#arma3_texture

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obsidian nimbus
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"#(ai,64,64,1)fresnel(N,K)";

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why are there two values required for fresnel in arma

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I thought it was just a single number

nocturne lake
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refractive index N and absorption coefficient K

obsidian nimbus
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none of the indexes have any other values

obsidian berry
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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++.

severe rune
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@obsidian berry at first I would recommend you have a read of #rules and don't violate rules like the cross-posting one ๐Ÿ˜‰

obsidian berry
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Sorry, forgot that one

silver gull
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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)

placid thicket
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anyone know what could cause something like this to look oily

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specular values in rvmat are pretty low

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I'm wondering if it's the nohq or something

severe rune
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I'd say reduce the glossiness a little

placid thicket
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this is what the g channel of my AS map looks like

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o

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in SP the AO is way up there

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gonna try reducing it

silver gull
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specularpower and specular value in rvmat also have a lot of influence over this (they act like multiplier to your maps)

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AS and AO have no influence on this

nocturne lake
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Adjusting fresnel might help too

placid thicket
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this might be better?

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I need to fix the colour

severe rune
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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

placid thicket
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looks aightish but not perfect

silver gull
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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.

placid thicket
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specular[]={0.40000001,0.40000001,0.40000001,1};
specularPower=90;

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those are my spec values in the rvmat right now

silver gull
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i usually use specular 0.2 for things that are painted metal

placid thicket
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It's ok/10

silver gull
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helmet with mark of nurgle... 10/10

full quarry
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I smell heresy brewing over this channel

silver gull
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just the ordinary madness that comes from gazing at graphs in SD several days. At some point graphs stare back at you

placid thicket
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oh yeah

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I see what you mean now :x

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but thanks for the help, reducing the specular did help a lot

full quarry
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yeah it does look way better like that!

placid thicket
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now I need to work out the best way to make a helmet cover for it

white cargo
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is there some detailed info about arma specular maps somewhere?

frozen blade
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detailed in what way? @white cargo

white cargo
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anything really

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but a bit too technical

frozen blade
jovial flicker
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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 ?

full quarry
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not really. Arma does not support animated textures

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what youve been doing is pretty much as far as you can take it

severe rune
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does not support animated textures yet

full quarry
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oh ๐Ÿ˜„

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interesting

silver gull
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he wants fading, but thats impossible

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cant animate individual channels differently (which is what you would need -> alpha manipulation)

full quarry
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could be done with a particle I guess

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since praticles can play sequential images

silver gull
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can you influence how fast it plays through the atlas?

full quarry
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mm maybe

silver gull
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if not then it would require a huge atlas for something slow as this...

full quarry
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true

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particle config does have animation speed value

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so Id say yes you can

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not sure how easy it would be to make it immobile

severe rune
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you could make a model with 3 or 4 layers. And then animate the alpha in the rvmat?

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I guess you can use multimat and animate the mask layer to get that effect?

full quarry
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or attach the particle to something

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not a bad idea either @severe rune

severe rune
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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.

obsidian berry
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Hey, might be stupid question but what does modelSides[] do?

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for uniform config

full quarry
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what sides can use it. #arma3_config would be the appropriate channel

serene egret
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Someone should make a lil peep face memes

uncut birch
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Hello!

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Thats how American Higways look like right?

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and im working on a highway Texture and was wondering if the yellow lines are to big

severe rune
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yeah looks too big

uncut birch
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should they be same size as the white ones?

severe rune
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maybe 2/3rds that size

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looks like it on the picture you sent

uncut birch
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hmm... i have no idea i only know 1 white middle line which means no overtaking :S

severe rune
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I'm sure the american standards for that are on the interwebz somewhere

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american highway markings measurements gives lots of pictures with measurements for markings. but not the thickness of the lines

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yellow lines are on page 10

uncut birch
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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

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oh thats quiet interesting

severe rune
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double yellow line is no overtaking. Bottom of page 8

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the width of each line should be 100mm separated by 100 mm

uncut birch
severe rune
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looks way better yeah

uncut birch
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i hope the yellow is not to "bright" not that it looks kinda white-ish with Terrain light ๐Ÿค”

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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

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or i make the decals in the road texture and change road texture in paths to save the "object" from the decal ๐Ÿค”

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but placing decals would be less pain in the butt ๐Ÿ˜„

full quarry
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and also give you a few million objects more

uncut birch
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yeah lazyness gets punished fast ๐Ÿ˜„

full quarry
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do it right and get proper results

uncut birch
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yeah might even do it for ground textures ๐Ÿค” where i have normal and a bit broken concrete ๐Ÿค”

white cargo
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what is _mca?

golden niche
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macro with alpha?

ancient smelt
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...which MCA lighting?

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There's crown occlusion MCA's and translucency MCA's.

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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. ๐Ÿ˜‰

uncut birch
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Is there something i have to look at when baking a Emissive map ?

white cargo
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look at?

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if you mean examples, I suggest looking at the Take on Helicopters models

uncut birch
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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 ^^

white cargo
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You mean what texture suffix emissive is? it's _em

uncut birch
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yes Thanks ๐Ÿ˜ƒ

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was setting up Substance Painter for Arma 3 the export settings ^^

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now i just need to find out how to use the arma 3 shader i got from the interweb

severe rune
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so you'd need a seperate selection that uses a different shader for it

nocturne lake
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SuperExt pixel shader

severe rune
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0 results on google for that :u

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Guess that's a nice next Todo for me.. Find all the possible shaders ^^

nocturne lake
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it's the ToH shader to use their emissive maps for buildings, but @brittle cosmos IIRC tested that it works in Arma

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Not sure how bright and brilliant the em is though

brittle cosmos
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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

twin bane
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nice.

silver gull
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but its not multimat - key issue imo

full quarry
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could be used on a window atlas texture/glowing window material that contains windows for multiple buildings and is shared between them

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would minimize the performance impact

silver gull
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how? Unless the buildings are in the same p3d it won't reduce sections if you put it all on the same map

full quarry
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Oh I thought sharing materials is a thing, like why multimaterial is so good too because of the shared tiled textures

silver gull
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its good because you get multiple textures into one section, and you can blend them

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different p3d's will still cause new draw calls even if they have the same material, at least to my understanding.

full quarry
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highly likely Ive just mistaken the two things

severe rune
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And missing on my list are Collimator, LODDiag, DepthOnly.
I wonder what LODDiag is

distant rose
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TerrainX pixel shader is used for 6 surface material setups

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TerrainSNX is 5+normal iirc

severe rune
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How is the normal Emissive shader called? Wasn't it just "Emissive" instead of "Super"?

severe rune
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Uhhh.. Compute Shaders ๐Ÿ˜„

ancient smelt
severe rune
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Not yet. But I should probably

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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

ancient smelt
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Do any A3 assets actually use it?

fresh hill
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Its the TKOH one to have windows lit up at night. Could be worth trying it out in A3.

severe rune
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It works in A3 See above by Pennyworth

knotty marsh
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A2 had buildings lit at night too

fresh hill
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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.

severe rune
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Basically just Super with a additional Emmissive on Stage8

severe rune
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hm ๐Ÿค” flare Shader on a 3D object. I'm getting so many new Ideas for the weekend by doing this

nocturne lake
severe rune
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And that page doesn't say what shader to use and what parameters. besides the UV

nocturne lake
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probably because they provide an example in the sample models

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it literally only has that one application, so I guess they didn't see the need to propagate it outside of the tutorial/example

frozen blade
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@ancient smelt i haven't seen one using it

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@severe rune does it work in A3? did you try that?

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would be nice to have texture driven emission to be honest

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@brittle cosmos before i dick around myself with it, it is basically a supershader with texture driven emissive yeah?

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can it contain TI stage as well i wonder/

severe rune
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I didn't try any.

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Is TI on Stage 14/15? I can't find anything about it on biki

frozen blade
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neah it isn't a stage per se

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    texture = "rhsafrf\addons\rhs_infantry\data\Crew_equip_ti_ca.paa";
};```
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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
severe rune
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Ah that is probably the internal Stage 15 then. What is Tc? used together with the TI

frozen blade
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?

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Tc?

severe rune
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Dunno. TI is on stage 15 in the shader. And on 14 there is a Tc

frozen blade
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no idea

severe rune
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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

frozen blade
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how many stages does Super have

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whereever you read that from/

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because afaik it has 7 stages + TI

severe rune
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it uses 7 for the Super shader itself. And Stages 14/15 for SuperThermal shader

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Obviously with you using StageTI BI doesn't intend that people use Stage14/Stage15 for it. But according to what I see. It could

silver gull
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worldpos as uv source? So if i apply that to a vehicle and can somehow use sateltite map it always has perfect camo ๐Ÿ˜„

frozen blade
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where are you reading about stage 14 and 15

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@silver gull now that you can animate the UVs, makes things easier

silver gull
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now if you only had a chance to autoclean the list of dysfunctional things...

severe rune
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The TI shader reads the textures out of sampler14/15.
And sampler0 == Stage0 (Ambient color), sampler1 == Stage1 and so on

frozen blade
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i still wonder why there are are 2 stages

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maybe it breaks the channels for that texture in 2

silver gull
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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

severe rune
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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

silver gull
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even with default ti map you see color variations based on inverted AS map ingame on the model

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so that must be your engine generated TC channel

severe rune
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The Tc is "TIConversion" it's texture comes from something >> "CfgCoreData" >> "textureTIConversionDX11" Don't know what the root of that is. Might be configFile

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The TI stuff runs after the normal shader. So yeah. Might very well take other stuff from the normal shader into account

silver gull
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I think you can scratch "might very well" with "most definitely" ๐Ÿ˜„ none of my models has ti map, but all have 'texture' ingame in thermal view that looks a lot like modified AS map

severe rune
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It uses some component made from specular and lighting calculation

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And the ShadowMaps G component is also used directly

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I kept not seeing that. So yeah. mistery solved

full quarry
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Who said that TI stage textures work only on vehicles and men

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buildings have generated TI from the diffuse texture or something like that

silver gull
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nobody?

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man or not man - that is the question ๐Ÿ˜›

severe rune
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men*

full quarry
severe rune
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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?

full quarry
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thats how I understood it

severe rune
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Makes kindof sense. the TI parameters (htMin/htMax/afMax/mfMax/mFact/tBody) are probably not set for static objects

severe rune
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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.

full quarry
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have you told him yet?

severe rune
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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

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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

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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.

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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.

glossy crown
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@severe rune Tested to bin, with mikero, I have the Stage8 in rvmat, but doesn't work ingame ๐Ÿ˜Ÿ

glossy crown
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Ok after further test make it work

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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

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Here is the pbo

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Here is the rvmat

severe rune
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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

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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

glossy crown
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Yes i have checked with elitness, i have the stage 8, binarized with mikero prenium version

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Just worked when copy paste the pennyworth rvmat, and replaced values by your one

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But when i binarize your rvmat I have the stage8 inside binarized rvmat

severe rune
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So... Using mikeros paid tools would probably make it work? great

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I'll make a patch for Armake to support that texture and try it with that

glossy crown
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I don't know if free version working, but i have used payed one, and worked

severe rune
severe rune
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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

glossy crown
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@severe rune Any news on the rvmat ?

severe rune
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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

silver gull
full quarry
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interesting automation @silver gull

silver gull
vestal sundial
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Anyone know what might be causing these artefacts on the windows? I'm using Apex Civil plane Glass_ca and RVMAT

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Fixed it.. Apparently i need to select the faces and "move top" whatever that does.

full quarry
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all transparent surfaces as subject to alpha layering and sorting them is important to get them to layer right

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move top does just that

obsidian nimbus
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on a multi shader mask my black areas seem to have no effect visually

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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

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I can see the normal map but nothing else

full quarry
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the black areas fully black?

obsidian nimbus
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can you not have both a base texture and a mask using the black color?

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(0,0,0) black

full quarry
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what are you trying to do actually

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for starters

obsidian nimbus
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removing the base texture makes it visible

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I am trying to use an object that has a base texture and a multi material .rvmat with all 4 colors on the mask

tawdry flare
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Hello, can someone tell me if there are some basic requirements to transforming a png into PAA ?

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I can't manage to make it work

obsidian nimbus
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RGB 8 bit should work

full quarry
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and right _suffix

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like _CO _CA etc

obsidian nimbus
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also it has to the correct size

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a correct size at least

tawdry flare
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i'm trying to make a game picture 50*50 with Alpha background

full quarry
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what resolution image you got?

tawdry flare
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50*50

full quarry
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pixels?

tawdry flare
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yes

full quarry
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that wont work

obsidian nimbus
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that won't work

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try 64x64

tawdry flare
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Ok

full quarry
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if that doesnt 128^2 512^2 1025^2 2048^2 4096^2 are acceptable sizes

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too busy

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also @obsidian nimbus multimaterial Stage9 is for MCO (macro texture)

obsidian nimbus
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I know that

full quarry
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I dont think multimaterial can use the assigned basic texture at all

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so Stage9 is for that effect

obsidian nimbus
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I wanted to use both but I guess I can do without the base texture

full quarry
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basically multimaterial draws the mask texture on your model and replaces the colors with assigned textures

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so I think it does not draw the assigned texture at all

obsidian nimbus
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it uses the base texture for black if it is there

full quarry
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black color?

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on mask?

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never seen it do that tbh

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what do you have on stage0 then?

obsidian nimbus
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I tried #(argb,8,8,3)color(1,0,0,1,CO) and it had no effect on a completely black mask

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all I could see was the base texture and normal map but when I removed the base texture the object turned bright red

full quarry
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texture = "#(argb,8,8,3)color(1,0,0,1,co)"; ?

obsidian nimbus
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yeah

full quarry
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hmm yeah you are right it does shine through if all mask color channels are single color

obsidian nimbus
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the way it's behaving with me it seems that it replaces the black color

full quarry
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possibly

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but is your black _co stage set to use which uvset?

obsidian nimbus
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it is using the correct uvset

full quarry
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duh

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but which one you have for it?

obsidian nimbus
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UVSet 0

full quarry
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the one for tiled textures or the one for baked textures

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roger

obsidian nimbus
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the one for the tiled

full quarry
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then the applied _Co just shines through a little

obsidian nimbus
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another thing I have noticed is that the red channel doesn't appear to be used in the MC

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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

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it only works when the texture is completely red

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blue seems to be amplified

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I will experiment later with just the MC because I think I'm just doing something wrong here

shut vigil
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Is it possible to texture vest without using mod??

full quarry
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depends if you want it as actual unit then Id say you need to make a new config for it

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and the pack that with the textures

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if you just want to script the new texture on you could pack it with the mission

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but I personally consider that a bad practise

shut vigil
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@full quarry just changing color and add logo

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Ty for ur help.

hardy atlas
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In substance painter 2 what channels should i apply before baking?

severe rune
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You mean which channels to use?

hardy atlas
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yes

severe rune
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specular glossiness workflow.
Depends on what Shader you want to use

hardy atlas
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non pbr spec gloss

severe rune
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yeah

hardy atlas
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yeah ive done texture stuff for arma before, Just forgot what channels are required ๐Ÿ˜„

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ty

severe rune
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you have your CO/CA map with is RGBA color.
Then atleast the DirectX Normal map and the greyscale AO one

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the rest are optional. Well.. AO and normal are theoretically also optional ^^

hardy atlas
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This should be all i need correct?

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Spec / Gloss / Normal / AmbOcc / BaseColor / Opacity

frozen blade
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the textures are based on the type of shader used

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with SP2 you can only base the same maps (that are usually needed by some (smart) materials)

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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)

hardy atlas
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Im using the non-pbr-spec-gloss shader

frozen blade
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also you sort of need diffuse rather than base color

hardy atlas
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my export settings call from base color rather than diffuse though?

frozen blade
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yeah it doesn't matter all that much since you can export whatever from them

hardy atlas
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okay

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So i should have everything for spec gloss then?

frozen blade
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if you really wanna texture just for arma

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might wanna thing about using the arma3 substance painter shader

hardy atlas
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Oh?

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got a link?

frozen blade
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just note that most materials and smart materisla won't work

hardy atlas
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I had a look for one a while back but couldn't find anything

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for an A3 one

frozen blade
hardy atlas
#

ty

dense peak
#

Is it possible to skin a drone?

full quarry
#

if it has hidden selections then possibly

silver gull
#

@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

frozen blade
#

afaik it tries to mimic apex lighting conditions

silver gull
#

can you enter the gloss / specular values for the rvmat in it?

frozen blade
#

never tried it

#

just wait for ian to reply with a more complete answer i think

silver gull
#

let's hope i got the one and only ianbanks, as there are 4 ians^^

frozen blade
#

correct user for ianbanks is ian#7518

full quarry
#

looks like the right guy

unreal magnet
#

@silver gull yes you can

ancient smelt
#

@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.

silver gull
#

@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)?

ancient smelt
#

No, they're not related to SD or SP (or the shader).

#

(By function I meant mathematical function)

silver gull
#

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.

ancient smelt
#

For which shader?

silver gull
#

pbr-metal, pbr-spec, rvmat is possible with this

full quarry
#

what a bother it was to get tiling hex texture scaled right xP

full quarry
#

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

placid thicket
#

anoyone have a swatch for south korean army camouflage?

#

because this is not what it looks like

placid thicket
#

available in OD tho

shut ibex
#

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

frigid escarp
#

@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

shut ibex
#

what to proof? screen of not broken model? UV map? or something

white cargo
#

Proof that you have permission

dense peak
#

How big is the info stand texture in pixels

distant rose
#

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

brittle depot
#

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?

vestal sundial
#

could also be your RVMAT values

dense peak
#

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

ancient smelt
#

armer: Do you have a screenshot example?

ancient smelt
#

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.

dense peak
#

specularPower = 100;

ancient smelt
#

Hmm, that's pretty low, but it might be that your SMDI values are all very low.

nocturne lake
#

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 ๐Ÿ˜„

silver gull
#

why am i not surprised?

acoustic dove
#

what?

nocturne lake
#

the VHS? Nah, Tim's provided the model to a few people. Not to worry about X3KJ

silk rock
#

does anyone have or know of a full retexture template for arma? even better i guess a good tutorial on making them

full quarry
#

retexture of what?

silk rock
#

sorry, vehicles

full quarry
#

you asking for all of them with the "full"?

silk rock
#

yeah, probably asking a bit much though i guess you dont know till you ask

full quarry
#

yeah have not seen any all vehicles template set

#

there is a dedicated thread on BIforums I think

silk rock
#

ok, will go hunt it down and see what i can find

tawdry flare
#

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

frozen blade
#

let me consult my crystal globe

#

2^n type resolution

#

inproper suffix use

tawdry flare
#

It is I made sure it was 64x64pix

distant rose
#

is it named mytexture_ca prior to converting to paa ?

tawdry flare
#

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 ?

distant rose
#

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 ๐Ÿ˜‰

tawdry flare
#

thanks ! i'll try that !

tawdry flare
#

@distant rose it perfectly worked thanks

distant rose
main sierra
#

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

frozen blade
#

who made the model and these jpegs?

main sierra
#

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

frozen blade
#

] 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

main sierra
#

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

frozen blade
#

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

main sierra
#

yup, have those and i think the suffixes are correct....cant find anything about applying materials inside object builder

frozen blade
#

select faces you want to apply texture for and press E

main sierra
#

k, but i have 4 of them.....so not sure how to apply them all

frozen blade
#

4 textures, what is the model of?

#

maybe it is better to use a multimat

main sierra
#

i got a........CO, CA, AS, NOHQ, SMDI

frozen blade
#

why do you have both co and ca?

#

you have a model of a what?

nocturne lake
#

window glass perhaps?

main sierra
#

its autogun

frozen blade
#

autogun?

#

what's an autogun?

#

ca is color alpha

frozen blade
#

so you need to have a diffuse texture assigned, and a material file - supershader

main sierra
#

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?

frozen blade
#

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

main sierra
#

checked the weapon one, it has no texture stuff ๐Ÿ˜ฆ

#

cant find what you are describing about face selections

ancient geyser
#

Hello guys! I'm currently in the process of making an Exile server and looking for a Dev to help out.

frozen blade
white cargo
#

yes, thats it

full quarry
#

@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.

main sierra
#

thats what its for pretty much, just trying to figure our how to put these parts together

full quarry
#

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

main sierra
#

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

full quarry
#

Since youre putting effort into a project the team should be happy to walk you though it.

#

take a look at this though

#

should point you in the right direction

main sierra
#

yah, watched that...but hes using TGAs and somehow doing everythign in blender and it auto exports

full quarry
#

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

main sierra
#

whatevers off of steam yah

full quarry
#

steam?

main sierra
#

arma toolbox off of steam

full quarry
#

you mean arma tools?

#

thats the basic arma tools

#

not the blender addon

#

you were modeling with blender yes?

main sierra
#

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

full quarry
#

yeah you got to keep track of your stuff.

#

there is a thread for the FHQ toolbox too and you should look through it

main sierra
#

i think figured it out....the CO and CA i was given might be duplicates

full quarry
#

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 ๐Ÿ˜„

main sierra
#

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!

vestal sundial
#

๐Ÿค”

white cargo
#

lol

stable inlet
#

can _as be black and white?

vestal sundial
#

The green channel in an _AS map is greyscale

#

all other channels are white. So the RGB result is this pink-ish colored map.

stable inlet
#

o7

nocturne lake
#

if you feed the tools a black and white _as, it will spit out a magenta and white one anyway

frozen blade
#

unless the file is set to greyscale ^^

nocturne lake
#

dunno about texView, but imageToPaa will refuse to convert it if it's not RGB

slim elbow
#

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?

full quarry
#

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.

weary lotus
#

For some reason when I go in first person, the texture I set disappears

fringe pivot
#

Probably BI forgot to add a hiddenselection in the Viewpilot LOD. Nothing you can do about it.

weary lotus
#

Ok, I created a bugtracker for it

#

Thanks

fair stag
#

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

silver gull
#

LF life people repellant

true leaf
#

^

knotty marsh
#

LF?

full quarry
#

lookin for?

knotty marsh
#

oooh

#

thanks =]

atomic patrol
#

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 Iโ€™m guessing, however when ever I try to convert my image to a .paa it wonโ€™t do it, is this as itโ€™s 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?

nocturne lake
#

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

atomic patrol
#

Cheers, ill give it a crack

#

guessing I couldnt do something like 512 x 1024?

nocturne lake
#

you can, yes

#

ratio doesn't matter really

atomic patrol
#

Fantastic as that fits the image Ive made pretty much perfectly, Ill give it a try now and see if it works ๐Ÿ˜ƒ

nocturne lake
#

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

atomic patrol
#

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

dense peak
#

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.

acoustic dove
#

your texture needs the alpha after export and mainly saving the texture as _CA.paa

dense peak
#

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

acoustic dove
#

saving the texture as _CA.paa

dense peak
dense peak
#

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

acoustic dove
#

you missing the alpha channel obviously thats why you getting those issues

severe rune
#

But the actual whole in the middle has the alpha working properly

#

it's just the border that's white

acoustic dove
#

its not properly saved alpha because regular paa can save a basic alpha thats why you can get simple outline

severe rune
#

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

acoustic dove
#

maybe png export the alpha , i would suggest to use .TGA with 32bits

#

but be sure you got it in that PSD tho

dense peak
#

So export it as Name_CA.tga from PSD, then convert it with Texview2 to PAA?

severe rune
#

yeah. Or just TexConvert. I know that TexConvert does everything properly. With TexView I don't know

dense peak
#

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?

acoustic dove
#

open the saved paa in texview2 , to see if that transparency works or not

severe rune
#

Yeah it's ImageToPAA

dense peak
#

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.

acoustic dove
#

send me your file

dense peak
#

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.

https://i.imgur.com/zIQwbRj.jpg

#

ยฏ_(ใƒ„)_/ยฏ

acoustic dove
#

lol

dense peak
#

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

nocturne lake
#

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

dense peak
#

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?

left horizon
#

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 +

full quarry
#

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

left horizon
#

Non mirrored means if I write police on one side it won't be a reverse of the text on the other

full quarry
#

yeah that does not work if both sides use the same texture space

left horizon
#

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

full quarry
#

which tutorial is that?

left horizon
full quarry
#

yeah cant watch stuff like that

left horizon
#

I have to go AFK now

#

I'll be back soon

full quarry
#

takes forever to get to the point

#

in any case if he shows how to use them whats the issue

left horizon
#

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

severe rune
#

If you can't then that probably means you shouldn't

full quarry
#

yea I dont use PBOmanager at all so cant say anything about how it works.

left horizon
#

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 thing๐Ÿ˜‚

full quarry
#

zip encrypted?

#

what are you talking about?

#

no idea what youre doing

#

but quite frankly sounds like youre doing it wrong xP

dense peak
#

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.

severe rune
#

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".

earnest plaza
#

make real wolves head its easier than static object

severe rune
#

I don't want though...

#

It's just my groups logo.. Of course I could make something else... But I want the logo soo..

full quarry
#

TI does not work on static objects

severe rune
#

Good that's what I wanted to know

earnest plaza
#

use a gif ?

full quarry
#

I recall on Static it was calculated out of the diffuse

silver gull
#

not AS map?

unreal magnet
#

no, diffuse.

silver gull
#

hacks

remote swan
#

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?

severe rune
#

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

remote swan
#

Thank you.

upper aspen
#

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?

severe rune
#

you basically only need the image in paa format. And that small/easy config.

upper aspen
#

I see , well how do I upload them into the steam workshop as a whole pack ?

severe rune
#

pack them into a modfolder and use Arma 3 Tools Publisher to upload

upper aspen
#

Hmm

#

I am really a newbie to those things , this is going to be quite hard

#

Welp thanks for the aid @severe rune

remote swan
#

@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

severe rune
#

you need to use a rvmat for them

remote swan
#

RVmat is just a text file with numbers for shader

severe rune
#

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

remote swan
#

And im asking how i can use for example, specularity map?

severe rune
#

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

#

make sure to name your specular texture _SMDI BEFORE you convert to paa

remote swan
#

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?

severe rune
#

yeah

full quarry
#

its the cost of making nicer looking things

remote swan
#

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?

severe rune
#

yeah

remote swan
#

like, supershader whtn stannding close to it, and simpleshader witout comples stuff when standing 2000 m away

#

thats naisu!

severe rune
#

you can just leave the rvmat away on the lower LOD's so that it'll just use the texture

remote swan
#

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?

severe rune
#

you could do that yeah.

#

You can also have all the objects in one fbx

remote swan
#

that will eat ram

severe rune
#

and name them appropriately so they get imported into the correct lod's right away

remote swan
#

Whats most effective way to do that in the end, in resulting performance terms?

severe rune
#

end result is the same. no matter how you do the fbx->ob

remote swan
#

but 1 fbx with all lods inside is taking more space in ram than 1 fbx with 1 lod

#

im confuzed now

severe rune
#

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

remote swan
#

So arma will separate incoming model file into LODs, making them single files, understood

full quarry
#

no

#

it will use different lods at different times

remote swan
#

yes

full quarry
#

but they are all in the single p3d

remote swan
#

But yif you hide PART of the model, that means model still in ram

#

nvm

#

ill figure it out

full quarry
#

also its not really something you have to worry about if you do your models right

#

performance vise that is

remote swan
#

just load test object with 100 000 plys into empty arma mod and watch fps lel

full quarry
#

yeah well I can tell you right away thats not ther right way

remote swan
#

Using almost 20 year old pipeline for modern game is not hte right way ๐Ÿ˜‰

full quarry
#

but its not the polycount thats the most important thing anymore

remote swan
#

then what is it?

full quarry
#

that + amount of materials/textures

remote swan
#

Capt'n

#
and name them appropriately so they get imported into the correct lod's right away```
what names?
severe rune
#

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

white cargo
#

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

severe rune
white cargo
#

already seen that, not a lot of textures available

frigid escarp
silent onyx
#

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

severe rune
#

defined properly in the model?

#

next to the diffuse texture?

silent onyx
#

inside OB i assinged it to the model

severe rune
#

Path is correct? no errors in RPT?

silent onyx
#

no errors

#

what is RPT ?

#

๐Ÿ˜ƒ

#

oh nvm i missed a semicolon

#

-.-

knotty marsh
frozen blade
#

why do you have a CA texture for something that is 100% opaque?

silent onyx
#

i was copying the RVMAT from the AK and that used an CA so i just used the same

#

๐Ÿ˜›

frozen blade
#

the issue is most likely due to alpha sorting

silent onyx
#

ok

white cargo
#

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

distant rose
#

mc is stage 3 usually.

white cargo
#

didn't change anything

severe rune
#

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

white cargo
#

only one LOD (res lod)

#

model is fine without material

severe rune
#

only difference to my materials is the specular. And the missing stages

distant rose
#

tried putting in a full set of stages but leaving them empty apart from mc?

white cargo
#

not sure I understand what you mean by empty

severe rune
#

I always keep all stages with defaults.

distant rose
#

ya try those

severe rune
#

I think SMDI default would be 1,0,0,1 RGBA

white cargo
#

tried this

#

kinda works, but the shading is all messed up

severe rune
#

well you are still missing lots of stages

#

and I don't know what Arma internally does when you provide a empty texture path

white cargo
#

the model became cyan colored with those wiki texture values

#

I get this result

severe rune
#

that one is still missing stages

#

And you didn't copy them from the example like I said you should do

white cargo
#

why do I need them? I have other rvmats with less stages

severe rune
#

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?

white cargo
#

I just want it as simple as possible

severe rune
#

the cyan one atleast already has it's lighting correct.

white cargo
#

also I did copy from that wiki link

severe rune
#

nope

white cargo
#

all of these texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";

white cargo
#

hm

severe rune
#

I don't know from where you copied. But not from wiki.

white cargo
#

looks like messed up somwhere

severe rune
#

And that is the detail texture. And yes. A cyan detail texture makes your model cyan

white cargo
#

I have a bunch of rvmats open, must've gotten it from another one

#

I'm supposed to have 6 stages?

severe rune
#

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

white cargo
#

got it working now, thanks!

#

suddenly I understand rvmats better too

#

which means everything I've done before is wrong

severe rune
#

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.

white cargo
#

thats what I was worried about

severe rune
#

the shader calculates all stages anyway. If you don't want them then you have to use a different shader

white cargo
#

oh nice

#

very useful

#

thanks

severe rune
#

That is the list that should be and will be on the wiki when I have time to do it

white cargo
#

yeah I always wondered with emissive wasn't there

severe rune
#

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

white cargo
#

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?

severe rune
#

nope

white cargo
#

just tested emissive, even with old mikero tools and it seemed to work fine

severe rune
#

gotta retest that then

white cargo
#

yeah

white cargo
#

Anyone know if I can set xNormal to bake 2nd UV set?

frozen blade
#

no idea, bake what AO?

white cargo
#

yeah

white cargo
full quarry
#

does the texture continue over the uv island edge there?

#

it could be bleeding

#

if theres something white next to it

white cargo
#

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

frozen blade
#

what is the background texture?

white cargo
#

in that pic? none, now that the model is done, the same texture and the problem is mostly gone

frozen blade
#

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

analog yarrow
#

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\

full quarry
#

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

analog yarrow
#

@full quarry I did not and I dont know how to set up the "devleopment eviroment"

full quarry
#

this should get you in the right direction

analog yarrow
#

thanks

#

Its just for that not texture editing

full quarry
#

but if youre just looking for specific texture and not doing larger project you might want to just unpack the single pbo

analog yarrow
#

ok, thanks.

#

@full quarry Sorry I should of actually just brought it to #arma3_editor

full quarry
#

dunno this is the place for texture talk

#

so its appropriate

silver gull
vital zephyr
#

Just a quick question - we are still not at 4K only 2048 max texture for model - correct?

white cargo
#

no

#

4k works fine now

vital zephyr
#

Awww sweet! Cheers ๐Ÿ˜„

full quarry
#

just using it a lot will cause your assets to hog a lot more performance

fresh hill
#

Would be cool to have some hard data on that.

severe rune
#

should be easy. Spawn 100 VR blocks. SetObjectTexture to a 4k texture and repeat with 2k 1k 0.5k

fresh hill
#

You wont notice any impact with that setup.

full quarry
#

well at least 4k textures take up more memory yes?

frozen blade
#

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

hardy atlas
#

is it possible to use nopx textures on objects?

nocturne lake
#

no

#

only terrain

static lichen
#

anyone knows why when i nfold the wings the reskin is changed to the vanilla one?

stable inlet
#

different animation state maybe?

#

that may possibly be messing with ur hidden selections

static lichen
#

no idea

dense peak
#

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

full quarry
#

if it has hidden selections then yes

dense peak
#

Or you can skin it just not load it

full quarry
#

if it does not then no

dense peak
#

Hidden selections?

full quarry
#

im sensing youre doing it wrong

dense peak
#

I've done skinning for quite a while now, I have skinned it and loaded it correctly..

#

Just never heard of "hidden selections"

frozen blade
#

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

dense peak
#

breaching someone's license..? This is normal arma 3 a normal arma 3 uniform

#

How can I breach someones license?

frozen blade
#

BI has a license

full quarry
#

ok so how are you applying the new texture on the model?

frozen blade
#

in case you missed that

dense peak
#

this setobjecttexture [0,"name.jpg"]; as I've always done when testing the texture

frozen blade
#

but yeah i am also pretty curious as to how you apply a texture

dense peak
#

I guess it's called re-texturing then

full quarry
#

ok so you are using hiddenselections

frozen blade
#

ahh, so texture directly via editor, you are applying that using hidden selections then

dense peak
#

I still don't know what that is lol xd

frozen blade
#

damn ninja @full quarry

full quarry
#

im asthounished you have not come across the term if youve been doing this for a while

#

but ok

dense peak
#

Self thought pretty much

full quarry
#

hiddenselection is the part that command changes

frozen blade
#

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

dense peak
#

Ohhhhh

full quarry
dense peak
#

I've been using that for a while just didn't know what it was called I guess

frozen blade
#

guess you learn something new every day ๐Ÿ˜‰

dense peak
#

Yea thanks I guess

full quarry
#

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

dense peak
#

ah

full quarry
#

but now that your problem is more clear

#

if the model does not have a hiddenselection for the uniform part then it wont work

dense peak
#

Yea it doesn't

full quarry
#

and if its a A3 model you can submit a request for them to add hidden selections to it.

dense peak
#

It is

full quarry
#

Its a longshot now since A3 development is pretty much done

dense peak
#

I believe

#

not sure tho

full quarry
#

but could still happen

nocturne lake
#

Which officer uniform? The CSAT one or AAF?

dense peak
#

AAF

nocturne lake
#

try the CSAT one then, or the light fatigues

#

AFAIK it's the same mesh

dense peak
#

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

nocturne lake
#

how about the Syndikat uniform?

dense peak
#

I'll try it now

nocturne lake
#

that one is the variant with the same boots and trousers as the AAF officer

dense peak
#

The jacket works but not the pants xD

#

Actually

nocturne lake
#

does it have a different selection number?

dense peak
#

The other CSAT one worked

#

Thanksss

dense peak
#

How do I load textures to a backpack on the editor?

nocturne lake
#

(backpackContainer player) setObjectTexture ...

dense peak
#

Ah thanks

#

What would I do without you.. ๐Ÿ˜›

nocturne lake
#

only works on backpacks. Not vests and other things

#

because those are weapons

dense peak
#

Yea that's one thing I know you can't skin em'

#

Or like not in vanilla

silent onyx
placid thicket
#

smoothing groups maybe>

silent onyx
#

nop checked those too in 3dmax it looks fine and dosn't have any artifacts

silver gull
#

suboptimal unwrapping and/or bad projection on the cage

silent onyx
#

Ok i Will check that

desert totem
#

is there a way to create a rvmat that does not let light through?

frozen blade
#

?

full quarry
#

you got to explain that a little better @desert totem

severe rune
#

probably dynamic shadows?

full quarry
#

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.

silver gull
#

well lets just say... the answer will be 99.99% no.

crystal pond
#

Could someone Help me texturing uniforms i can Pm to explain to you in more detail

frozen blade
crystal pond
#

?

frozen blade
#

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

crystal pond
#

"Could someone Help me texturing uniforms" its a help post as i am doing uniforms instead of vests

frozen blade
#

then post what you need help with

crystal pond
#

with the shitty config part

frozen blade
crystal pond
#

Ffs

frozen blade
#

i am not pulling your leg, but you'll have a lot more chance of having someone help you if

  1. you post what you need help with - not can someone help me, i'll PM you what i need help with - useless
  2. you post in the right channel, following p1
severe rune
odd crane
#

@silent onyx did you fix it?

silent onyx
#

Yep

odd crane
#

was it the model or normal map?

silent onyx
#

my issue was that i was exporting it as an FBX but it brook the smoothing group

odd crane
#

I would suggest trying .3ds

silent onyx
#

i exported as a text file and that fixed it perfectly

#

as proven ๐Ÿ˜ƒ

odd crane
#

great...pretty cool A1. Good to see old school stuff in ArmA

silent onyx
#

thanks ๐Ÿ˜ƒ

severe rune
nocturne lake
#

could be missing textures referenced in the .rvmat too

#

need to unpack all of them to P:\

full quarry
#

If its a custom texture/vegetation model it should be in the P:\ x9

#

of course it might not be xD

errant palm
#

what is the common way to create an _MC overlay?

#

or better question, is it possible to do in substance?

silver gull
#

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.

ancient smelt
keen hornet
#

anyone know how to get the .pbo name for a uniform u see in arsenal?

severe rune
#

pbo for what?

#

config, model, texture ?

keen hornet
#

im looking for a texture

severe rune
#

Open the ingame config viewer. And go to CfgVehicles-> vest classname

keen hornet
#

I want to retexture this uniform but i cant find the .pbo for it

severe rune
#

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

keen hornet
#

aight ill try that

#

thanks for the help

analog mulch
severe rune
#

Put a SMDI without reflection into it

#

I think you have to set one channel to black. Or white.. One of these ^^

analog mulch
#

thx mate ๐Ÿ˜ƒ

severe rune
#

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

analog mulch
#

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};
};
};

severe rune
#

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 ^^

analog mulch
karmic nebula
#

Are there any videos one would recommend for texture editing? I am looking to retexture some uniforms with Camo Swatches I found and I wasnโ€™t 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!

light ingot
karmic nebula
#

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

crimson brook
#

Hey guys, does anyone have the original PSD or as close as for the NATO unifoms?

distant rose
#

2nd post has a nato one

nocturne lake
#

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

crimson brook
#

@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.

golden niche
#

Anyone knows how to use texMerge.exe?

severe rune
gritty onyx
#

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.

frozen blade
#

can you be more specific about what you are looking for

#

which vehicle etc

gritty onyx
#

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.

severe rune
#

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

frozen blade
#

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