmat is going to have an influence on how big that highlight is

placid thicket
#

Using these channels

#

It's still black

coarse tree
#

add a base layer

placid thicket
#

Oh ye

coarse tree
#

i'm too lazy to open up sp, but i had the same thing and just having an extra layer that was filled did the trick

placid thicket
#

yeah, that works now

#

I'm dumb

#

thanks πŸ‘

severe rune
full quarry
#

Was that an issue with one of the shadow source types. sbsource = visualex perhaps

limber junco
#

Whats tools should i have for texturing (i got now photoshop)

full quarry
#

Basically you can do textures in just about anything that you can draw in, but you need to be more specific on what you are texturing /want to texture for more specific answer

dense peak
#

i want to retexture the black stealth balaclava (where the mouth area is) to have skull mouth on it. Anybody want to (if any) give me the mod to their retexutre before retexture?

true pivot
#

You want the basic paa file of the mask?

golden niche
#

that's not an issue, use adshq to get rid of them

nocturne lake
#

not the same issue

#

ADSHQ only gets rid of compression banding in the ambient occlusion map which only show when the object is already in shadow. The above issue is banding caused by the shadowbuffer itself, and is most visible on directly lit objects

golden niche
#

i was wrong then

#

so is there any fix for that?

severe rune
#

@light terrace your shadow issue. ^

light terrace
#

Ohh

#

Looks like it

#

Tanoa houses still had that

brittle cosmos
#

I don’t think they’re the same issue. The original posted image is almost certainly an issue with sbsource = visualex or the shadow LODs face being too close to a visual LOD. I’ve only ever seen that kind of banding in direct sun light.

While that ADSHQ banding is something you’d only ever see when that part of the model is in a shadow.

sturdy phoenix
#

Is it possible to use setObjectTexture to apply transparent textures to objects in Arma3? I created a transparent .PNG with a slight grey tint in Paint.Net, then saved it as .PPA using the correct naming rules and alpha channel in TexView2. When I try to apply this to anything in the editor, I just get a solid grey color instead of the transparent tinted.

nocturne lake
#

depends if the model already had a transparent texture on it before, or not

frozen blade
#

when binned, the p3d behaves differently if there is a 32bit paa assigned or a 24bit paa.

sturdy phoenix
#

Nope the model was not transparent, that's what I'm trying to achieve. I tried both 32bit and 24bit PNG converted into PAA, neither worked.

silver gull
#

then it wont work, ever

#

only model that already had transparency in p3d will work with transparent settexture

nocturne lake
#

yeah, as PuFu and X3KJ said. It doesn't work because the model format encodes whether a polygon has an alpha or not, in order to optimise how the engine renders the model

sturdy phoenix
#

Thanks... So I would have to somehow edit the model itself of whatever I'm trying to make transparent?

ancient smelt
#

Plus it has to decide in advance if it's going to make the ocean-through-the-fence bug happen for each polygon. πŸ˜‰

silver gull
#

if you are allowed to edit the model, then yes that would be the way to go

red glade
full quarry
#

the reflection?

red glade
#

the weird shadow artifact on the visor

full quarry
#

these? @red glade

red glade
#

yessir

full quarry
#

for future its good to draw some pointy lines/arrows to support your question

#

especially when you got a picture with million things in it

#

could be your AS map for starters

#

what is is supposed to be like?

red glade
#

true

#

just reflective

#

think the heli pilot helmet visor

full quarry
#

you got same kind of rvmat on it as the heli visor has?

red glade
#

yeah

#

i think i know the issue

#

im gonna do some experimenting and report back if i what i think will fix it works

full quarry
#

πŸ‘

#

you likely have something made differently in your textures or the rvmat

rugged cradle
#

so i have a question to who ever can help so my friend mad a mod and i was wondering how to be able to edit and stuff like the textures and how to get them

full quarry
#

your friend should have the source files. easiest would be to ask if you can use those

rugged cradle
#

i did and i have the mod but like how doi change the txtures and stuff

full quarry
#

what mod is it? if you have access and permission to original models and source textures you can edit the images in any image editor (paint, gimp, PS) and apply them to the models and pack them (preferably with new classes so they dont overwrite the other ones except if thats what is wanted)

#

if not it gets more tricky and the models will need to be configured for config changeable "hiddenselection" textures

#

as in they have had to be made that they support changeable textures

#

Im pretty sure BI forums had a topic about retexturing

ocean river
#

Anyone here that can help me making an alpha image of a texture that i already have?

#

or any tutorials that i can follow?

#

I don't know whats the right name for the bump image

#

nevermind i got it

#

is the normal map

#

image

frozen blade
#

normals should not have alpha channel btw

ancient smelt
#

Especially since it swizzles one of the colour channels into alpha for slightly higher accuracy.

frozen blade
#

really? @ancient smelt which one?

ancient smelt
#

Red.

#

DXT5 has higher resolution for the alpha (8-bit instead of RGB565) and also while the RGB values are projected onto a straight line in the RGB 3D "space" the alpha is independent of that which makes a huge difference for normals.

#

Otherwise in each 4x4 block of pixels the "arrowheads" of your normals would have to be fitted onto a straight line. If you had a normal pointing up, one pointing north and one pointing east there would be no way to compress that without messing it up, unless you swizzle one of the normal axes out into the alpha.

pearl copper
#

Guys I made the best SUV skin

full quarry
#

πŸ€”

somber pier
#

What the fuck is that

pearl copper
#

art

solemn reef
#

No

pearl copper
#

yes

white cargo
#

lol

full quarry
#

So basically you've colored the whole car evenly grey and added the stars and the text right?

The stars look nice and even but the text on the side is not very well placed aesthetically speaking and its split between the front and rear door and the seam part seems to have been lost in your paintjob, which makes the quality look very poor.

The colors are not very complimentary either so Id reconsider them if you want your art to be taken seriously (which I doubt just a little bit) .

Sure its good that youre doing something creative with your life and thats a start but you got a long way to go to make great re-textures

pearl copper
#

thank you for the feedback

tawdry pewter
#

He’s trolling

full quarry
#

me? no thats my honest opinion

tawdry pewter
#

@Donald Clinton#8406 is trolling with that edit

full quarry
#

ah yeah thats very likely

white cargo
#

is using an external SSD as photoshop scratchdisk a good idea?

pearl copper
#

new skin thot it was cute

#

might delete later

red glade
#

u a thot

pearl copper
#

thanks dad

frozen blade
#

@white cargo yeah, as long as that internal doesn't get plug-out while PS is running

white cargo
#

thanks

#

I have a blending problem, basically I want to add rock texture to my mountain tops and I want it based on the white peaks in on the heightmap

#

how do I blend the rock layer with the grass layer, but based on the heightmap layer values?

nocturne lake
#

Using the height map as a layer mask and playing with the levels doesn't work?

white cargo
#

I'm not very familiar with using mask

#

but I think I see what you mean

#

will try later today, gotta bounce

golden niche
#

use convexity algoritm on your heightmap in qgis to create peaks mask (but you'll need lot of research)

full quarry
#

while ago I made this blender material setup that uses mesh pointyness to crete mask layers

#

@white cargo would this be useful?

white cargo
#

I have to do it in photoshop because the sat is 100k

full quarry
#

sure but you might be able to render a mask out of this that you could just slap on to your texture

#

possibly even in 100k

#

though no quarantees about that

#

huuuge image

#

== anything can happen

#

would probably take forever too xP

white cargo
#

how would I go about making the heightmap into the mask in photoshop?

#

I tried pasting it, but it just makes a new layer

#

figured it out

#

barely ever had a use for masks so I had forgotten it's simply an alpha channel

hollow sigil
#

Anyone know where I can find the AAF's camo pattern?

nocturne lake
#

\Arma 3 Samples\Art\MarksmenDLC_Textures\VEST_IND_GL.7z contains a swatch of the uniform camo

hollow sigil
#

Thanks!

fading shard
#

@full quarry Didnt realize you were on here as well haha

severe rune
full quarry
#

@fading shard im everywhere! πŸ˜„

fading shard
#

@full quarry Haha Seems that way

ivory ruin
#

lol @fading shard since we both have almost the same name I also got a pin

full quarry
#

yeh discord though to ping you instead of timms altough I selected him from the list xP

ivory ruin
#

well it can happen

#

no biggy

clear mica
#

hi, when I try to conver a .paa mask into a .png format using Texview 2, it gets written as RGBA color model only. Is it possible to only get the RGB without Alpha layer?

knotty marsh
#

nope, you have to convert it with mspaint for example

clear mica
#

if I open the .png in TextView 2 it still shows shows RGBA as well as RGB properly.
The point is that if I open the .png in any editor (gimp/paint), and remove the alpha layer, it removes the whole RGBA image. Like it only detects the RGBA color model in the .png file, while TexView 2 can view the RGB, RGBA, Alpha channel and stuff separately.

knotty marsh
#

are you sure you are not filling the Alpha layer with black? that would make the whole image transparent yes

clear mica
#

yes, it's black

#

and I want to change that

#

can I somehow do that by editing the .png exported from Texview ?

knotty marsh
#

yes, just remove Alpha layer

#

the layer itself, not filling it by something

clear mica
#

but the point is that there is only one layer in the image

knotty marsh
#

:
Alpha all white = RGBA, show everything
Alpha all black = RGBA, all transparent
no Alpha = RGB

#

save your png with mspaint, it will save it as RGB iirc

clear mica
#

nah, it didn't work

knotty marsh
#

it does lose alpha, just tested

clear mica
#

I saved it through paint, and when I open it in TexView, it's all white

knotty marsh
#

and in paint it displayed right?

clear mica
#

nope

#

white also

knotty marsh
#

…
open the correct RGBA with MSPaint β†’ if it does display properly, save it as png β†’ lose transparency β†’ ??? β†’ profit

#

in Paint, everything that is transparent will be turned into white.

clear mica
#

can I send you the .png? maybe it's just broken or smth

knotty marsh
#

it wouldn't go faster... if you open your png with Paint and it's all white, then your Alpha is all black (thus incorrect)

get your original working texture, save it as png, open it with Paint, save as = lose transparency

clear mica
#

I don't have the original texture, I'm trying to edit the .paa to remove / change the alpha channel to fix a mod

knotty marsh
#

so you do have a .paa that you can open and display properly

#

save that one as png and do as said above, will work

clear mica
#

if I open the .paa in TexView2:
RGBA = full white
RGB = actual colors (how it should look like)
Alpha channel = full black
etc etc.
if I open it in mypaint, it's full white (RGBA)
if I save it to back to .png and open it in TexView2:
RGBA = full white
RGB = full white
alpha channel = full white

knotty marsh
#

so your paa is broken, OK

#

it's faulty in the first place. send it to me, I'll see what I can do to restore your Alpha

clear mica
#

well, if I'm desperated I can just screenshot the TexView RGB view and make a new one lol

knotty marsh
#

can you send it as png plz?

clear mica
#

sure

knotty marsh
#

at work, don't have all the tools ^^

clear mica
#

oh wait, that's the broken one

#

hold on

#

this one is correct

nocturne lake
#

tried saving from texview as .tga instead of .png?

clear mica
#

yeah, same result

frozen blade
#

dude, open that PNG in an photo editing software, and delete the alpha channel

#

resave as tga - 8bit per channel = 24bit TGA

clear mica
#

when I remove the alpha layer, it's all white

knotty marsh
#

remove the alpha layer, don't fill it with black

clear mica
#

but that's what I'm doing - in GIMP - I right click on layer > remove alpha channel

frozen blade
clear mica
#

and this is broken too, lol

#

it's white, while I need it to be colorized

#

as I sent in the image above

#

the RGB color mode

frozen blade
#

good grief is not broken

clear mica
frozen blade
#

you sent me a fucking alpha channel

#

send me that .paa instead

#

so well done there

frozen blade
#

i wonder what why this gave you troubles tbh

clear mica
#

thanks so much

#

what did you do to get that?

frozen blade
#

deleted that alpha channel as i told you to do - one click

#

resaved it as 24bit TGA - second click

clear mica
#

after you deleted the layer, was it colorized or white ?

frozen blade
#

i delete no layer, i deleted a channel

clear mica
#

yes, that's what I ment, sorry

frozen blade
#

if you delete the alpha channel, there is nothing to "colorize"

#

also alpha channel is greyscale, not RGB

#

maybe i don't understand your question, but you do really need to have a look into how alpha file formats work

clear mica
#

I only know that RGBA is the RGB with alpha layer and some info, I thought that removing the alpha channel would make it look like RGB

severe rune
#

It does.

#

If all you do is removing the alpha channel without anything else

#

if your image editing program is so intelligent that it darkens/brightens the image based on the alpha channel and only after that removes the alpha. You'll probably end up with a completly black/white image at the end. Which sounds like what happend to you.

clear mica
#

I was using GIMP 2 to remove the channel

severe rune
#

That's the difference between "discard alpha channel" and "convert RGBA to RGB" I guess.
Never used GIMP. But it's probably doing what I wrote

vestal sundial
#

Ah, Alpha Channel woes.

obsidian nimbus
silver gull
#

morons cause this

obsidian nimbus
#

😦

white cargo
#

tried selecting the face then faces>move top?

obsidian nimbus
#

doesn't make much difference

#

also shouldn't sorting alpha faces order them properly?

obsidian nimbus
#

anyone?

silver adder
#

no, it does some best guessing, but it is not perfect

shut thicket
#

Hi everyone, I have a transparent ca texture to start on a model and when I use setobjecttexture to a co non transparent it still has a little transparency?

silver adder
#

I may be wrong but something to do with whether a face has alpha binned into the p3d, so you can't set it to be properly opaque?

distant rose
#

was discussed on 29/04 in this very channel, scrolling up or searching would find the answer in seconds πŸ˜‰

twin bane
#

that's too much like work man..

knotty marsh
#

Ctrl+F before: πŸ‘€ (just discovered the feature)

silver gull
#

hello plebs, hand me your knowledge on a platter... adorned with exquisite fruits

twin bane
#

lol

digital dome
#

Any question that a mod has made or knows about that? I have a problem I am making a change of armor in the text. My question is when I enter the game in the editor and put a unit with my textured suit. Nothing appears as if I had nothing just happen to me with the suits and the vests with the backpacks, what can it be?

quaint shadow
#

not to sound harsh, but it could be a lot of things - anything from wrong model/texture paths to wrong or missing addon dependencies

#

you're likelier to get helped if you share your config so we can take a look at what you have, as somebody might find an error in it

severe rune
#

SMDI only uses G and B channel right? So I can do on R channel whatever I want?
The wiki says that. Just want to make sure it's right cuz it hasn't been updated for a loong time

silver gull
#

for supershader i think so. But iirc it was also possible to use a unique R channel, not sure if with supershader or not

nocturne lake
#

.paa conversion fills the red channel in white anyway

#
    class specular_diffuseinverse_map
    {
        name = "*_smdi.*";
        format = "DXT1";
        enableDXT = 1;
        channelSwizzleR = "1";
        channelSwizzleG = "G";
        channelSwizzleB = "B";
        channelSwizzleA = "1";
        dynRange = 0;
    };```
silver gull
#

you could convert it with _co and rename later (or just leave it) for experiments

severe rune
#

Ohhhh. Never even thought of looking into the TexConvert config. Thank you. I guess I can just edit it if I want to put something into Red or alpha

severe rune
#

My Material Editor is only showing the "Basic" Vertex and "Normal" Pixel Shader. The wiki says other shaders should be listed there. Tried to repair my tools via Steam but there is nothing missing. But I suppose some file has to be missing πŸ€”

Okey https://pmc.editing.wiki/doku.php?id=arma:texturing:material_editor_tut (Would be nice if that would be on biki πŸ‘€) tells me I need "MatTemplates" folder. I'm not at home now but It wasn't in my OB folder yesterday. Do I have to get that manually from somewhere?

Could also ask directly. I wanted to use the material editor to find out how I can configure the UV set to use for a Shader Stage. I want to use a second UV set for my normal map so that I can combine my normal maps onto a single texture but still keep my co/smdi/as seperate.

Scratch that. Wiki says uvSource can be none, tex, tex1 I guess tex1 is automatically the second UV set then.

unreal magnet
#

yep

#

tex1 is 2nd UV

fading shard
#

Hey guys quick question, The Watch UI element that comes up when you press 'O' where would I go about finding that in the Arma files

severe rune
#

It's Watch.p3d in I think ui_f.pbo

fading shard
#

Ah okay thanks mate

restive harness
white cargo
#

alpha mask you forgot to remove?

full quarry
#

also possible problems with uv map

viral wedge
mellow zinc
nocturne lake
#

not using the correct _co texture naming

#

or having a significant portion of the model with a 32-bit alpha texture

mellow zinc
#

They are using _co and none of the pieces are using a alpha map

#

All files were converted from a 8bit tga to paa

full quarry
#

probably editorview mipmapping

#

like when it turns off grass when moving fast

mellow zinc
full quarry
#

then just distance mipmapping

#

what sized texture is it?

#

does it use multimat?

mellow zinc
#

So this is a multimaterial

#

MC is 2048, tiled textures at 512

full quarry
#

why so tiny tiled ones?

mellow zinc
#

Just a general test

full quarry
#

whats your videosettings like?

#

all maxed out?

mellow zinc
full quarry
#

how big is the ship?

mellow zinc
#

Around around 170m split into three sections

#

So theres three rv mats in total. One per piece

full quarry
#

Id try higher res on the tiling textures.

#

and maybe 4k on the MC and mask

mellow zinc
#

Think it could be just that? Res going nutty?

full quarry
#

yes that very much looks like mipmapping to me

#

as in it draws the texture in lower resolution

mellow zinc
#

Hmm interesting

full quarry
#

like with objects far away

mellow zinc
#

alright ill scale it up to 4k for the MC and mask and maybe 2048 for the tiling?

#

Or 1024?

full quarry
#

well even arma3 rocks have 2k multimat tiling textures

mellow zinc
#

Interesting

#

Alright 2k it is

full quarry
#

how complex are the 3 models you got for it?

full quarry
#

you could also try if triangulating the mesh helps

mellow zinc
#

ill do that right now

#

well fuck me that fixed it

#

Thank you @full quarry

full quarry
#

πŸ‘

somber pier
#

@viral wedge Looks very nice

silver gull
nocturne lake
#

Push the shadow LOD inside the walls

#

Tanoa stuff's using visual LODs for the shadows, isn't it?

silver gull
#

i think so?

#

removing shadows in graphics options gets rid of all those lines, so it's def caused by shadows, and i have never seen something like this on my stuff with stencil shadowlod

brittle cosmos
#

I'd be curious to know if you're only seeing those on objects with sbsource = visualex. My guess is that the shadow used by the game when using that name property is the same size as the visual LOD, and then shading/banding comes from the faces being too close to one another.

silver gull
#

it seems to only happen when the incoming light beam is almost parallel with the face (so a very shallow angle)

#

does nobody else get those artifacts?

nocturne lake
#

pretty sure we all do. And we all get it in Object Builder when modelling without making a shadow LOD, because the engine uses the resLOD to generate the shadow then

#

as Penny says, it's because the buffer shadows are generated too close to the surface

sterile owl
#

Wonder why they chose to use the visual load for the shadow

#

Too much time to make the shadow lod lol

silver gull
#

more performant

#

and less time consuming

sterile owl
#

Interesting. How is it better on performance tho?

#

I can see less time consuming

nocturne lake
#

Shadowbuffer is sometimes better performing than stencil shadows (because it's on the GPU, not CPU)

#

An optimised shadowvolume with shadowbuffer will likely have better performance than one from unoptimised visual/visualex. But as you say it's a matter of time and resources making the extra LODs

silver gull
#

i would love to use it, because it's super convenient - but with those eyestains i am reconsidering if i really want to go that route

#

i just cant unsee the issue

#

did any of you do more serious attempts at calibrating RV mat and texture values to a PBR reference sheet (ingame) - compared to just going with "what looks adequate" ?

silver gull
#

WOW fucking terrific... enter one wrong script statement in substance designer and it immediately crashes. Find out it doesnt autosave. 1h work lost. FML

knotty marsh
#

WWJD? Jesus -SAVES-. Ctrl+S is unfortunately a very needed friend. RIP your data 😦

full quarry
#

for that very reason I save neurotically all the time

#

been there done that many enough times

knotty marsh
#

a colleague of mine had this turning against him recently.

Ctrl+X, Ctrl+S, Alt-Tab… power shutdown.
Good thing it was a small piece of code, but still

hardy basin
#

Hey what kind of programs/methods do you guys use to create parallax textures? I have been using GIMP but I'm curious what other people do

#

Can you do that with substance designer?

full quarry
#

I've done some parallax alpha heightmaps by making a 3D model and baking the displacement out of it

silver gull
#

of course you can do it in substance designer

silver gull
#

... if you want to do it procedurally/ with the variety of unique tools, as opposed to hand painting it.

viral wedge
#

does anyone no where the Atlis map texture located?

full quarry
#

the satellite texture?

viral wedge
#

yes

white cargo
#

it's in all the PBOs named map_altis_data_layers_etc