#arma3_texture
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why are there two values required for fresnel in arma
I thought it was just a single number
refractive index N and absorption coefficient K
none of the indexes have any other values
Hello
Recently I have decided to pursuit the great art of modding in arma 3
Yet one obstacle I have encountered is lack of good, recent guides
Would love if someone pointed me towards some nice guides that are mostly still relevant and the best tools for the job
For now I'm mostly interested in retextures etc, you know, lighter modding although in the future I might try doing some bigger projects
I have IT and programming background and knowledge of C++.
@obsidian berry at first I would recommend you have a read of #rules and don't violate rules like the cross-posting one ๐
Sorry, forgot that one
texturing basics (the actual process inside paint program) you can also look at tuts from other games, like skyrim. There is an arma tut for it (iirc on youtube)
anyone know what could cause something like this to look oily
specular values in rvmat are pretty low
I'm wondering if it's the nohq or something
I'd say reduce the glossiness a little
this is what the g channel of my AS map looks like
o
in SP the AO is way up there
gonna try reducing it
specularpower and specular value in rvmat also have a lot of influence over this (they act like multiplier to your maps)
AS and AO have no influence on this
Adjusting fresnel might help too
I have the feeling that normals in Arma always feel a bit washed out or could even call it "oily" Don't really know why. Maybe It's just because I don't use a higher resolution on my normal map
cant say the normals look washed out. What's washed out looking is the specular/gloss. You are always missing some value, either at the super gloss end of the spectrum (glass) or on the super rough end of the spectrum. This means if you want sheen somewhere, your entire model is greasy, if you want something very rough, your entire model is dull as a result.
specular[]={0.40000001,0.40000001,0.40000001,1};
specularPower=90;
those are my spec values in the rvmat right now
i usually use specular 0.2 for things that are painted metal
helmet with mark of nurgle... 10/10
I smell heresy brewing over this channel
just the ordinary madness that comes from gazing at graphs in SD several days. At some point graphs stare back at you
oh yeah
I see what you mean now :x
but thanks for the help, reducing the specular did help a lot
yeah it does look way better like that!
now I need to work out the best way to make a helmet cover for it
is there some detailed info about arma specular maps somewhere?
detailed in what way? @white cargo
anything really
https://community.bistudio.com/wiki/HQ_Normal_Maps#Specular_map
this was helpful
but a bit too technical
Armaholic - Covering the Arma series - Arma 3 | Arma 2: Operation Arrowhead | Arma 2 | Arma 2: British Armed Forces | Arma 2: Private Military Company | Armed Assault
Hello everyone
I have a pretty technical question related to the rvmats : On my server, we created a tag system inspired directly from San Andreas and we want to show the tag gradually during the animation.
Since there will be several different tags (and therefore .paa), we thought to use a series of rvmat simulating the appearance of these to avoid creating many textures.
Currently, we have a conclusive result ( https://www.youtube.com/watch?v=7iLLbzNuiZI ) but we want to go further: Is it possible to create and use a fusion mask as on photoshop to segment the texture to no longer give an effect "appearance" but a little more effect in this genre: https://www.youtube.com/watch?v=p1c2Ad0o7HA ?
not really. Arma does not support animated textures
what youve been doing is pretty much as far as you can take it
does not support animated textures yet
check the pdf that reyhard uploaded in #arma3_config
he wants fading, but thats impossible
cant animate individual channels differently (which is what you would need -> alpha manipulation)
can you influence how fast it plays through the atlas?
mm maybe
if not then it would require a huge atlas for something slow as this...
true
particle config does have animation speed value
so Id say yes you can
not sure how easy it would be to make it immobile
you could make a model with 3 or 4 layers. And then animate the alpha in the rvmat?
I guess you can use multimat and animate the mask layer to get that effect?
my first idea was model with different layers. And just move the UV over from transparent area into opaque. But that way you get a sliding animation. And not a getting spraypainted look.
what sides can use it. #arma3_config would be the appropriate channel
Someone should make a lil peep face memes
Hello!
Thats how American Higways look like right?
and im working on a highway Texture and was wondering if the yellow lines are to big
yeah looks too big
should they be same size as the white ones?
hmm... i have no idea i only know 1 white middle line which means no overtaking :S
I'm sure the american standards for that are on the interwebz somewhere
american highway markings measurements gives lots of pictures with measurements for markings. but not the thickness of the lines
yellow lines are on page 10
the problem is i dont know how thick the road is based on Roadslip because i noticed its based on the general size of the road
oh thats quiet interesting
double yellow line is no overtaking. Bottom of page 8
the width of each line should be 100mm separated by 100 mm
looks way better yeah
i hope the yellow is not to "bright" not that it looks kinda white-ish with Terrain light ๐ค
I was thinking about making decals for the roads like patching and stuff like that so it doesnt look perferct and equal all over the road
or i make the decals in the road texture and change road texture in paths to save the "object" from the decal ๐ค
but placing decals would be less pain in the butt ๐
and also give you a few million objects more
yeah lazyness gets punished fast ๐
do it right and get proper results
yeah might even do it for ground textures ๐ค where i have normal and a bit broken concrete ๐ค
what is _mca?
macro with alpha?
Trees now all use MCA lightmap
https://dev.arma3.com/post/spotrep-00006
TODO: add here: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
...which MCA lighting?
There's crown occlusion MCA's and translucency MCA's.
And also, the only reason I can think of them changing existing trees is if they wanted to get Altis/Stratis/Malden running in a new engine without having to emulate all of the old tree shaders. ๐
Is there something i have to look at when baking a Emissive map ?
if i make a emissive map for something on a model like a shield with a number on a hangar or whatever that gets a emissive map texture and whats their name like Name_co Name_nohq Name_.... so on ^^
You mean what texture suffix emissive is? it's _em
yes Thanks ๐
was setting up Substance Painter for Arma 3 the export settings ^^
now i just need to find out how to use the arma 3 shader i got from the interweb
so you'd need a seperate selection that uses a different shader for it
SuperExt pixel shader
0 results on google for that :u
Guess that's a nice next Todo for me.. Find all the possible shaders ^^
it's the ToH shader to use their emissive maps for buildings, but @brittle cosmos IIRC tested that it works in Arma
Not sure how bright and brilliant the em is though
I think SuperExt stuff has only ever been mentioned in Discord, I couldn't find any trace of it on Google when I first was looking into it. It definitely works in Arma and to even further confirm it I just tested it again with a rainbow gradient to see what the effects were when there were other colors than yellow/white present.
This was the original test with ported TKOH buildings: https://gfycat.com/GlumScratchyJerboa, and if anyone wants to look around at those buildings textures and RVMATs here is the PBO: https://drive.google.com/file/d/0BwA-UohiwA7CV3h6NkFGSkk0S3c/
This is the test I just did with the rainbow gradient: https://gfycat.com/MilkyPeskyAntarcticfurseal, and here is how the _em texture for that building looked: https://i.imgur.com/HuskHgb.png
nice.
but its not multimat - key issue imo
could be used on a window atlas texture/glowing window material that contains windows for multiple buildings and is shared between them
would minimize the performance impact
how? Unless the buildings are in the same p3d it won't reduce sections if you put it all on the same map
Oh I thought sharing materials is a thing, like why multimaterial is so good too because of the shared tiled textures
its good because you get multiple textures into one section, and you can blend them
different p3d's will still cause new draw calls even if they have the same material, at least to my understanding.
highly likely Ive just mistaken the two things
https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba Yeah.. well.. biki has like a dozen of shaders documented.. Turns out there are a few more
And missing on my list are Collimator, LODDiag, DepthOnly.
I wonder what LODDiag is
TerrainX pixel shader is used for 6 surface material setups
TerrainSNX is 5+normal iirc
How is the normal Emissive shader called? Wasn't it just "Emissive" instead of "Super"?
Uhhh.. Compute Shaders ๐
Dedmen: Are you doing this with https://github.com/ianbanks/shdc_tool ?
Not yet. But I should probably
SuperExt
1: normal
2: detailMap
3: MacroMap
4: ambientShadow
5: specular
6: fresnel
7: env
8: emissive (using DiffuseMap UV)
Can someone confirm that? Still figuring out how to read this stuff but I think I got it now
Do any A3 assets actually use it?
Its the TKOH one to have windows lit up at night. Could be worth trying it out in A3.
It works in A3 See above by Pennyworth
A2 had buildings lit at night too
Yes, but those would require a dedicated section with a specific emmissive rvmat. I presume in this SuperEXT shader the emissive is controlled per pixel via a texture.
hm ๐ค flare Shader on a 3D object. I'm getting so many new Ideas for the weekend by doing this
@severe rune collimtor is somewhat documented here no? https://community.bistudio.com/wiki/Arma_3_Scope_3D doesn't work on vehicles
https://community.bistudio.com/wiki/Special:WhatLinksHere/Arma_3_Scope_3D no wonder why I didn't find that. No references to that from anywhere
And that page doesn't say what shader to use and what parameters. besides the UV
probably because they provide an example in the sample models
it literally only has that one application, so I guess they didn't see the need to propagate it outside of the tutorial/example
@ancient smelt i haven't seen one using it
@severe rune does it work in A3? did you try that?
would be nice to have texture driven emission to be honest
@brittle cosmos before i dick around myself with it, it is basically a supershader with texture driven emissive yeah?
can it contain TI stage as well i wonder/
I didn't try any.
Is TI on Stage 14/15? I can't find anything about it on biki
@frozen blade https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba#file-arma-shaders-yaml-L248 There that's the SuperExt. Parameter wise same as Super with additional Emmissive
neah it isn't a stage per se
texture = "rhsafrf\addons\rhs_infantry\data\Crew_equip_ti_ca.paa";
};```
this goes before the
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.73725492,0.73725492,0.73725492,1};
specularPower=77.400002;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1```
pixel and vertex shader types
Ah that is probably the internal Stage 15 then. What is Tc? used together with the TI
Dunno. TI is on stage 15 in the shader. And on 14 there is a Tc
no idea
Temperature Tc table
Also I mixed them up. TI is on Stage 14 and Tc is on 15. It's a engine generated texture.
The StageTI get's loaded after Stage 14. So whatever was in Stage14 get's overwritten by it.
I wonder what happens if you replace the Tc in Stage 15. Tc is a greyscale
how many stages does Super have
whereever you read that from/
because afaik it has 7 stages + TI
it uses 7 for the Super shader itself. And Stages 14/15 for SuperThermal shader
Obviously with you using StageTI BI doesn't intend that people use Stage14/Stage15 for it. But according to what I see. It could
worldpos as uv source? So if i apply that to a vehicle and can somehow use sateltite map it always has perfect camo ๐
where are you reading about stage 14 and 15
@silver gull now that you can animate the UVs, makes things easier
now if you only had a chance to autoclean the list of dysfunctional things...
The TI shader reads the textures out of sampler14/15.
And sampler0 == Stage0 (Ambient color), sampler1 == Stage1 and so on
i still wonder why there are are 2 stages
maybe it breaks the channels for that texture in 2
if you apply no TI texture, the object still uses inverted ambientshadow or something as "base" - so maybe thats why it's 2 stages - the base and the TI texture that changes level based on temperature
if StageTI is defined it uses that.
If it's of Type Man it uses the default TI map for Man which is 0.8f,0.05f,0.05f,0.35f
Otherwise it uses the default TI map 0.8f,0.30f,0.20f,0.05f
even with default ti map you see color variations based on inverted AS map ingame on the model
so that must be your engine generated TC channel
The Tc is "TIConversion" it's texture comes from something >> "CfgCoreData" >> "textureTIConversionDX11" Don't know what the root of that is. Might be configFile
The TI stuff runs after the normal shader. So yeah. Might very well take other stuff from the normal shader into account
I think you can scratch "might very well" with "most definitely" ๐ none of my models has ti map, but all have 'texture' ingame in thermal view that looks a lot like modified AS map
It uses some component made from specular and lighting calculation
And the ShadowMaps G component is also used directly
I kept not seeing that. So yeah. mistery solved
Who said that TI stage textures work only on vehicles and men
buildings have generated TI from the diffuse texture or something like that
men*
what does "objects" mean though? Vehicles are objects too. And their TI is certainly working.
reyhard was talking about static objects.. So.. TI calculation on static objects ignores their shader and uses a hardcoded TI shader then?
I'm done now with my list https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba Now i just need to find the time to test and plug all that data into biki
thats how I understood it
Makes kindof sense. the TI parameters (htMin/htMax/afMax/mfMax/mFact/tBody) are probably not set for static objects
SuperExt with emissive doesn't work for me ._. Tripple checked everything. Also grabbed Pennyworths Emmissive test to compare. And it's rvmat's are the same.
Interesting.. When I build with Mikeros tools. His tools bake the rvmat into the model. But they remove the Stage8 for whatever reason... Can see that when I open the binarized model in Eliteness.
have you told him yet?
Still working on it and trying to getting it to work. I can't manually binarize my p3d with BIS binarize. It just does nothing. Thus Addon Breaker also doesn't work
Pennyworths test is working fine and also shows Stage8 in Eliteness.
Just for safety grabbed the latest version of mikeros tools.
Okey I managed to run BIS binarize.. It removes Stage8 too
Okey unbinarized p3d's in pbo. Starting Arma with -filePatching and also having unbinarized files in game directory to be double sure.
No Emmissive ingame. Maybe Arma itself is also discarding Stage8 when it internally binarizes the rvmat? The pre-binarized and embedded into the p3d rvmats from pennyworth work fine though.
Next thing I could try is Armake's own binarizer I guess. But don't have time for that today.
Scratch that. Armake doesn't support SuperExt. I'll give up for now.
Here are the source files if anyone wants to try
@severe rune Tested to bin, with mikero, I have the Stage8 in rvmat, but doesn't work ingame ๐
Ok after further test make it work
You said, pennyworth rvmat worked, so just taken it, and replace all values with your values, and worked fine, idk why exactly why working. I'm noob in rvmat just wanted to help you
Here is the pbo
Here is the rvmat
Are you sure you have it in the rvmat? Open the binarized p3d in Eliteness. Binarize embeds the rvmat into the p3d. And the embedded version is missing the Stage8
You said, pennyworth rvmat worked, so just taken it The one embedded into the pre-binarized p3d's works. But binarizing with the rvmat doesn't work. So I can't take it
Yes i have checked with elitness, i have the stage 8, binarized with mikero prenium version
Just worked when copy paste the pennyworth rvmat, and replaced values by your one
But when i binarize your rvmat I have the stage8 inside binarized rvmat
So... Using mikeros paid tools would probably make it work? great
I'll make a patch for Armake to support that texture and try it with that
I don't know if free version working, but i have used payed one, and worked
With https://github.com/KoffeinFlummi/armake/pull/79 the rvmat is properly embedded and contains my Stage8. But Eliteness errors when trying to read it and Arma crashes when placing it ๐
Okey so. I checked the binarized rvmat in mikeros temp files. And that one is correct as in contains the Stage8. The binarized p3d in Mikeros temp files cannot be opened in Eliteness, same error as with armake. And the temp p3d file already doesn't have the Stage8 anymore.
The binarized p3d from the pbo output is bigger, and when read in Eliteness Stage8 is gone again
@severe rune Any news on the rvmat ?
negative. Current stopper is Armake's model crashing ingame. I think something is wrong with the binarization. I've forwarded as much info as I could and it's now in @hot dock's hands.
Armake is atleast packing all the data. And not just removing stuff like mikero/BI
this is... interesting. https://www.youtube.com/watch?v=cnquEovq1I4
Neural Network that synthesizes material properties
interesting automation @silver gull
most impressive is the speed improvement having the networks predict the outcome, rather than actually simulating/rendering it ( other example https://www.youtube.com/watch?v=7wt-9fjPDjQ)
Anyone know what might be causing these artefacts on the windows? I'm using Apex Civil plane Glass_ca and RVMAT
Fixed it.. Apparently i need to select the faces and "move top" whatever that does.
all transparent surfaces as subject to alpha layering and sorting them is important to get them to layer right
move top does just that
on a multi shader mask my black areas seem to have no effect visually
if the whole image is black I just see the object's actual texture and changing the texture for black in the .rvmat does nothing
I can see the normal map but nothing else
the black areas fully black?
can you not have both a base texture and a mask using the black color?
(0,0,0) black
removing the base texture makes it visible
I am trying to use an object that has a base texture and a multi material .rvmat with all 4 colors on the mask
Hello, can someone tell me if there are some basic requirements to transforming a png into PAA ?
I can't manage to make it work
RGB 8 bit should work
i'm trying to make a game picture 50*50 with Alpha background
what resolution image you got?
50*50
pixels?
yes
that wont work
if that doesnt 128^2 512^2 1025^2 2048^2 4096^2 are acceptable sizes
too busy
also @obsidian nimbus multimaterial Stage9 is for MCO (macro texture)
I know that
I dont think multimaterial can use the assigned basic texture at all
so Stage9 is for that effect
I wanted to use both but I guess I can do without the base texture
basically multimaterial draws the mask texture on your model and replaces the colors with assigned textures
so I think it does not draw the assigned texture at all
it uses the base texture for black if it is there
black color?
on mask?
never seen it do that tbh
what do you have on stage0 then?
I tried #(argb,8,8,3)color(1,0,0,1,CO) and it had no effect on a completely black mask
all I could see was the base texture and normal map but when I removed the base texture the object turned bright red
texture = "#(argb,8,8,3)color(1,0,0,1,co)"; ?
yeah
hmm yeah you are right it does shine through if all mask color channels are single color
the way it's behaving with me it seems that it replaces the black color
it is using the correct uvset
UVSet 0
the one for the tiled
then the applied _Co just shines through a little
another thing I have noticed is that the red channel doesn't appear to be used in the MC
even if I set it to my mask the most it gets is yellow so it must be used a bit but its intensity is different
it only works when the texture is completely red
blue seems to be amplified
I will experiment later with just the MC because I think I'm just doing something wrong here
Is it possible to texture vest without using mod??
depends if you want it as actual unit then Id say you need to make a new config for it
and the pack that with the textures
if you just want to script the new texture on you could pack it with the mission
but I personally consider that a bad practise
In substance painter 2 what channels should i apply before baking?
You mean which channels to use?
yes
specular glossiness workflow.
Depends on what Shader you want to use
non pbr spec gloss
yeah
This is what Super Shader supports which is the one you'll most likely use: https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba#file-arma-shaders-yaml-L191
For reference also https://community.bistudio.com/wiki/Texture_Map_Types
yeah ive done texture stuff for arma before, Just forgot what channels are required ๐
ty
you have your CO/CA map with is RGBA color.
Then atleast the DirectX Normal map and the greyscale AO one
the rest are optional. Well.. AO and normal are theoretically also optional ^^
This should be all i need correct?
Spec / Gloss / Normal / AmbOcc / BaseColor / Opacity
the textures are based on the type of shader used
with SP2 you can only base the same maps (that are usually needed by some (smart) materials)
no matter of the shader used (be it 3rd party) or some of the ones that come with substance painter (spec/gloss or metal/roughness)
Im using the non-pbr-spec-gloss shader
also you sort of need diffuse rather than base color
my export settings call from base color rather than diffuse though?
yeah it doesn't matter all that much since you can export whatever from them
if you really wanna texture just for arma
might wanna thing about using the arma3 substance painter shader
just note that most materials and smart materisla won't work
ty
Is it possible to skin a drone?
if it has hidden selections then possibly
@ancient smelt does your substance shader emulate lighting in Arma, or is it more of a generic non-pbr shader with outputs properly sorted like required for A3?
Reason i'm asking is that i'm trying to come up with a system of modified substances where you can switch between output as RVMat and PBR, and be able to tweak both at the same time on a per-material level. Means it would not require complete retexturing if a transition from RV to PBR is required. But tweaking the non-pbr component is tricky without directly seeing what the endresult would be in arma
afaik it tries to mimic apex lighting conditions
can you enter the gloss / specular values for the rvmat in it?
let's hope i got the one and only ianbanks, as there are 4 ians^^
correct user for ianbanks is ian#7518
looks like the right guy
@silver gull It's an almost identical recreation of how Arma 3 renders, including calculating the lighting inputs to the shader from CfgWorlds values.
The only places it deviates that I know of are things like the HDR bloom which Substance Painter is incapable of doing.
Your best bet for authoring assets for both PBR and Super shader is to stick with masks and layered materials, and then switch the layered materials between the two.
The functions that approximately convert between PBR and Super shader accurately are so unusual that you're unlikely to come close trying to do it within SP or SD very consistently.
@ancient smelt impressive. You say functions that convert pbr to SS, are they accessible from within SD ? Or is that the internal working of the shader, converting a render engine with pbr to something that looks like A3 (i dont know much about render tech)?
No, they're not related to SD or SP (or the shader).
(By function I meant mathematical function)
ok got ya
the only thing i'm planning on doing with my substances is using pbr-metalness workflow, but also always carrying a specular color channel with it, which means that i can convert to pbr-spec-gloss easily, but also have more controll what to input for the rvmat
and all the base colors in the substances are controlled by common color sets (which define diffuse, specular and metalness - per material). Say i use beige colors for dust, but now i need red because the planet is now a Marsian thing, i can simply modify the base color set to be red and everything changes accordingly.
For which shader?
pbr-metal, pbr-spec, rvmat is possible with this
hmm actually would it be better to do it from the rvmat
maybe not since its ok now.
the middle one compared to my adjustment mesh
top hex corner
anoyone have a swatch for south korean army camouflage?
because this is not what it looks like
Any one can teach me how to make retextures? Basicly i got models and textures from someone sadly _co is texture with psttern i have permission to retexture it and reuse but how do i do that, basing on NoHq don't look good? I have unbinarized model and please mention me
@shut ibex dont take it wrong - just too much bad experience in here: your story sounds somewhat fishy. you better show some proof first this is legit/legal work. otherwise its very unlikely people are willing to help
what to proof? screen of not broken model? UV map? or something
Proof that you have permission
How big is the info stand texture in pixels
probably 512^2, 1024^2 or 2048^2, or are you meaning what size of image do you need to use for the named selection for your own imagery?
most of those use a 1^2 (512x1024) or 2^1(1024x512) or equivalent sized textures, so even 1024x2048 or 2048x1024 would work.
obviously the dimension parameters dependant on the sign your using
When i look at my texture ingame, it's brighter then in Photoshop
Should i need to reduce the brightness in Photoshop to get a better ingame representation of the Color i want to use?
could also be your RVMAT values
I am getting some pixeleted textures when imported to paa i mean when i look at it ingame.. does it have something to do with compression? 4k texture
armer: Do you have a screenshot example?
What's your specular power set to in your RVMAT?
It looks like it's quantisation/rounding errors in your SMDI introduced during DXT conversion.
specularPower = 100;
Hmm, that's pretty low, but it might be that your SMDI values are all very low.
that's just how .paa compression looks with solid colours
you'd need to add noise to the texture to make the compression less well defined
anyhow, that's Tim's VHS-2 model, right? Looks very familiar ๐
why am i not surprised?
what?
the VHS? Nah, Tim's provided the model to a few people. Not to worry about X3KJ
does anyone have or know of a full retexture template for arma? even better i guess a good tutorial on making them
retexture of what?
sorry, vehicles
you asking for all of them with the "full"?
yeah, probably asking a bit much though i guess you dont know till you ask
yeah have not seen any all vehicles template set
there is a dedicated thread on BIforums I think
ok, will go hunt it down and see what i can find
Hello, I am having real trouble converting a small flag picture with transparent background into paa. When I do, the picture is displayed horribly ingame (like its faded to opacity : 10% lol).
I want it to be part of a intro banner in my scenario
It is I made sure it was 64x64pix
is it named mytexture_ca prior to converting to paa ?
but it is not a texture, it is a simple picture in want to display on the player's screen in scenario intro
do i still have to rename in prior convertion ?
yes otherwise it wont follow the texture conversion rules
also as a plus from a glance you will then know that _ca is a colour-alpha image, and _co is just a plain old colour image ๐
thanks ! i'll try that !
@distant rose it perfectly worked thanks
np the file-naming convention exists for a variety of reasons. Image conversion to paa being one of them, which uses the filename_suffix to determine how to process the input files, more info on the types at - https://community.bistudio.com/wiki/Texture_Map_Types
I cant find any tutorials that show how add material/textures and get it into arma 3
i have a model and i have some jpegs.......but no clue how to integrate the two together for arma
who made the model and these jpegs?
i made the model and another guy made the jpegs
but, i dont what to do from there
do i create materials in blender and link the textures and what not?
or does none of that export and i need to do all this with arma tools
what format do the textures need to be converted too?
are rvmats made from blender exporting materials, or do i need to custom make them from scratch like a .cpp or .cfg
?
in any case, cant find a tutorial to walk through anything close to that process
] Fiesty: i made the model and another guy made the jpegs
why don't i believe that...
textures needs to be .paa, you can assigned you textures and materials from oxygen/object builder
why is that hard to believe, modeling is easier than texturing for me
texturing requires all these downloads, checkbox clicking, baking, node editing....blah blahblah
too much shit to memorize mostly
you need to export the textures as TGAs or PNGs
8bit/channel
to properly convert to .paa and use proper naming suffixes, scroll up for link
yup, have those and i think the suffixes are correct....cant find anything about applying materials inside object builder
k, but i have 4 of them.....so not sure how to apply them all
i got a........CO, CA, AS, NOHQ, SMDI
window glass perhaps?
its autogun
so you need to have a diffuse texture assigned, and a material file - supershader
think you are assuming i know anything about this process
i have .paa's now
i crapped together an rvmat file by copy pasting from another
so.....now i do what?
in your face selections you have 2 entries, the diffuse (stick the CO in it) and the rvmat (RV Material and ATtributes)
there are samples for A3 which i suggest you have a look over
checked the weapon one, it has no texture stuff ๐ฆ
cant find what you are describing about face selections
Hello guys! I'm currently in the process of making an Exile server and looking for a Dev to help out.
or rather #creators_recruiting
yes, thats it
@main sierra since you seem to be makin Warhammer stuff you could offer your assistance to one of the 40K mod and get more personal guidance how to do stuff.
thats what its for pretty much, just trying to figure our how to put these parts together
the others in the mod cant help you? I mean sure there are many on this very channel who can, but what you require is very time consuming and time is what most people dont have too much. Have you looked at the BI forums for help? I would guess there are few step by step instructions around there
i try not to bother them with beginner stuff
usually i go looking for info on web somewhere, and then i come here
but there isnt anything that walks you through adding textures to a model
at least not whatever i am doing
Since youre putting effort into a project the team should be happy to walk you though it.
Hello,
ย
As I had many requests, I did this all-in-oneย tutorial I am sharing today. I hope it will be helpful to you.
All important stages are...
take a look at this though
should point you in the right direction
yah, watched that...but hes using TGAs and somehow doing everythign in blender and it auto exports
the format does not matter as they are all converted to .paa
.paa is what the game uses
and you might want to do the same in Blender since it makes things easier.
you said you were exporting to p3d so I assume you use FHQ toolbox
whatevers off of steam yah
steam?
arma toolbox off of steam
you mean arma tools?
thats the basic arma tools
not the blender addon
you were modeling with blender yes?
ooo, i dont remember what addon i put in
its been sometime
ah, good deal they added a link and everything inside blender preferences... its the FHQ one
yeah you got to keep track of your stuff.
there is a thread for the FHQ toolbox too and you should look through it
i think figured it out....the CO and CA i was given might be duplicates
co and ca are different types of textures
where did you get them if you did not make them?
and if you are give stuff you should also be instructed how to use them ๐
i dont have fancy texture programs and would have to learn taht stuff from 0....so handed it off to another guy
and then he gave me fancy textures back!
๐ค
lol
can _as be black and white?
The green channel in an _AS map is greyscale
all other channels are white. So the RGB result is this pink-ish colored map.
o7
if you feed the tools a black and white _as, it will spit out a magenta and white one anyway
unless the file is set to greyscale ^^
dunno about texView, but imageToPaa will refuse to convert it if it's not RGB
Hey guys thought I would try here, can anyone suggest a good tutorial or process that will show me how to create textures correctly and help me create a non laggy map?
What do you mean create textures correctly?
what programs are you using?
what do you mean laggy map?
whats on it now?
what are the map map parameters
There may not be "step by step - take you from hand and lead you through the dark forest" type of tutorials like there usually are not
tutorials that show you how the tools works are usually what you get and your job then becomes to interpolate the tutorials teachings into what you want to achieve.
Anyone know how to fix this? https://www.youtube.com/watch?v=g5DMe9ptyhg&ab_channel=UnrulyMonster
For some reason when I go in first person, the texture I set disappears
Probably BI forgot to add a hiddenselection in the Viewpilot LOD. Nothing you can do about it.
LF a texture pack of vehicles that removes the dirt from them.
LF a cool texture to replace the Y menu in Life
if you know where I can get this that'd be awesome. FYI not the owner of the server, just a player trying to help out for better experience.
Tag me if you do
LF life people repellant
^
LF?
lookin for?
Quick one here, looking to put some custom graffiti into one of my missions, I could probably do that using the custom user texture object Iโm guessing, however when ever I try to convert my image to a .paa it wonโt do it, is this as itโs an image with a transparent background?
And if it is, is there a work around or would I have to create it as a new object somehow?
if it's not converting, the problem is the image file
it's either not a valid resolution (texture must be 2^n sizes like 512, 1024, 2048 etc. pixels in both directions)
or it's not in an 8-bit per channel, RGB format
Fantastic as that fits the image Ive made pretty much perfectly, Ill give it a try now and see if it works ๐
that said, actually if you use 2:1 it might look stretched in one axis if the model isn't UV mapped that way
forgot about that
Got it working, The problem I now face is its either tiny or huge that I have the option to use but hey thats arma for you
Thanks for your help @nocturne lake
I'm attempting to replace the Camo Net with my own texture. It looks fine in TexView, but ingame there's a white outline around every hole. Does anyone know how I can fix this?
This is not happening with any of the default textures, including the BIS ones I exported as a template.
Ingame: https://i.imgur.com/K52rcJQ.jpg
Texture PNG for reference: https://i.imgur.com/Oi1iAKs.png
your texture needs the alpha after export and mainly saving the texture as _CA.paa
Texture is exported from PSD as a png, and is imported to arma via a PAA
I'm converting in Texview2 using RGBA, and, DxT5
saving the texture as _CA.paa
Still happening https://i.imgur.com/Pey0r5S.jpg
Slapping it on the canvas net, it is very likely related to it being converted to PAA, yeah. Still, I am saving it as Name_CA.paa and its still happening.
I did change the name as well as restart Arma 3 on the off chance it was caching the texture, which I've had happen before.
https://i.imgur.com/bNEFKbX.jpg
you missing the alpha channel obviously thats why you getting those issues
But the actual whole in the middle has the alpha working properly
it's just the border that's white
its not properly saved alpha because regular paa can save a basic alpha thats why you can get simple outline
I'd say save as _CA.png and then use TexConvert to just convert. Instead of converting from blabla.png to blabla.paa with TexView and then renaming it to blabla_ca.paa after the fact
maybe png export the alpha , i would suggest to use .TGA with 32bits
but be sure you got it in that PSD tho
So export it as Name_CA.tga from PSD, then convert it with Texview2 to PAA?
yeah. Or just TexConvert. I know that TexConvert does everything properly. With TexView I don't know
I'll give that a go and let you know the results, thank you.
I'm not seeing TexConvert in the Arma 3 Tools, is it the ImageToPAA?
open the saved paa in texview2 , to see if that transparency works or not
Yeah it's ImageToPAA
The transparency was working in TexView2 earlier, even in the converted PAA at leas so far as I could see.
Either way, it's still present after the PSD->TGA->ImageToPAA conversion.
send me your file
Right so, Rob, those were somehow the magic words.
Went back to the PSD file itself, just redid what I did originally to replace the texture (select color -> replace with pattern), export, all that junk. Final files look identical, but the white outline is gone. So, my guess is there was some file corruption somewhere.
ยฏ_(ใ)_/ยฏ
lol
But hey, while I was at it, I stumbled across an undocumented texture for the IDAP tent. It's an Apex jungle version!
a3\structures_f_orange\humanitarian\camps\data\MedicalTent_01_tropic_F_CO.paa
white outline on your alpha texture would have been where these white pixels in the middle of the net loops are bleeding in to the alpha mask area after compression sampling of adjacent pixels, and mip-mapping https://i.imgur.com/Oi1iAKs.png
when making an alpha texture, you should pad the colour space around the edges so that near pixels are a similar colour when sampled
using "content aware" fill in PS can be useful for filling in the blank areas
Cool, that's actually really good to know, thanks Monkey C:
I've been reading more about retexture guides, and some suggest blending in the normal _NOHQ maps, and some don't. But I would presume if its a retexture, Arma is putting on the normal map to the model already.
Should I still be blending in the normal map?
Does anyone have a good texturing tutorial, I am making some textures for an RP server but have no dev background, mathods that make non-mirrored textures are a +
what do you mean non mirrored?
some Arma vehicles share same texture space on both sides
so you can apply text&stuff on them without it being bonkers
Non mirrored means if I write police on one side it won't be a reverse of the text on the other
yeah that does not work if both sides use the same texture space
I found a tutorial but I can't figure out how to use tectview 2 and PBO manager to get to the pbo I wantt
which tutorial is that?
yeah cant watch stuff like that
takes forever to get to the point
in any case if he shows how to use them whats the issue
It doesn't open the SUV PBO despite the fact that I have textview and PBO manager, and It won't let me open the PBO file in PBO manager
If you can't then that probably means you shouldn't
yea I dont use PBOmanager at all so cant say anything about how it works.
my friend helped me out with this, I never figured out that PBO manager was zip encrypted so I had to unzip it and it came out fine
the quality tho is another thing๐
zip encrypted?
what are you talking about?
no idea what youre doing
but quite frankly sounds like youre doing it wrong xP
Sounds like a youngster or nontechsavy person taking their first leap into modding, which is fine and should be encouraged. Probably was trying to open a zip with pbo manager, or clicking on the wrong file type.
Does TI texture work on static buildings? The wiki only talks about the TI channels affecting "parts that heat up when vehicle is active" or "moving parts"
But it's a static object. I have a wolve's head and I want the eyes to be "hot".
make real wolves head its easier than static object
I don't want though...
It's just my groups logo.. Of course I could make something else... But I want the logo soo..
TI does not work on static objects
Good that's what I wanted to know
use a gif ?
I recall on Static it was calculated out of the diffuse
not AS map?
no, diffuse.
hacks
How arma works with overlapping UV? im trying to figure out pipepline for now, and did simple book. Can i overlap book sides in UV editor so i can get more quality?
Same as everywhere else. Faces that have the same UV coordinates have the same texture
so yes. You can place sides of the book into the same UV space and get higher resolution and the same texture on both sides
Thank you.
Hi , I am really curious to find out a topic that has been bothering me a lot recently. I am looking to make a mod that bases on ranks of the greek army , like insignias , but i dont know how to edit neither to put them , could anyone help me?
I see , well how do I upload them into the steam workshop as a whole pack ?
pack them into a modfolder and use Arma 3 Tools Publisher to upload
Hmm
I am really a newbie to those things , this is going to be quite hard
Welp thanks for the aid @severe rune
@severe rune how do i use normalmaps\specmaps\opacity? how to import it into arma?
Also im currently experiencing issue - its either transparent or smooth
im importing .png textire into texview and then saving it as .paa
here is an example
you need to use a rvmat for them
RVmat is just a text file with numbers for shader
when you assign the texture on OB you have two fields. The upper for the path to your diffuse map. And the lower for the rvmat file
yes
And im asking how i can use for example, specularity map?
you enter that in the RVMat
the rvmat has different stages. For example for the Super shader the 5th Stage (Stage5) is the specular map.
You then set the texture path in the texture entry of that stage
https://community.bistudio.com/wiki/Super_shader#Example
Here. In Stage5 you set the filepath to your specular map
make sure to name your specular texture _SMDI BEFORE you convert to paa
does it means that my model will eat a bit more resources when onscreen?
i mean, defailt shade r is eats less than superhsader. isnt it?
yeah
its the cost of making nicer looking things
Im making stuff for arma, she buggy and resource-requiting enough by itself
so im sayin fk nice lookin thrash for loot tables
its just a thrash afterall, not a vehicle or something
Dedmen, can 1 object in arma have different shaders for every level of detail?
yeah
like, supershader whtn stannding close to it, and simpleshader witout comples stuff when standing 2000 m away
thats naisu!
you can just leave the rvmat away on the lower LOD's so that it'll just use the texture
Thank you for your help, kind sir
Also last question
When doing complex models, like car. Do i model different lods as different .fbx, and then combining thenm into one using ObjectBuilder?
that will eat ram
and name them appropriately so they get imported into the correct lod's right away
Whats most effective way to do that in the end, in resulting performance terms?
end result is the same. no matter how you do the fbx->ob
but 1 fbx with all lods inside is taking more space in ram than 1 fbx with 1 lod
im confuzed now
But in Arma it's not fbx anymore so it doesn't matter
and if you have 5 LOD's. 5 fbx with 1 lod take about same ram as 1 fbx with 5 lod
So arma will separate incoming model file into LODs, making them single files, understood
yes
but they are all in the single p3d
But yif you hide PART of the model, that means model still in ram
nvm
ill figure it out
also its not really something you have to worry about if you do your models right
performance vise that is
just load test object with 100 000 plys into empty arma mod and watch fps lel
yeah well I can tell you right away thats not ther right way
Using almost 20 year old pipeline for modern game is not hte right way ๐
but its not the polycount thats the most important thing anymore
then what is it?
that + amount of materials/textures
Capt'n
and name them appropriately so they get imported into the correct lod's right away```
what names?
Easiest way is to just take a sample model. And export from OB->FBX
then import the FBX and look at the names of the objects
That pattern is not obvious ^^
also doesn't work for everything. But most things import into the correct LOD's when you name them like that
any good texture sites besides textures.com and texturelib.com? every time I find a new texture site that seems promising it usually disappears within months
already seen that, not a lot of textures available
Substance Share ยซ The Free Exchange Platform ยป
quick question it seems like my rvmat isnt working propely as my NOHQ,AS,SMDI aint being used
only my CA is
how do i set them up to work
inside OB i assinged it to the model
Path is correct? no errors in RPT?
why do you have a CA texture for something that is 100% opaque?
i was copying the RVMAT from the AK and that used an CA so i just used the same
๐
the issue is most likely due to alpha sorting
ok
I want an rvmat that only applies _mc, how would that look like?
tried this
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "test\data\test_mc.tga";
uvSource = "tex1";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
doesn't work, model is totally dark in buldozer
didn't change anything
I have specular[] = {1,1,1,1}; but probably doesn't matter.
Is your model correct without material? If it's dark it might just be shadow LOD
only difference to my materials is the specular. And the missing stages
tried putting in a full set of stages but leaving them empty apart from mc?
not sure I understand what you mean by empty
I always keep all stages with defaults.
https://community.bistudio.com/wiki/Super_shader there. Just take the defaults from the example
ya try those
I think SMDI default would be 1,0,0,1 RGBA
well you are still missing lots of stages
and I don't know what Arma internally does when you provide a empty texture path
the model became cyan colored with those wiki texture values
with this rvmat https://pastebin.com/XEaDJYkN
I get this result
that one is still missing stages
And you didn't copy them from the example like I said you should do
why do I need them? I have other rvmats with less stages
I don't know. But I do it and it works for me.
If you know everything better. Why do you even ask for help?
I just want it as simple as possible
the cyan one atleast already has it's lighting correct.
also I did copy from that wiki link
nope
all of these texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";
hm
I don't know from where you copied. But not from wiki.
looks like messed up somwhere
And that is the detail texture. And yes. A cyan detail texture makes your model cyan
I have a bunch of rvmats open, must've gotten it from another one
I'm supposed to have 6 stages?
7
last is environment
that one you can probably leave away
I'd say put all stages on it. And then remove one by one till it stops working
got it working now, thanks!
suddenly I understand rvmats better too
which means everything I've done before is wrong
I know there are defaults for some specific stages on some specific shaders. I think even specific to model type.
And if you leave them out I'd just say "undefined behaviour"
Stages with default values don't change anything on performance btw.
thats what I was worried about
the shader calculates all stages anyway. If you don't want them then you have to use a different shader
Like if you only want macro. The probably cheapest shader would be DetailMacroAS
https://gist.github.com/dedmen/90691e56c2dd77bc152ce0a48caf47ba#file-arma-shaders-yaml-L45
Still has 3 stages out of which you gotta lave 2 as default tho
That is the list that should be and will be on the wiki when I have time to do it
yeah I always wondered with emissive wasn't there
SuperExt has emissive
but mikeros free tools. Nor BI tools. Nor armake handle that correctly
as far as I heard mikeros paid tools do though
I've used emissive before
modified an rvmat from ToH
worked for me with mikero free tools
do you know specifically what doesn't work right?
nope
gotta retest that then
yeah
Anyone know if I can set xNormal to bake 2nd UV set?
no idea, bake what AO?
yeah
https://imgur.com/a/rQGZuB6 anyone know what's causing these white contour lines? model has no rvmats applied
does the texture continue over the uv island edge there?
it could be bleeding
if theres something white next to it
it does continue
hmm, seems like it's at least partially caused by untextured surfaces behind it
I applied same texture to the whole model and it mostly went away, still a faint contour some places though
what is the background texture?
in that pic? none, now that the model is done, the same texture and the problem is mostly gone
no for the texture
i had similar issues when for whatever reason quixel was failing to put a similar color backgrounds - default was some greyish thing that showen when mipmapping
closest channel where i can ask this. i feel autistic for doing this but where is this directory? a3\structures_f_orange\signs\special\data\
if you have set up your develpment environment right and unpacked the game data then its in P:\a3\structures_f_orange\signs\special\data\
if not then structures_F_orange.pbo
most likely
@full quarry I did not and I dont know how to set up the "devleopment eviroment"
but if youre just looking for specific texture and not doing larger project you might want to just unpack the single pbo
ok, thanks.
@full quarry Sorry I should of actually just brought it to #arma3_editor
using substance designer sometimes gives you the feeling of beeing some mad scifi alchemist who plays with crazy contraptions and plasma and shit... to make pebbles... https://abload.de/img/thisissowizardqwsl2.jpg
Just a quick question - we are still not at 4K only 2048 max texture for model - correct?
Awww sweet! Cheers ๐
just using it a lot will cause your assets to hog a lot more performance
Would be cool to have some hard data on that.
should be easy. Spawn 100 VR blocks. SetObjectTexture to a 4k texture and repeat with 2k 1k 0.5k
You wont notice any impact with that setup.
well at least 4k textures take up more memory yes?
more vram, yes
it is safe to say that is better to have a single 4k texture rather than have 4x2k textures
i am talking about the same texel density of course
the order is 1x2k, 1x4k, 2x2k, 4x2k etc
also related, afaik 4K will be mipmapped down to 2k for any texture settings used but high -ultra (sure about ultra, high might still keep that @2k)
you cannot change that client side (via ingame settings) if you are using 4x2k textures to achieve the same texel density though, and you increase the draw calls quite a bit
is it possible to use nopx textures on objects?
anyone knows why when i nfold the wings the reskin is changed to the vanilla one?
different animation state maybe?
that may possibly be messing with ur hidden selections
no idea
Can't you skin a officer uniform? I try to load the skin to it but nothing happens :L
I give up you can't skin it
:L
if it has hidden selections then yes
Or you can skin it just not load it
if it does not then no
Hidden selections?
im sensing youre doing it wrong
I've done skinning for quite a while now, I have skinned it and loaded it correctly..
Just never heard of "hidden selections"
skinning is a completely different process than re-texturing btw
and if you have done it without hidden selections
you are doing it wrong, and mostly likely breaching someone's license
breaching someone's license..? This is normal arma 3 a normal arma 3 uniform
How can I breach someones license?
BI has a license
ok so how are you applying the new texture on the model?
in case you missed that
this setobjecttexture [0,"name.jpg"]; as I've always done when testing the texture
but yeah i am also pretty curious as to how you apply a texture
I guess it's called re-texturing then
ok so you are using hiddenselections
ahh, so texture directly via editor, you are applying that using hidden selections then
I still don't know what that is lol xd
damn ninja @full quarry
im asthounished you have not come across the term if youve been doing this for a while
but ok
Self thought pretty much
hiddenselection is the part that command changes
it is a named selection defined in a config. if there would be no such named selection defined, you couldn't apply that texture the way you have been doing it
the short version ^ the long version you can find on bi wiki
Ohhhhh
the description
I've been using that for a while just didn't know what it was called I guess
guess you learn something new every day ๐
Yea thanks I guess
no guessing. its important to understand the mechanics of what you are using
also at start it kinda sounded like you were somehow injecting your textures on the models themselves which is a big nono
ah
but now that your problem is more clear
if the model does not have a hiddenselection for the uniform part then it wont work
Yea it doesn't
and if its a A3 model you can submit a request for them to add hidden selections to it.
It is
Its a longshot now since A3 development is pretty much done
but could still happen
Which officer uniform? The CSAT one or AAF?
AAF
Doesn't work for CSAT either
Ey
the light fatigues worked
Only issue with that there is one little logo that can't be retextured.. crap
how about the Syndikat uniform?
I'll try it now
that one is the variant with the same boots and trousers as the AAF officer
does it have a different selection number?
How do I load textures to a backpack on the editor?
(backpackContainer player) setObjectTexture ...
https://steamuserimages-a.akamaihd.net/ugc/934945136886873339/8E3A0979E68399926EBCCDCFB3121927646CBAC4/ what could be causing this sort of artifacts on the rear sight looked at my normal map dosn't have those sort of artifacts on it
smoothing groups maybe>
nop checked those too in 3dmax it looks fine and dosn't have any artifacts
suboptimal unwrapping and/or bad projection on the cage
Ok i Will check that
is there a way to create a rvmat that does not let light through?
?
you got to explain that a little better @desert totem
probably dynamic shadows?
not up to 3am guessing game. xD
@desert totem I saw you typing!? Gib us moar info!! Also if you got pics of your problem that can help describe it.
well lets just say... the answer will be 99.99% no.
Could someone Help me texturing uniforms i can Pm to explain to you in more detail
?
you either post here, no PMs, because that is what this channel is for
or you ask recruit someone to help you, and that goes in the channel i posted @crystal pond
"Could someone Help me texturing uniforms" its a help post as i am doing uniforms instead of vests
then post what you need help with
with the shitty config part
#arma3_config then
Ffs
i am not pulling your leg, but you'll have a lot more chance of having someone help you if
- you post what you need help with - not can someone help me, i'll PM you what i need help with - useless
- you post in the right channel, following p1
http://sol.gfxile.net/dontask.html Here. FM gave me that. That's quite good for things like this.
@silent onyx did you fix it?
Yep
was it the model or normal map?
my issue was that i was exporting it as an FBX but it brook the smoothing group
I would suggest trying .3ds
great...pretty cool A1. Good to see old school stuff in ArmA
thanks ๐
https://forums.bohemia.net/forums/topic/218104-problem-with-vegetation/ Guy needs help. I'm suspecting something about his alpha isn't working. But that's kinda obvious. Don't know what exactly
could be missing textures referenced in the .rvmat too
need to unpack all of them to P:\
If its a custom texture/vegetation model it should be in the P:\ x9
of course it might not be xD
what is the common way to create an _MC overlay?
or better question, is it possible to do in substance?
counterquestion: what do you think is a _MC ?
well, answer: RGB image with alpha. Can you produce RGB image with alpha mask in substance? Yes.
The effect an _MC has depends on the shader. If you're doing super shader though, https://github.com/ianbanks/arma_3_substance_shader lets you both use and preview the effect of an _MCA.
anyone know how to get the .pbo name for a uniform u see in arsenal?
im looking for a texture
Open the ingame config viewer. And go to CfgVehicles-> vest classname
I want to retexture this uniform but i cant find the .pbo for it
in there in the model entry you'll have the path to the model. The texture is probably somewhere nearby
The path is like a3\structures_f_data\... here the pbo would be structures_f_data.pbo for example
How do I get the gloss effect from the texture or rvmat ? https://prnt.sc/kbo16g
Put a SMDI without reflection into it
I think you have to set one channel to black. Or white.. One of these ^^
thx mate ๐
Like in your rvmat you probably have something like texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)"; in your Stage5.
Switch the 1,0,1 at the end around. Maybe all 0 or all 1s
Okey. Or just read https://community.bistudio.com/wiki/Super_shader#5._Specular_map :D
texture = "#(argb,8,8,3)color(1,0,0,0,SMDI)"; that should do it
class Stage5
{
texture="#(argb,8,8,3)color(1,0.839216,0.513725,1.0,SMDI)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
yep. Make that 1,0,0,1,SMDI
That should make it completly non-reflecting. Might want to maybe put some reflection back on to not have it look shitty ^^
thx mate work fine http://prntscr.com/kbpvds ๐
Are there any videos one would recommend for texture editing? I am looking to retexture some uniforms with Camo Swatches I found and I wasnโt too sure where to start. I have Gimp and I have the swatches currently, just trying to find out how to put it on some uniforms and get it in game.
Any help would be appreciated thank you very much!
Bunch of textures I've made, feel free to use https://drive.google.com/drive/folders/127xHT-exiee0_zmHQChGy22e1k0hYEqh
Thank you for the textures they are very nice. I was actually planning on retexturing some uniforms from Russia 2035. Just at a loss at where to start, do you know of any videos or tutorials that would be of help? I just want to learn how to retexture some uniforms and put them in game
Hey guys, does anyone have the original PSD or as close as for the NATO unifoms?
@crimson brook you could try looking in the community texture templates thread - https://forums.bohemia.net/forums/topic/176288-community-texture-templates/
2nd post has a nato one
but worth mentioning that BI have never released original .psds for any of the the non-DLC vanilla models. So you will not find an original for the NATO uniform etc. Only 3rd party ones derived from the ingame .paa files
@distant rose, thanks that what I have already. @nocturne lake yeah that was what i was hoping not to hear. Oh well thanks for the info guys.
Anyone knows how to use texMerge.exe?
Is anyone able to help me/put me on the right track to skin some vehicles from Mods? I have tried doing it but trying to find the right files using Texview is beyond me as there is about 40 different textures for one vehicle. The only help I need is getting the right files, once the skins have been changed, how to put those vehicles into a seperate mod.
How to completely Reskin vehicles and reuoad them to the workshop (not for public use but for a Milsim group)
from the Base game, the Merkava MBT (NATO tank), the Gorgon APC. from FFAA, the RG31, NH90, CH-47 and Eurocopter Tiger. From 3CB, the Jeep. from RHS, the HMMVW, Little Bird, and Blackhawk.
re-upload is always not allowed.
But you don't need to reupload the actual vehicles for a reskin. You only need to upload your textures
a. for the vanilla, you have the templates in the samples/tools
b for 3rd party content, not sure.
c. for RHS, the data is available in each individual folder per mesh (blackhawk is A2 mesh ported and improved, so that it is in the air ported pbo)
d. there are tutorial covering what you want (config at least) on BI Forums.
e. most EULA do NOT allow repacking and redistribution (RHS included). might be worth reading at least the EULA i do care about:
http://www.rhsmods.org/page/EULA