#arma3_texture

1 messages Β· Page 32 of 1

hardy atlas
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his CA gets RGB from Base Color

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which is why i was telling him to make sure he has base color enabled on his layers

plucky onyx
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Wouldn't adding the AO map make it pink? Or do you mean to add a grayscale version?

silver gull
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grayscale of course

plucky onyx
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OK I'll try all that right now

silver gull
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guess why most game art use exaggerated wear maps-> because without good light shaders real life things just look really boring and flat

plucky onyx
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Except now I have lines from the curvature map in the normals which looks weird, so I'd take that out

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I'm getting somewhat better results from making the _CA map just a fuck-ton more contrasty in Photoshop, but it'd require a lot of back-and-forth to get it right

hardy atlas
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okay

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export

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the ca

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using the unreal engine 4 preset

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and tell me how that looks in comparison

plucky onyx
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So here's what I'm doing that seems to be working fairly well. I open the _ca in Photoshop and place on top of it 1) the _as in multiply mode and 2) the roughness map, inverted, in soft light mode. That both adds detail from other maps into the albedo which Arma seems to like as @silver gull said and darkens and adds contrast which works much better under Arma's flat lighting than Substance Painter's more realistic lighting. Additionally, I've learned that the blue channel in the SMDI, which contains the specularity map, needs to be inverted. All of that together and I'm getting results MUCH more in line with what I expected.

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But if you think that means my problems are over, you're wrong! This is Arma!

frozen blade
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missing SVLod

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or SVLod too close to the surface of the res mesh (as in the same plane)

golden niche
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should it be inside or outsude of res mesh?

frozen blade
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inside

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if possible of course

golden niche
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roger

coarse scaffold
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Soo, I am trying to make simple transparent texture, named it _ca, works fine in Buldozer, doesnt work ingame(texture isnt transparent). I am trying to use it with setObjectTexture

nocturne lake
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wont work if the model didn't have transparent texture to begin with

coarse scaffold
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Oh thats why, ok thanks

nocturne lake
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Yeah, alpha textures in the model has some kind of property to the model when it is binarised. Something to do with optimising how the model is rendered

coarse scaffold
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Just tried, everything works , thanks again πŸ˜ƒ

plucky onyx
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I have discovered the clutch trick to making textures in Arma actually look good... baked-in lighting on the color map, which is actually really easy to do in Substance Painter with the baked lighting filter

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Praise Substance Painter jesus

silver gull
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you may want to keep your work files though-> next installment of Arma will very likely have PBR i would assume

plucky onyx
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It's all non-destructive in SP πŸ˜ƒ

silver gull
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until there is an update or compat change or whatever that breaks it πŸ˜‹

exotic vault
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@plucky onyx I should do that

manic trellis
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Hey guys I have a question texturing, Do I have to make the item in order to texture it or can it be sent to me?

deft bolt
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you can do either way it just has to be in proper file form (mine works best with .fbx)

manic trellis
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Does anyone know any free models I could practice on texturing?

stray relic
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Have you looked at the Arma 3 samples @manic trellis ?

manic trellis
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No I have not.

spark shore
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you can download them from steam

manic trellis
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Oh I didnt know.

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I'm actually going to look for guns to texture and such.

full quarry
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btw texturing and re-texturing are 2 different things. Typical model texturing workflow today involves very little "photoshop paint work" as the texturing is done through what is called baking from highpoly model to lowpoly model.

Or possibly in 3D painter program that allwos painting directly on the model.

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re-texturing however is done by painting over excisting texture image

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which can be quite difficult depending on how the model is made.

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What im after here is to make sure what it is you are really wanting to do

manic trellis
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Texture blank models.

full quarry
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For Arma?

manic trellis
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Anything, I wanna learn more for texturing and such

full quarry
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well this channel is for Arma texturing mainly

manic trellis
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Like I said I'll do anything giving to me.

full quarry
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Thats not really how it usually works

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people who make the models 9/10 also make the textures

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due to how the creation workflow goes

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since you seem to be using substance painter you should look up substance painter tutorials

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so that you understand the different texture types that make up a game ready material

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as there is more to it than just the colors

silver gull
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turbosquid, cgtrader etc have quite a bunch of free models you can look for. Dont expect super high quality though...

drowsy cosmos
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can someone dm me the kitbag texture

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im really confused on how to find it

fleet fjord
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Anyone got a good directory of uniform/gear PSDs?

quasi gulch
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@drowsy cosmos weapons_f\ammoboxes\bags\data\backpack_fast_mcamo_co.paa

exotic vault
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@manic trellis I just bake all of my high poly stuff to low poly with xnormal

mortal path
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hi guys , i have a problem in game with texture , they are white triangles on the model

frozen blade
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@mortal path do not cross post

mortal path
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i finded the problem

deft bolt
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so ive been working on some mc textures for a project, and i am consistently able to get the mc's to apply as wound textures, no problem there. however, when i go to overlay the main face texture in the material slot i consistently get either the default face or a white face with no error message

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didnt know if this was a config or texture question so just put here

full quarry
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overlay it how?

deft bolt
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basically put the mc texture over the default head, so i dont make a unique texture for every head (ex. my mc map is a tattoo, i overlay tattoo onto all the heads instead of making a unique head for every race with the same tattoo)

full quarry
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mmmm not sure if wounds work like that

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look into these

deft bolt
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yep ive already looked into those

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cant post pictures to show my progress damn

full quarry
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veteran priviledges

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you can post links

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but it does sound like a path error if your textures dont load

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only diffference I saw in the face and face_injury rvmats was the MC stage

deft bolt
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ya, when i try just the overaly with the basic blood texture it works but anything else dosnt

full quarry
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ok so how do you apply that?

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you have to compare your MC and the blood_MC and see if there are differences

deft bolt
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throught the materialwound

spark plinth
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anybody keen to help me out with some icons for a mod? I need five icons that represent a soldier class. I found some stuff on the interwebs but well I am just not able to convert them to to .paa since the ImageToPaa Converter is crying about my filesize (4KB and 75x75 dimension)

nocturne lake
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all images for Arma have to be 2^n

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75x75 is not a valid size

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would have to be 64x64 or 128x128

spark plinth
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oh

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gonna try that thx

empty lance
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hey dudes πŸ˜›

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im trying to simply make a new flag

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im not sure where I'm going wrong....I can get the flag pole and the proper name to show up in my Props menu in Eden, but I can't get the actual flag to appear

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the texture file was converted from .tga in TexView2 to .paa, and I think the config file is set up properly...but I don't know why I can't see my flag....I'd really like a step-by-step tutorial if someone can spare the time...

empty lance
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@dusk blaze see ya here, sir πŸ˜ƒ

dusk blaze
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gimme a hint where to find the UN Flags in the editor?

empty lance
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Props, type in UN in the search field, and scroll down

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theyre towards the bottom of the list

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ill fire up ARMA and follow along with you

dusk blaze
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Ok no need I had a look

empty lance
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ja

dusk blaze
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It's geometry. That means you will need to make a model of the flag, with animations, if you don't want to use theirs

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Otherwise you could just use their model and place your image on it

empty lance
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the latter sounds like the simplest option

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so this would be a retexture then

dusk blaze
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that's a different story, and your mod would need to indicate that it depends on that mod

empty lance
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shit...

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well, actually, thats not a bad thing

dusk blaze
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Simple enough, but I have run out of time here for now. I have to go feed my family

empty lance
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thats cool πŸ˜›

dusk blaze
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Meantime, you can start scouring the BIS forums or YT for tutorials on how to do a simple texture swap mod

stray relic
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flag proxies have their textures changed using:
this forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa"; // change path to your texture file

empty lance
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right, but will this create an add-on i can share on the Steam Workshop, or will it simply modify it for the mission?

stray relic
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It will modify it for a mission. You use the same code inside a config and packaged into a pbo to make an Addon.

empty lance
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interesting

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3CB, as I recall, your team made British Armed Forces projects πŸ˜›

stray relic
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Made, and continuing to make.

empty lance
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very good πŸ˜ƒ

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forgive me, my modding skills are next to nothing...but im eager to try new things πŸ˜›

stray relic
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thanks - we have flags on most of our land vehicles

empty lance
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i just have to be taught from almost scratch....

stray relic
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Have a look at the Arma 3 samples first of all.

empty lance
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indeed.

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ive ben watching youtube as well

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ok, need a break before my head explodes

empty lance
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right, break's over XD

dusk blaze
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Mmmmm Kit Kats

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a-One! Two! a-One Two Three Four! Gimme a break. Gimme a break...

empty lance
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XD

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very good πŸ˜›

empty lance
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For the sake of mission processing, ill try to upload my flag as a mission only texture and see if at least that works

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How hard is it to make a shoulder patch?

knotty marsh
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Quite easy - see Description.ext page, a bit of config + your image and you're fine πŸ™‚

empty lance
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Thank you. Ill check when i gethome

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Eager to give life to the forces in Command & Conquer :)

knotty marsh
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NOD4LIFE

full quarry
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back when I started modding A2 I felt the same about C&C

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well still do but my own concepts project has taken priority

shut ibex
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looking for a guy who know how to make textures from a picture i need polish vehicle paintjob, if you want to help shoot me a PM

dusk blaze
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@full quarry is that C&C, or is that your own concept?

full quarry
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thats my take on C&C Mammoth tank from way back

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is my original concept stuff

dusk blaze
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Noyce!

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("Nice!" in a Steve Irwin voice)

dusk blaze
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Very nice work. My gosh, man, I'm sorry to just now be seeing this. I've had my head buried in my own work, as well. 99% of my time in Arma is testing my mod assets.

full quarry
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πŸ˜„ I know how that goes

empty lance
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There is a mammoth tank mod for arma iii

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It will be in a mission im working on

full quarry
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there is yes

empty lance
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Right now, working on nod 01

full quarry
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our stuff never got into release stage when we moved over to A3 and started our own project

empty lance
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Perhaps it can be remade for arma iii

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I was disappointed that the DPV wasnt in cup or rhs...

frozen blade
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you can always make one yourself - the Desert Patrol Vehicle

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that will cure the disapointment of not having someone else do it for you

empty lance
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True. But my skills are lacking

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Trying to get flags and insignias to work is frustrating me enough

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Let alone figuring blender out to make a vehicle

full quarry
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look up El Tyranos Blender to Arma tutorial series

frozen blade
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PR for El Tyranos blender tuts @full quarry

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?

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πŸ˜„

full quarry
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well I think its the most up to date and comprehensive one we got right now

dusk blaze
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DPV reminds me of BF2

empty lance
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Ooooohhh

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Its close.....

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I like it!

dusk blaze
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The shock buggy will have a different role than the scorpion did, for sure. The top launcher will fire grenades. If you want .50 cal action, the Puma will deliver a pair up top. I'll also be making a Hellfire launching version of the Puma.

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I'm with you, though - a little surprised that no one has made the DPV yet.

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Regardless of roles or authenticity, my buggy and jeep are a blast to drive!

fading pagoda
digital mantle
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lmao i love how u put "nothing to do with st. george island"

dusk blaze
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@shut sparrow That's pretty cool. Are you RealtimeVFXMike himself?

shut sparrow
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@dusk blaze nope

dusk blaze
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AFAIK, Arma 3 only supports paralax for the ground. It'd be great for things like tank and truck wheels, and edifice decorations I think.

full quarry
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πŸ‘† true

dusk blaze
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All of that, or just the first part?

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I wonder what would be the performance cost for paralax support on moving parts or buildings. πŸ€”

glossy crown
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Every engine use it on moving parts and building

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RV is an old engine

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Maybe in Enfusion

full quarry
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@dusk blaze all of it! And yeah never engines use it a lot these days.

dusk blaze
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I remember creating some paralax tank wheels for Cryengine, way back in 2008. One decade later, and here we are with RV...

full quarry
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RVs roots are deeper

dusk blaze
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BTW it didn't work for moving parts on that engine, at that time, either. But it DID work for more than ground...

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True, despite its flaws, RV is still my preferred, free to mod engine for military settings.

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Now, if Frostbite were ever unshackled... whole new story.

spiral crag
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Hello all, I know that some people here used the Arma3Apex shader for Substance Painter. I was wondering if anyone had direction on how to use it, or if it's still even functional. I've done my best to replicate all necessary channels and env map, but the object remains completely black.

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I believe this was @ancient smelt who made the glsl. I'm running v. 2018.2.3

ancient smelt
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It should still be working, I haven't tried it in the very latest version but typically you'll get errors when it breaks.

spiral crag
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Log says it loaded successfully, perhaps I'm missing something

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Would the starting template effect the shader at all?

ancient smelt
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You need special channels to be created though, like this:

// The channels used are:
// 
//     Base Color (_co) [sRGB]
//     Height (_nohq) [L]
//     Specular level (_smdi) [L]
//     Glossiness (_smdi) [L]
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Yeah, none of the existing templates are appropriate.

spiral crag
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I was under the impression that a template was required

ancient smelt
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I usually just start with Non-PBR (Specular Glossiness) and delete the channels that can't be used.

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...and then add the extra channels.

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There are some optional channels too:

//     User0 (Ambient Occlusion, _as green channel, Optional) [L]
//     User1 (Diffuse Occlusion, _as blue channel, Optional) [L]
//     User2 (Macro, Optional) [RGB]
//     User3 (Detail, Optional) [RGB]
//     User4 (Macro Alpha, Optional) [L]
spiral crag
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I've tried with and without optional maps, but they seem to have no effect

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Would the channel bit have an effect. I noticed that in your glsl you have [L] and [sRGB] but no distinction between 8, 16, or 32 bit

ancient smelt
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Yeap, that doesn't matter.

spiral crag
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I had specular channel instead of specular level, but it had no effect when changed. I'm stumped.

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Are you running an earlier version of substance?

ancient smelt
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Just tested it with the latest, sadly it looks like they've yet again broken compatibility with every shader.

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As soon as I get some time I'll patch it up and mention the update in here.

spiral crag
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Cool, thanks. I've never used it before but I hear good things about it.

ancient smelt
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Yeah, the only problem with Substance Painter is they completely break shaders every few releases by changing trivial things like variable names. The last few releases have been really bad for it, too.

spiral crag
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I wonder why, surely they know that it's going to mess with the community.

stray relic
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@ancient smelt , a quick thanks from me for your shader - using it all the time. Luckily on SP 2017, so no problems with an update breaking the shader.

ancient smelt
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Apollo: Cheers!

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I always love to see pictures of things that were done with it by the way.

frozen blade
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@ancient smelt ahh didn't get to try it

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with the latest SP version(s)

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is it broken then?

ancient smelt
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Yeah, with the very latest version it is broken.

frozen blade
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😦

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any idea what is the last SP version it works with?

dusk blaze
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What is this? I feel like I'm missing out on something that I never knew existed.

stray relic
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I'm on 2017.3.3.

ancient smelt
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(for Rooster3D)

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I'll try to find time to fix it today.

dire crane
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Hello, I am wondering if I'm able to get access to a template for the RHS FROG uniforms?

dusk blaze
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Thanks, Ian. Looks like I would need Allegorithmic products to use this, correct?

frozen blade
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@dire crane there is no such template (within RHS anyways)

dire crane
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Alright, so there maybe an tutorial which I can follow, I'm still having trouble trying to retexture when there already is an camo on the uniform itself.

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It always comes out off or just not natural

frozen blade
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can't help you with that though, i have yet to do retextures on someone's else meshes.
i suggets you use convert the normal to cavity and use a mix of that plus AO to get the areas you need defined and work your way from there

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i would only use the diffuse to verify stuff, not as the base on my PSD layer stack

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@ancient smelt cheers, man, all up to date with SP, let me know if you need something quickly tested.
@dusk blaze - indeed, more specifically Substance Painter

dusk blaze
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I'm deeply rooted in PS, unfortunately - like, over two decades of using the big electric cat.

frozen blade
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Β―_(ツ)_/Β―

dire crane
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@frozen blade Alright, thanks for your help!

ancient smelt
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Rooster3D: Try the Substance Painter 30 day demo, you have nothing to lose.

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Many of the same Photoshop concepts are in it.

empty lance
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Some of the uniforms I want to use are clipping through the vests I also want to use. They come from different mods. I suppose there's no way to fix this without talking to the mod designers right?

full quarry
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no

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and they probably wont/cant do anything about it either

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because each mod has its own standard pretty much

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and gear is likely made to fit some type of uniform

vagrant lake
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Did u updated the shader ian ?

empty lance
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I figured

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Need some black pasgt vests XD

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Or at least a 1990s body armor in black

frozen blade
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make some black pasgt vest then?

empty lance
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..did not considerthat....interesting idea

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How....hard is it to retexture a vest? As much of apain as retexturing a flag?

unborn river
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Hi guys. Part of my model gets transparent with water in the background -_-. this is the first time I've seen this. Im using the same rvmat as I've used on alot of other stuff. Anybody got a clue how to fix this?

check this:
https://gyazo.com/00c0ff85b05044ec757c2a0ea28847b7

full quarry
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is there alpha transparency in the rockets texture or in the model?

unborn river
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hm Im gonna double check. someone textured this for me. I know models can get semi-transparent if it is alpha in the texture, but here it happens with water only

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what do you mean alpha in the model?

full quarry
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some other part of it being transparent

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if the rocket is _CO texture is there some other pat that uses _CA

subtle cloak
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Also, any good retexturing tutorials? Tried following one of the tutorials on youtube, followed everything it said, but not succesfully 😦

full quarry
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retexturing is an artform of its on

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cant remember there being any comprehensive step by step stuff as it basically relies on common image editing techniques that vary a bit depending on what software you have available

subtle cloak
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I mean.. at least how to put the texture back in the game and how it actually worksπŸ˜…

full quarry
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Bi forums editing section probably has that asked a few times. Cant remember for sure but its a common topic

unborn river
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@full quarry ty gonna investigate

full quarry
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I recall there being similar issues if the model has a lot of transparency it is then treated as tranpsarent and drawn on different pass and stuff like that happen there was some named property or rvmat flag that helped with it

unborn river
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but I dont understand with what you mean about the model itself being transparent

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its all closed

full quarry
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yes but the engine treats it as transparent and (I guess) draws it on different pass with other transparent stuff

frozen blade
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a. check if texture is using proper suffix
b. check the texture doesn't have a 1bit alpha (even if it is an 24bit RGB file)
c. check face properties for the entire mesh

unborn river
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@full quarry I kinda found the problem. on my backpack Im using this rvmat for the jetflames:
a3\data_f\proxies\muzzle_flash\data\muzzle_flash_rocket.rvmat

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when I removed that it fixed it..

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but.....

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I wanna keep it πŸ˜…

full quarry
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yeah that part has transparency right?

unborn river
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ye

full quarry
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so that is making the engine now think its an alpha drawpass object (or somesuch)

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but cant remember the fix for that at the moment xP

unborn river
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damn.... cant really use attachTo either

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since the backpack is using the .rtm animations

nocturne lake
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@unborn river in your geometry LOD, add the named property forceNotAlpha = 1

full quarry
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thats the one

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thanks @nocturne lake

nocturne lake
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other alternative would be to put the flames in as a proxy model like muzzle flashes are in weapons

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but I think you said you had some setobjecttexture script for them, so maybe that's not a good option

frozen blade
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@unborn river oh yeah, if the orginal .p3d is not using a _ca texture and you add some _ca stuff to it, will break basically

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because engine treats alpha enabled models differently

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the proxy is a great idea if you could modify that original model

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which as far as i know, you cannot

unborn river
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ahh sweet! thanks alot

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had no clue

leaden fox
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You can somewhat see through them

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I've seen this a couple times now and I'm wondering what might cause it and how to fix this

full quarry
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does the model have both CO and CA textures?

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it may be the same thing Battlestad had above

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so scroll up a bit

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also @unborn river was yout problem solved?

leaden fox
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The "forcenoalpha=1" didn't fix it

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it only uses CA, I always use CA on models and this happens only very rarely

unborn river
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@full quarry oh yes forceNotAlpha=1 did it. Sry

leaden fox
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switching to CO dodn't solve the problem also

unborn river
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@leaden foxyes it did

leaden fox
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it didn't for me πŸ˜„

full quarry
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@leaden fox you use CA even if the model does not have transparent parts?

leaden fox
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yes

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is that an ultimate performance killer?

full quarry
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I dont know

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but it may cause issues

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CO and CA are different for a reason I believe

unborn river
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I always use ca. Never quite understood the difference

full quarry
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CA has full range alpha transparency

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CO only 1 bit on/off type

unborn river
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@leaden fox did you add forceNotAlpha in the geo lod?

leaden fox
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yep

full quarry
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so Id assume it at least makes file size larger

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but it may also affect drawing

unborn river
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Sokolonko, it seems to me that parts of your texture contain alpha. Try to add a completely black image on a layer below it and export

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You are having a different case than I did. I've had your problem before, and that was because I had a few "holes" in my texture

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@leaden fox

leaden fox
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Yeah, I'll try to figure something out in SP

full quarry
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when you used CO did the texture still contain transparent bits?

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and did you convert it from file_CO.xxx to file_CO.paa or rename CA to CO

leaden fox
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@unborn river was right

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I had to put a black layer below all the other layers

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so basically there were holes in the texture

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so basically exporting the CO should also work, but I just re-named the file

full quarry
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its the conversion with right suffix thats important

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and then binarizing with rright kind of textures

nocturne lake
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lol, don't use _ca unless you have to

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shadows don't project on _ca

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so if you stick your model in a shaded area it will look like it's glowing against the background

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it's pretty much only good for glass and stuff

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quite sure that's why they made the SSAO effects pass through it

golden niche
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ahem, my trees have mostly _ca polyplanes and they are being shaded

nocturne lake
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trees are rendered differently

dusk blaze
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hey this brings me to a question I've wondered for some time now. It regarding window shadows. For most things, window shadows are unnecessary, but for something like a full glass canopy helicopter the shadow looks too simple. Is it possible to make the glass the same way you would make a tree? I've never made a tree, so I haven't experimented with the process.

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perhaps the glass shadow is the only part that should be tree-like, while the glass itself should be textured as it normally is.

full quarry
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you could try treescrownhader on it but Id guess thats about it

dusk blaze
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Would it be possible to attach a tree to a vehicle as a proxy?

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If so, then what about just proxy-izing all the windows?

stray relic
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only on boats when they're beeched

dusk blaze
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What, really? That's a strange exclusion

stray relic
dusk blaze
#

I thought you misspelled beach

#

but now I see you are being funny.

full quarry
#

you can use treecrownshader on any object

#

its used in rvmat

#

no idea if it can be made to look like glass though

dusk blaze
#

Yeah, it's jus tme thinking outside the box...

#

I see the anti-aliasing in tree shadows (the leafy bits), and I think "I want that alpha in my window shadows."

#

I don't know how to achieve that, though.

unreal cloak
#

Hi. Did anyone build a tool or an algorithm to predict the color difference between colors while editing texture pattern and in game colors of the same very pattern? Thx.

#

Or values to apply to a specific color in a psd file or another solution. Thx

full quarry
#

no i dont think such tool has been made

#

what you see in game depends from many other factors too than the color of the texture

#

threre are the material properties given to it

#

and then there is the lighting setup of the terrain in use

#

and daytime weather conditions on it

unreal cloak
#

Ok thx @full quarry

full quarry
#

fastet way to test colors would probably be filepatching

#

or buldozer preview can also get close to game environment look

#

but it has simpler lighting

unreal cloak
#

Hum that is a great idea - will try

#

Thx!

unborn river
#

hi guys. Im making two very similar jetpacks, but Im getting a weird effect on the jetflame on one of them. They are both done the exact same way, and using the same rvmats. Please take a look at the screens provided

#

working one

#

not working

full quarry
#

possibly needs alpha sorting?

unborn river
#

how do I do that?

#

you mean faces->move top on the flame?

#

ahh

#

sort alpha

#

never saw that option before

#

hmmm that made the problem worse actually

#

now it flickers too

#

the one that is "working" actually has some issue too. two of the side boosters are visible trhough the flame

frozen blade
#

alpha sorting doesn't really work consistently

#

i suggest you do that manually

unborn river
#

hmm

#

may I ask how?

#

I've never sorting alpha before

#

dont know what its about

frozen blade
#

from faces

#

move top, move bottom

unborn river
#

so the jetflame should be on top or bottom?

frozen blade
#

top i would say

unborn river
#

hey it worked!

full quarry
#

ah yeah meant using the move to top πŸ˜„

unborn river
#

thanks!

full quarry
#

never got the "automagic" sort to work

frozen blade
#

it works randomly if you ask me

#

more often not

#

the auto magic shit

unborn river
#

still dont understand why my first jetpack worked straight off the bat

#

didnt need to do this on that one

frozen blade
#

lucky i guess

unborn river
#

no wonder arma modding drives people mad πŸ˜„

full quarry
#

the fire effect just happened to align right

jade creek
#

Anyone knows why this happens?
It's something with the rvmat, but I have no idea what happens there.
Basically the shadows are weird, they turn pitch black when turned away from the sun.
https://i.imgur.com/tZQOkDQ.jpg

digital mantle
#

That looks more like a issue with shadow volume.

jade creek
#

There's no shadow lod just for testing, same issue.
When I remove the RVMAT, it looks fine

digital mantle
#

Can you post the rvmat?

jade creek
#

yep, one sec

#

oh

#

okay, maybe I just found the issue

#

I'll check, gimme a minute

digital mantle
#

i'd say my best guess is that it has to do something with the AS map

jade creek
#

Yea, the path was wrong, forgot a . between the name and file extension

nocturne lake
#

paths in .rvmat could be wrong or you didn't name the normal map properly _nohq.### before converting to .paa

digital mantle
#

clap

jade creek
#

🀦

#

I feel like an idiot

digital mantle
#

meh

errant palm
#

anyone use substance regularly?

dusk blaze
#

Phrasing

limber basalt
#

do you have all the maps you need to export with that preset?

#

looks like your missing opacity and mixed ao

slim elbow
#

Hey guys I have probably a quick question be was just curious if anyone has encountered this issue and knows the fix. I am pack my mod with ProjectPBO, in the past I have been able to pack it with out this new uniform. The uniform is based on the original model by Arma 3 so I call it in the Config. But when I am trying to pack it I get a bunch of errors like these.....

#

config.cpp : a3\characters_f\blufor\b_soldier_01.p3d
b_soldier_01.p3d : \a3\data_f\penetration\meat.rvmat
b_soldier_01.p3d : \a3\data_f\penetration\meatbones.rvmat
b_soldier_01.p3d : \a3\characters_f\blufor\data\clothing1.rvmat
b_soldier_01.p3d : \a3\characters_f\heads\data\hl_white_bald_muscular.rvmat
b_soldier_01.p3d : \a3\characters_f\heads\data\m_white_01.rvmat
b_soldier_01.p3d : \a3\data_f\penetration\meat.bisurf
b_soldier_01.p3d : \a3\data_f\penetration\meatbones.bisurf
b_soldier_01.p3d : \a3\characters_f\blufor\data\clothing1_nohq.paa

#

Does anyone have any ideas

full quarry
#

these dont look like errors

#

you need to paste the whole error

#

preferably to pastebin

slim elbow
#

This is the whole file, errors are at the end

full quarry
#

well you left out the important line

#

missing files

#

the packing cant find those files in your P: drive

#

so have you set up your p: drive with Arma3P

slim elbow
#

So do I need to copy the CHracters_f pbo into my p drive?

#

Gotcha you

full quarry
#

Im pretty sure I've pasted this link before for you

slim elbow
#

the terrian one yes

full quarry
#

the terrain tutorial starts with how to setup the tools

#

just saying

slim elbow
#

I'm I set it up correctly, let me just double check tho

spiral crag
#

paths have \ in front, which might prevent recognition, "a3\data_f\penetration\meatbones.rvmat" should be what it looks like in builder/rvmat

slim elbow
#

@spiral crag I just used the addon builder instead of projectPBo and worked fine thank you all

full quarry
#

πŸ™ˆ

#

"I have errors, hmm I'll just pack with tool that ignores errors"

#

come on

spiral crag
#

Yeah, if you use addon builder, you should check in game.

dense peak
#

How many of you guys use substance painter for buildings? Would you recommend it and why? I know it's a very broad question, but I'm not really sure about the range of features it offers, and how well it applies to assets specifically for arma. I'd like some flexibility when it comes to texturing large structures, with the option for adding in precise dirt/graffiti/decals etc onto my buildings.

frozen blade
#

substance painter is not the best tool out there when it comes to buildings textures, mainly because arma structures are using tileable textures via multimats

#

substance designer is the better too here, but it has a bit of a steeper learning curve

#

i only used sp for accessories for houses, that were also using supershaders instead of multimats

spiral crag
#

Substance painter can be useful for setting up the mask and macro texture, but that's only 1 stage of the multiple textures typically used for buildings materials. I don't believe substance painter supports multiple uv stages, but by using duplicates of the same mesh with different uv scales, it might be possible to design the repeating textures as well.

shadow lance
#

great part is, it's free. also here's some tutorials as well

hardy atlas
#

Like PuFu says, Steer clear of substance painter for buildings and models that require multimats if you can.

empty lance
#

Is it possible to replace a 'map' with a different map image?

full quarry
#

ingame map?

#

no

empty lance
#

I mean a map on the wall

#

Like a hanging map

#

On a building wall

full quarry
#

probably not

#

or well depends on the object in question

empty lance
#

Ok :P

full quarry
#

if the model has hiddenselection for it the map then yes

empty lance
#

So its a partial script thing? Like a flag?

full quarry
#

yes

empty lance
#

hmm...interesting

tacit nebula
#

Hey all, i know this isnt the dayz modding discord but rvmats are fairly similar, was wandering if you couldcould help me figure out why my rvmat seems to do nothing for my textures

#

its all setup correctly

#

from whati could tell

severe rune
#

is the model configured to use your rvmat?

tacit nebula
#

yes

#

im currently viewing it in object builder buldozer setup for dayz

severe rune
#

what means it seems to do nothing? Normal maps just not showing up?
Can you post your rvmat?
Did you double check that the file paths are correct? pboPrefix and such?

tacit nebula
#

ah

#

now i think about it

#

the rvmat wouldnt work in object viewer right? because the rvmats locations wouldnt quite work as the pbo hasnt been built

severe rune
#

what is "object viewer"?

tacit nebula
#

object builder

#

my mistake

#

when using the buldozer viewer

severe rune
#

If you have your P drive correctly set up. Then buldozer should find and properly display the rvmat

#

Same as with the Base texture

tacit nebula
#

i probably dont have my p drive setup correctly

#

the actual basis is there

#

where should my mod files be?

#

i currently have them on my desktop

severe rune
#

if your rvmat path inside the model is \stuff\materials\material.rvmat
Then you should have that file in P:\stuff\materials\material.rvmat

#

So basically P:\<ingame path>

tacit nebula
#

okay

#

so say my prefix is kuroakita\dayzplus

#

should i have the file hierarchy as p:\kuroakita\dayzplus\vehicles\truck\truck_smdi.paa

#

etc

severe rune
#

yes

tacit nebula
#

and compile the dayzplus folder as the pbo

#

thanks

#

ill go do that

tacit nebula
#

Welp i got the rvmat working now

#

but it certainly seems off still lol

#

the car is wayyy to shiny

tacit nebula
#

I got it working

#

Thanks @severe rune

silk portal
#

should it be hard for someone who doesnt know anything about custom textures to create a custom flag pole?

#

for a milsim unit specifically

full quarry
#

all you need is a new texture you change on the vanilla flag

#

creating a new flag model would be very difficult for a beginner

vale mauve
#

setObjectTextureGlobal, bam.

silk portal
#

with any resolution?

frozen blade
#

2^n

full quarry
#

@silk portal use the Arma flag textures as example

#

there are actually a nice empty flags there you can use as base

silk portal
#

i specifically want it to be in a mod because its for a milsim unit

full quarry
#

what I meant was you can draw on one of the Arma textures and pack that up with whatever other stuff you want for your mod

muted creek
#

I'm looking into an issue with an invisible texture on the back of a uniform

#

Trying to repair an older mod.

#

Here's the config of one of the uni's and some screenshots. Putting this here as I'm not sure how to solve the issue.

#
class JO_Phiran_Cream: Uniform_Base
    {
        author = "j0zh94";
        scope = 2;
        displayName = "Phiran (Cream)";
        picture = "\JO_Afghan\data\ui\Uniform_3_CA.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\JO_Afghan\data\tak_civil04_5_co.paa"};
        class ItemInfo: UniformItem
        {
            uniformClass = "JO_Insurgent_Crew";
            uniformModel = "-";
            containerClass = "Supply90";
            mass = 50;
        };
    };
digital mantle
#

Screenshot?

muted creek
#

Apologies, I discussed the issue with the original creator and it is related to the 3D model.

#

My apologies.

jaunty depot
#

I am looking for someone to retexture a modded vehicle to make it a police texture. The vehicle I'm talking about is from RHS AFRF. It is the GAZ-233011

#

I will be paying for it

white cargo
#

anyone know what the blah_blah_Crown_mca.paa textures for trees are?

golden niche
#

looks like mc with alpha

#

and mc for trees is pre-baked lighting

white cargo
#

mc already has alpha channel so what's the difference then?

golden niche
#

dunno, maybe it's like jpg and jpeg

#

(i guess there may be difference but idk)

fiery wigeon
#

Hello all. Im running into an issue where I have a model made set and ready to go but when I go to pack it with pbo project its giving me an error saying its missing my texture paths. I checked the original folder many times now and my texture paths are sitting exactly where my paths are defined. I know this is kind of stupid but i cant get my pbo proj to find any of my texture paths for my model no matter what i do or what paths/folders i use. Is it somehow not updating somehow my new paths? Do u have to do something like somehow reset the texture paths in obj? Anyone have any ideas?

full quarry
#

give an example of a path that does not work?

#

also the textures are in p: drive yes?

fiery wigeon
#

yes everything is in my p drive i will post a YouTube link showing u whats happening to easier explain

full quarry
#

does the paths work in OB buldozer?

#

if you look at the paths in OB material/texture renamer tool are they red or black?

#

do you use pboPrefix file?

fiery wigeon
#

yes the texture shows up perfectly there which is why im confused because it shows up nicely in bl and they are red in the renamer tool

#

im starting off by using one texture atm just to one time get it in game successfully im working with the floor texture

full quarry
#

what was that application error when you opened OB?

#

and while im not expert in pboPrefix use I think you are not using it right

#

delete it and try packing again

fiery wigeon
#

i haven't had that happen to me b4 i think it was because i had already had the same file opened and will try now

#

i still get the same error

RS3_Mil_Barracks_L.p3d : \rs3_structures\data\rs3_mil_barr```

meanwhile as u saw in the video it was located in that exact path and it keeps changing the name of it at the end on its own for some reason maybe thats the issue?
full quarry
#

in the material renamer your path is red

#

means its not correct

#

youre not supposed to use open old p3d either in the export/import

#

you just save the file

#

with "save as"

fiery wigeon
#

oh and just use that file the one u saved?

full quarry
#

yes

#

it is p3d

#

now that were at it, where did you pick up the habit to use the export?

#

also do you have this in OB settings?

fiery wigeon
#

i may have picked that up on my own ill check my tut vids that ive been using if so ill send the link

full quarry
#

alright

#

I've just seen a few others do so in the past

#

trying to find out if there is a tutorial spreading bad info

fiery wigeon
#

yup will do ill search around for it and also for the settings i actually do not have that im changing that now

full quarry
#

odd as that should be the default value

#

in any case that means it uses the root of P:\ as a starting point for paths when they are loaded in OB related stuff

#

but in hte file it still saves the right path myaddonthing\data\mything.paa

#

so that it works properly in engine

#

your path looks alright though so it should turn black when you fix the path setting

fiery wigeon
#

alright imma try it now and also my texture path is now black in the rename option

full quarry
#

alright first

#

open Buldozer in OB

#

and see if the textures work

fiery wigeon
#

ok

#

yup floor texture is all there

full quarry
#

alright then show me a path in your rvmat

#

do you have a leading\ in front of the path?

fiery wigeon
#

no i do not have that will add now and rvmat path i will get

full quarry
#

no

#

having it would be wrong

#

and I was talking about a texture path in the rvmat

fiery wigeon
#

oh ok i left it out and for the
rvmats are another story for me also i have no idea how to set those up ive been just using some default ones but some of the stuff they have in there i have no clue what it does

so i have 2 versioon of the texture a nohq and a smdi version cuz the texture i got that from had those in and im using the rvmat from there and this is what it is ambient[] = {1.0,1.0,1.0,1.0}; diffuse[] = {1.0,1.0,1.0,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,0.0}; emmisive[] = {0.0,0.0,0.0,1.0}; specular[] = {0.1,0.1,0.1,0.0}; specularPower = 120.0; PixelShaderID = "NormalMapSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "RS3_Structures\data\floor_tile_09_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "RS3_Structures\data\floor_tile_09_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; };

full quarry
#

alright well that looks ok but you will need to figure out how to make them properly

#

to get most out of them

#

what does your PBOProject Settings look like?

fiery wigeon
#

so do they just control the detail of the texture like i know the normal map adds some 3Dish effects and the other one adds like a slight bit of shine but the original paa is not defined in there is isn't it supposed to be?

#

will check now

#

there pretty much default except i added my own bisign key to it

#

other than that i havent touched anything in mikeros pbo settings

full quarry
#

no the diffuse/color .paa is defined in the texture slot of the .p3d

fiery wigeon
#

ok

full quarry
fiery wigeon
#

so u technically dont need an rvmat to load a texture in game

full quarry
#

no

#

rvmat just that adds more stuff to make it look pretty

fiery wigeon
#

gotcha

full quarry
#

to say it simply

#

its a bit more than that

fiery wigeon
#

alright so it packed i think it was becasue of that setting i didnt know about in obj builder (im just learning obj) i had it set to nothing so thats why it wasnt packing

i spent over 2 days trying to figure out why it was reading it lol

full quarry
#

possibly

#

it may save the paths badly if its not there

#

also did you now save the p3d and not export it

fiery wigeon
#

yea i didnt export

full quarry
#

that may have messed it up too before

#

but πŸ‘ for getting it to work

fiery wigeon
#

for sure and thank u for the assistance as always ;)
i will link those tuts if i find the export flaw

full quarry
#

πŸ‘Œ

void tiger
#

I want to know the address of txture in A3

#

a sample
a3\structures_f\civ\infoboards\infostand_v2_f.p3d

#

I want to know how to find it.

#

Correct address

severe rune
#

GO in 3DEN. Place object. RIght-click. View in Config Browser. Check "model" entry

#

btw your question contradicts itself.. You want a texture address (real name is "path") but your sample is a model path.
What do you want now? Model or texture? I guessed model in my answer.

void tiger
#

Okay Thx

acoustic dove
#

Is there any good tutorial or a method to create a good Thermal imaging TI maps for cloth?

full quarry
#

@acoustic dove not really πŸ˜„

#

arma + good tutorial is rarer than arma + tutorial which in itself is a rare beast

acoustic dove
#

i thought so xD

spiral crag
#

@acoustic dove You could, in theory, use a thickness map to create the heat source grayscale. It would simulate core body heat and the cloth would be cooler in areas where it's thinner, ie, not on the body itself.

spiral crag
#

I'd imagine the best result would be from using occlusion map, mesh thickness, and cavity(to really bring out the contrast of cloth folds) >> https://i.imgur.com/w8wtdNP.png

left horizon
#

I made a few uniform textures but I can't figure out how to put them in game, I made them from .png to .paa and now they're in a pbo which I put in an addon folder to be used as a local mod but they still won't show up in game. I have BI tools but don't know how to config or script, any up to date tutorials, configs or tips would be awesome

digital mantle
#

@left horizon Are you retexturing an existing uniform or trying to make a new one?

#

more info would be nice

left horizon
#

thanks, my friend helped me I just had to use the setobjecttexture command

vagrant lake
nocturne lake
#

because you're using an alpha texture for the whole canvas cover. Not just the windows

vagrant lake
#

yeah because its a fabric tarpaulin any way to solve it when its the same object ?

nocturne lake
#

probably not

#

Arma really isn't good with alpha textures

vagrant lake
#

hm that suc**

#

doesnt have a hmmvw of rhs also a plane like that ?

#

the M1097A2 if i remember correctly

nocturne lake
#

Hang on, I'll get a pic

vagrant lake
#

alright

nocturne lake
vagrant lake
#

ok thanks for the help good to know that 🍺

obsidian nimbus
#

is it not possible to use custom textures on the AAF officer uniform?

#

I can on the CSAT one

#

as far as I can tell the AAF one is just a modified version of the CSAT one

deft bolt
#

for making folliage (custom trees) do you make just like a giant bubble for the models canopy and then apply a leaf texture +alpha areas?

full quarry
#

no

#

Arma3 samples have a tree

#

that should get you started

deft bolt
#

will do

cunning berry
#

Hey guys, dont suppose anyone has a reskin of the rhs viper with the jsdf camo?

full quarry
#

if you cant find a jsdf mod on biforums or armaholic or steam workshop then likely not

cunning berry
#

theres a jsdf mod, just doesnt have attack helis is my problem.

severe rune
full quarry
#

yy

acoustic dove
#

nice to see the PBR but does the dayz uses it? for anything yet?

severe rune
#

As far as I heard. No.

#

might not be implemented yet. But as they added the material type. They are definitely either implementing it currently, or planned it for the future.

placid thicket
#

I hope we can get something like unreal's rendering for it

#

It's the biggest drawback of arma right now imo, we're using rendering settings from ages ago

vagrant lake
#

The question is do we Need rvmats when we have pbr?

nocturne lake
#

of course. How else do you assign the material paths and instruct it to use the correct surface shader techniques?

frozen blade
#

@severe rune where can i get dem tools? too lazy to search

severe rune
#

Steam Tools menu thingy. Same place as Arma 3 tools. Just called "DayZ Tools"

#

You need DayZ itself installed. Otherwise workbench says "DayZ not installed, exiting now.."

frozen blade
#

yeah i got dz instealled

#

i think anyways πŸ˜ƒ

#

found it, just need toi figure out why i cannot install it, cheers dedmen

spark shore
#

I'm trying to retexture a longsword from operation trebuchet
don't wanna break rules, its just as a personal meme
can't seem to find the actual texture to open with textview2 tho

severe rune
#

What is the reason for not finding it? The folder where the texture should be is missing that one file?
Or you don't know how to unpack a pbo?
Or you don't know how to find the path to the texture file?
Does it have hiddenSelectionTextures in config?

spark shore
#

basically what I know is I need to open arma3/addons with pbo manager and from there select the texture from the folder
but I don't see it

severe rune
#

So you already know at which path the texture is? but the file is just not in the folder where it's supposed to be?

spark shore
#

yeah there is a folder literally named longsword so I figured it would be there

#

maybe its hidden somehow to prevent retexturing?

severe rune
#

you figured?

#

So do you know the path to the texture or do you not?

spark shore
#

probably not
I'll look more deeply as I get home

severe rune
#

check the config for hiddenSelectionTextures. If you can't find the texture path there. You have to look into the model (notepad++ is enough if you know how parts of the texture path will look like)

#

If you don't have hiddenSelectionTextures you cannot retexture without modifying the model though.

spark shore
#

well I just wanted to put pizza slices on the wings
won't cry if I can't

vagrant lake
#

is the arma substance shader still not working ?

stray relic
#

@vagrant lake It never stopped working if you were using a slightly older version of Substance Painter (2017 in my case). But I think Ian said that he'd updated the shader to work with the latest version, perhaps a few weeks ago.

vagrant lake
#

hm k, yeah i have the newest version of SP so for me it doesnt work, i read it few weeks ago that he wants to update it but it didnt read anything new about it thats why im asking here ^^

stray relic
#

Did you download the latest version of the shader and try it?

vagrant lake
#

yea

dire crane
#

I'm kind of new to ARMA 3 modding, but I'm wondering how I can get rid off some of the shinyness of my guns I added. I did look it up on the wiki about the RVMAT basics, but it only confused me even more.

stray relic
#

Shine is a combination of the _smdi texture and the rvmat specular & specular power. There's more info if you search for Arma and "super shader".

dire crane
#

Alright, I'll take a look. Thanks!

limber basalt
#

@spark shore the longsword doesnt have selections

spark shore
#

yup
looked it up

proper pelican
#

Hello! What is the best quality in text2View? DXT5??

obsidian nimbus
#

is there any way to make a good looking greyscale texture without using _gs?

frozen blade
#

?

obsidian nimbus
#

I only want part of my texture to be black but want the other part to be colored

frozen blade
#

texture for what precisely

obsidian nimbus
#

it's the MC texture

#

_gs looks good but it takes a lot of memory and has no color info

#

the black part of the MC has zero color in it as well

#

you can see the compression artifacts so clearly on every black texture in the game

frozen blade
#

MC texture is a RGBA (4x8bit/chnl = 24bit)

obsidian nimbus
#

CO has the same problem

frozen blade
#

i do suggest you add a bit of noise to any larger area that is a single solid color

#

because that artifact is compression related indeed

#

i still don't get the question
any way to make a good looking greyscale texture

#

not really sure what _gs is, never seen one used on a structure before

obsidian nimbus
#

I didn't exactly word it well
I mean a texture that is black and white, like a black vest, or dark grey vehicle, or black roof, that doesn't have the added color of the compression artifacts but isn't entirely greyscale. Like there are small parts of the texture that have color

#

_gs is greyscale, looks really good, just doesn't have any color

#

I don't think it is compressed actually

#

Essentially I just want to avoid compression adding magenta and green to areas with zero color in the original image

frozen blade
#

can i see that texture that is giving you headaches?

#

as i said, the very easy way to get around the artifacts is to manually add a bit of noise

#

in order to break that solid color

#

that will compress a ton better and ideally without artifacts

obsidian nimbus
frozen blade
#

some of the shaders, afaik, do expect specific texture types btw

#

how does the alpha channel look on that MC map?

obsidian nimbus
#

it has noticeable compression on it

#

like that part

frozen blade
#

what is the resolution on this one 2k?

obsidian nimbus
#

yeah

frozen blade
#

as i understand from that alpha, you want to use the MC map completly change that ground texture

#

since it is full white

#

weirdly, the compression artifact shown there are a ton worse than what is visible at least in that MC texture (RGB channels)

obsidian nimbus
#

color is still gross though

frozen blade
#

yeah, it shouldn't be pinkish

#

can you send me the .paa please via PM

#

the one before the added noise

obsidian nimbus
#

sent both

frozen blade
#

ok, so, the big splotches, if you ask me, have 2 individual reasons

#

a. texture compression - from the base 16MB tga to 1.2MB - something's got to give nothing much you can do about that except add some noise - maybe more subtle than the one you did

#

b. the texel density - because on these floors, walls etc you are using a full non transparent alpha, basically what you are doing is reducing a ton the pixel/sq m in these areas

#

each of these floors is around
b. the texel density - because on these floors, walls 650x400px, while i would assume the base texture used there is 1k x 1k if not 2k x 1k seamless texture

#

so it is around 4times smaller

#

i would guess the higher compression on the MC maps is based on the way these are used

#

as in blending/overlay instead of replacement, at least when it comes to structures

#

i would try reducing the alpha intensity in these areas if possible

#

and use these as blends

obsidian nimbus
#

I could make the texture a tad darker if I wanted to match what it was before but this looks fine IMO

frozen blade
#

also, just to make sure you get rid of that pinkish, you could simply make a mask with a desaturate in PS or alike and make sure there is no reds/mangentas in these areas

obsidian nimbus
#

I already did that

#

first thing I tried, actually

frozen blade
#

because i checked your TGA and these areas have some pink in them

obsidian nimbus
#

just to be sure there was no color there

#

it does indeed

#

in PS it is completely desaturated so I guess that's just from the .tga

frozen blade
#

yeah no idea, there was some color info there as well

obsidian nimbus
#

I see a few scattered pixels of blue and magenta on my current one

frozen blade
#

last question, how do you convert the textures? manually or do you let buldozer do that for you?

obsidian nimbus
#

I have the image to paa gui open and convert every time I make a change

#

then replace the old texture with the new one in the actual data folder

frozen blade
#

hmm, why not let buldozer do it for you

#

?

#

you can manually open that TGA in texview and go through the compression list, you will definatelly see the more splotches and artifacts when switching from ARGB8888 to DXT1 and lower to DXT5

obsidian nimbus
#

I just keep buldozer open and have the textures as .paa files in the .p3d

#

I have tried playing around with TexConvert.cfg in the past but never really got anything decent

frozen blade
#

fair enough

#

so alpha channels needs DXT5 compression, so there's that

#

all i can suggest is add some noise, and lower the alpha intensity a bit

obsidian nimbus
#

seems to give the best results so far

#

thanks for the help

frozen blade
#

no worries

lean osprey
frozen blade
#

most likely missing HS named selection on secondary lods in CUP's p3ds

#

nothing you can do

vale mauve
#

(make a ticket?)

lean osprey
#

@vale mauve might do that... for quick fix might be worth using diff model that hopefully dont have this issue?

vale mauve
#

shrug
CUP's discord is in #channel_invites_list in case you need that. Can ask there, make a ticket on their phab. Dunno if using a different model will help, could be the fault of all of the vehicle lods.

lean osprey
#

ill ask them thanks, was hoping its something i can fix...assumed it was some sort of LOD issues. Might try using similar colour cap thats more closely resembles the retex so if the LOD issues pops up that its not to distracting to players. Thats till issue can be resolved that is

dense peak
#

Is it possible to get hands on the Stealth Combat Helmet? Would love to texture it black for SCP Related things

celest obsidian
#

Sure, Arma 3 root folder > Expension > Addons > characters_f_exp > BLUFOR > Data

then search for "H_HelmetB_TI_tna_F"

dense peak
#

Oo alright thank you

grand warren
#

in case you guys haven't seen it yet, substance painter 2019 is on sale for 83,81€ on steam

steel shell
#

Can anyone recommend a step by step guide to recreate berets

full quarry
#

@steel shell tutorials rarely cover such specific topics and focus more on the "how to use some tools" or "how to model anything"

Basically modeling a car and modeling a beret uses same tools and techniques, so what you might need is general tutorials on "how to use my 3d modeling program"

steel shell
#

@full quarry thanks for the tip, I'll look into that.

exotic vault
#

@steel shell I can try it out as practice

steel shell
#

@exotic vault that would be amazing

severe rune
#

Anyone know what mainLight and fogMode in rvmat's do?
mainLight maybe configure if/how light shines onto your object? Or color of the light? something?

true fossil
#

@severe rune have you checked the wiki?

#
none - no fog
fog - fog used by usual opaque object, the more is object covered by fog, the closer is it's color to fog color
alpha - fog used by objects with alpha, the more is object covered by fog, the more transparent is
fogAlpha - combination of both above approaches, used for roads (alpha-out could be quicker than fogging)
severe rune
#

which wiki page is that on?

true fossil
severe rune
#

Well GG πŸ˜„
light is not explained tho

true fossil
#

yeah ☹

#

check the "Light Mode"

#

not much details tho

severe rune
#

Yeah I did. That's the same Info I have too

true fossil
#

well, shit

frigid escarp
#

@foggy torrent to the rescue? πŸ™

severe rune
#

setting the mainLight to "None" makes the env map color modifier be "white" instead of the sun color
But I have no idea what all the others do.
Nor do I know what "env map color modifier" would be

#

is there a way to have a bigger color value than 255 in a paa?
I feel like my Emissive isn't bright enough. For the emissive entry in the rvmat you can just use bigger values as these are floats, but can't do that in a texture if max is 255.

severe rune
#

Okey.. I found out how to make it darker using some dynamic range thingy. Didn't really bring me forward.
Though that's nice to know. You can do color*(x*(1/255)) where x is also 0-255 color. Meaning you can get way more precise colors lower down the range.
I guess that's the TexConvert.cfg "dynRange" entry.

Seems like it's not possible to make it brighter ._. Bummer. In shader are colors are float anyway
A RGBA texture format where the A is a multiplier to RGB values would be nice πŸ˜„
Like the specular power on the _SM

severe rune
#

Problem solved. Read bottom.

Also burning question for @foggy torrent . Why does both binarize.exe and Arma itself not allow SuperExt shader when it reads a unbinarized rvmat?
For embedded rvmat's inside binarized p3d's it works when you try to use SuperExt. (When the p3d was not built using binarize.exe, because that also converts SuperExt to Super and then saves the embedded rvmat as super)
But non-embedded rvmat's don't work.
Same with setObjectMaterial command. Normal map and other stages clearly take effect. But Emissive stage on SuperExt shader doesn't.

Arma just automatically converts SuperExt to Super when reading it from a non-embedded rvmat.
Doesn't matter if the rvmat is binarized or not. Seems like it always fails when it reads from string.
Because embedded rvmat's just store the shaderID. And the non-embedded ones just store the string name

Okey I asked my Debugger for help. The shader is set to SuperExt. But Stage8 (emissive) is empty/not loaded from the rvmat.

AAAND I have the answer. If you don't use texGen's, Arma will only load the first 7 stages and leave the rest as default.

severe rune
#

@tender fjord that might be some useful check you could add to your tools.
You can only have 8 texGen's. If you don't use texGens then every stage (including Stage0) generates a texGen, and it will stop reading the stages after the 8th one (Stage7)
Combined with detecting it as error if one has more than 8 texGen's see #arma3_tools

That is probably also the reason why people told me that SuperExt is working fine with BI tools. Because yes, it does, if you use texGen's

Oh nice. Hello RPT spam
Error: Number of texgen stages is greater than the number of stages the engine can handle
A little late to tell me that now that everything "works"
for whatever reason my TWO! texGen's are more than 8 now.
forgot to put texGen entry in Stage8 🀦

tender fjord
#

@severe rune , i'm unaware of what a texgen is other than it is used in mapping rvmats as a seemingly dumb way to say 'use this inheritence'

#

i specifically refer to the text statement

texgen=4;

#

I have never seen it used in an rvmat intended for a p3d and the baked in version has no such animal.

severe rune
#

texGen is just a reference to the transform

#

the baked in version has the same

tender fjord
#

ulltimately it is nothing more than an inherited subclass

severe rune
#

It basically tells the Stage that "get your uvSource and uvTransform from this texGen class"
If you don't use texGen's, it auto-generates one for each Stage. But as there are only 8 texGen's, shit hits the fan when you get to your 8th Stage

#

I guess it's most used in multimat's. Because that's one of the situations where you have way over 7 stages

tender fjord
#

pass me an example please, i have never seen it used in any p3d or any rvmat for a p3d

severe rune
tender fjord
#

thank you.

severe rune
#

When a texGen entry exists in a Rvmat stage. Then the uvSource and uvTransform entries are ignored.
The engine detects whether you are using texGen by checking if class TexGen0 exists.
my rvmat still has the uvSource and uvTransform because I'm packing with armake and that doesn't support texGen's yet, I just hacked a crappy workaround into it.

tender fjord
#

the engine does exactly what the vmat gui edtior does. it immediately treats it as an inheritence.

#

the stair p3d doesn't use them. it's a nornal baked in rvmat with uvsource et al for each stage

severe rune
#

nope

#

the baked in ones are binarized like this
num stages
num texgens

stage
stage
stage
stage.....

texGen
texGen
texGen
texGen

#

and each stage contains the index of the texGen it uses

tender fjord
#

ok, happy to look in my code, i can so easily be wrong

severe rune
#

Engine doesn't find texGen's.
Then it reads Stage0, set's it's texGen ID to 0.
And then reads the texGen0 config out of Stage0.
And so on for the other stages

tender fjord
#

yes that makes perfect sense (to me)

severe rune
#

So instead of reading texGen0 out of class texGen0 it just reads it from class Stage0. As it only reads the two entries, and they exist in both. That works fine
Problem just comes in when you arrive at Stage8. At that point it just says "no space anymore." and just skips the stages

tender fjord
#

interesting

#

looking....

severe rune
#

Originally found this because armake wrote down Stage8 with it's corresponding texGen8 (even though max is texGen7). Which crashed the game because it caused a buffer overflow

tender fjord
#

my impression is that bis binarise will automate this process where identical uvtransforms are stated.

severe rune
#

That's what I will add to armake. If the exact same uvSource/transform already exist, just reuse it's index. Instead of adding a new.
Looks like BS binarize doesn't do such intelligent things though

tender fjord
#

all i can currently say to you is that i have never seen a texgen stated in an rvmat file (binarised or otherwise) except for maps

#

i don't mean what's interpreted out of p3d, i mean the official, binarised rvmats, wherever they occur

#

(excuse typing. tired)

severe rune
#

Found it in your old pbodll source
DeP3d\Odolv7.cpp
LodStages::WriteStages
There you write the stages first. And then you do a io_WriteBlock with the StageTransforms.
These transforms are the texGen's
if nTransforms is bigger then 8. That's an error and will cause arma to crash on a buffer overflow

tender fjord
#

yes, no problem there. i understand the difference. but you are talking p3d

severe rune
#

Well they are not required for any shader that has 8 or less stages.

tender fjord
#

i have never seen the following statement:

texgen = anything;

in an officila rvmat

#

(except for maps)

severe rune
tender fjord
#

as part of arma3p it automatically converts all rvmat back to plain jane. Using wingrep, the only rvmats with a texgen statement are in maps

#

foot in mouth

severe rune
#

a3\structures_f\households\house_big01\data\d_house_big_multi.rvmat

tender fjord
#

thanx

severe rune
#

Stores the texGen number as a string for whatever reason πŸ˜„

tender fjord
#

bloody excellent. thank you

#

I will revise by p3d->rvmat decoders accordingly

warped spire
#

is it possible to unwrap a surface in oxygen2?

wet sonnet
#

Sure

warped spire
#

I have this round surface thats already part of a bigger unwrap. But i wanna add a separate texture to it

#

its a flat round surface, but when I "unwrap" it in oxygen it totally deforms

#

it's like a flat circle

full quarry
#

you likely have to do it manually point by point. OB UVtools are quite basic.

frozen blade
#

@wet sonnet sure - barely is closer to reality

wet sonnet
#

Look at face then planar mapping

#

EZ

frozen blade
#

please unwrap a sphere πŸ˜„

#

a proper one that is, just quads

#

first one ^

wet sonnet
#

Middle one is default sphere for OB

frozen blade
#

same for any other software out there πŸ˜ƒ doesn't make it wrong, but it doesn't make it right either

hardy atlas
#

You can make spheres like that in max my subdividing / turbo smooth a cube. I imagine a similar process in other programs

full quarry
#

@hardy atlas talk was about unwrapping stuff in OB

frozen blade
#

@hardy atlas + spherify πŸ˜‰ but that was not the discussion, which was OT to this channel either way

obsidian nimbus
#

Was the story assault pack with the nametag ever fixed to be able to use custom textures?

#

It only ever worked on the first LOD

#

Also does anyone know why the APEX weapons are so over-saturated?

#

Like the ak's all have bright orange stocks and blue metal and it stands out compared to every other A3 asset

#

The RPG-7 looks like it is covered in hunter's orange

vestal stratus
#

does anyone know how to mod a vest and is willing to help a guy out

obsidian nimbus
#

The haybale model from CUP doesn't have any transparency issues or anything, but I am trying to make my own version with new detail and color/blending so it looks more A3 aesthetic/quality

#

when I leave the texture as the standard CUP .paa it looks fine

#

but when I change it to my own, there are transparency issues around the edges of some of the textures

#

I even tried copying the CUP texture to my new directory so it uses the exact same texture, but even then the issues persists

#

switching the texture back to the CUP one in the CUP directory without undoing it but by manually changing it back fixes the issue

#

Anyone know what is going on here?

#

Sorting the faces/alpha has no effect either

obsidian nimbus
#

figured it out

#

had a messed up texconvert.cfg

obsidian nimbus
wet sonnet
#

Looks good

obsidian nimbus
#

thank you sir

acoustic dove
#

nice but you could use some bump detail πŸ˜‰

true leaf
#

:P

#

nah just texture resolution is enough to update any CUP maps! <3

#

keep up the good work Rylan

obsidian nimbus
#

thanks

#

it does have a normal map

#

just isn't too intense and isn't as obvious from the angle in the screenshots

ancient lion
#

Hey, so im not sure if this would be just a texture issue or if it has something to do with the plane as well. So im working on a new road texture and im getting these white lines in between when i put the roads up next to each other https://imgur.com/a/WDmqupp. Any ideas how i would fix it?

spiral crag
#

Seems like a seam, caused by the faces of the two objects not lining up. You can avoid these most of the time by having faces sloped downward at the ends of the pieces, designed to intersect with other road meshes. You could also try adding black faces beneath the road so it isn't as noticeable. If you want to try without modifying the mesh, you may just need to line it up better in object builder so there's more uniform precision.

ancient lion
#

Its actually a decal so i cant really make a slope. Also it happens even when i have two segments on top of each other

ancient lion
#

I ended up shrinking the uv slightly and that seems to have fixed the issue

full quarry
#

could be 2 alpha textures overlapping and causing alpha sorting error

#

you could use the "move to top" face sorting tool on both in OB

silver gull
#

piece of advice - if you ever have a subscription for substance source (their allegorithmics substance market place) and dont want to waste your 'points' ... dont download products where the author is gametextures... 99% its just scans that tile extremely poorly and there is no actual "substance" in there. Just dozends of megabytes of image data. No or barely any procedural features.

full quarry
#

can such transaction be refunded?

#

it sounds like a scam

silver gull
#

no idea... i have the subscription for a year now (painter+designer, source just comes along with it) and i have a lot of points over that i havent used yet, so it's not like i'm losing much, but still.

#

previously gametextures only did SBAR files (so i knew i would only get images) on there. Now some of their newer stuff also has SBS of rudimentary stuff but still relies heavily on badly tiling scans. They name it "grunge map" but its actually a scanned height/normal map in disguise...

nova hatch
#

I find a lot of decent packs for textures on gumroad etc

#

Always noticed gametextures and had them noted in my sources list, will go elsewhere.. thanks

frozen blade
#

yeah make sure you grab the ones from allegorithmic

#

the rest are pretty poor

#

you find a ton better ones on gumroad and other places

solemn peak
#

I have very serious question, guys! I have a model of single quad and a texture with some parts being 100% transparent, but some part are 100% filled. But in-game it has some weird sort of transparency

frozen blade
#

@solemn peak what is the suffix of that texture you are using?

solemn peak
#

no suffix. Should i use _co ?

solemn peak
#

tried with _co -- became 100% filled without transparent parts 😦

frozen blade
#

^^ - always use suffix

severe rune
#

No suffix == user error

solemn peak
#

No Suffix and CA - same thing - transparent part are transparent, filled are little bit transparant too

nocturne lake
#

that's what _ca is like

#

in general you should separate transparent parts on to a separate texture

solemn peak
#

wat? how can i separate empty area to separate texture? Sort of alphamaskOnly_ca.paa (or _mc) and imageOnly_co.paa? And how to apply them both to same quad?

nocturne lake
#

well if it's on the same polygon, you'll just have to suffer the weird semi-transparency

frozen blade
#

it is a single quad face?

#

so basically you wanna do a decal sort of thing yeah?

#

can i see that texture of yours? with the background as well?

#

@solemn peak

solemn peak
#

decal sort of thing yeah
Yup

brittle depot
#

Hey, has somebody a good Texture Export Set for Arma 3 using Substance Painter? I think someone from RHS-Devs was showing a Vid or Pic but i can't find it anymore.

brittle depot
#

Thankyou

frozen blade
#

note here - it still needs adjusting, don't expect a 1:1 viewport

severe rune
#

Yeah. Especially like.. Color saturation.
Here is a good comparison of DIRECTLY using my spec_gloss
https://dedmen.artstation.com/projects/xa2y4 scroll to the bottom.
There you have the substance IRay renders and the in-game view. It's kinda terrible

split zodiac
#

Anyone knows if there is a built-in function for making the equipment icons?
Smiliar to the one for the asset previews

wet sonnet
#

Nope

split zodiac
#

sad violoin

#

Thanks anyways

honest jolt
#

Can anyone help me out with this please??

I've been trying to put the det cord decl on my glass texture for a canopy but I can't seem to keep the transparency of the glass.

Can some one explain how to keep the transparancy and add the decal?

I use photoshop and I'm not all that familiar with channels at the moment, so if I need to use that, you might have to explain a little more detail.

Thanks folks.

frigid escarp
#

@split zodiac BWMod has an automated process using blender. check their public gitlab repo

dense peak
#

if some one could make me a mod were all the csat textures all were tan, nato textures were blue, and greenback textures are green, can some one do that,

light terrace
#

I tried to make a .paa with texview 2 for a display dialog

#

But it has transperancy all over it

#

Anyone ever have this?

frozen blade
#

.paa from what?

#

what is your file suffix

light terrace
#

.png

stray relic
#

Rename the file 520DfaU_co.png, then convert using Texview.

frozen blade
#

πŸ˜„

#

suffix not file format

#

suffix = _co | _ca | _nohq etc

silver gull
#

file suffix .png_co πŸ˜ƒ πŸ€”

severe rune
#

tools should throw warnings when given files without suffix πŸ™„

silver gull
#

or just be more intelligent and automatically pick the right stuff...

velvet fractal
#

hello friends, i have been playing arma for many years and only recently thought about modding. i have always downloaded mods and thought "wow, it would be great if this came in another color", but instead of hoping for it to be released i just want to make them myself. could someone here point me in the right direction if my aim was to do a retexture of an existing armor mod or existing armor in arma 3?

silver gull
#

pretty sure youll find a couple of tutorials if you google on the forum or in general

velvet fractal
#

sorry, which forums? i googled and found a master post with a lot of information, currently using that. just figured i would ask some people in here if they had more precise suggestions

silver gull
#

bohemia interactive forum should have some stuff. And for technical details BI wiki (we call it biki)

#

victor if you have a specific question (technical) this is the quickest place to get answers. If you are looking for broad general information... generally not so much.

full quarry
#

Since I had the forums open @velvet fractal check this out too for starters

velvet fractal
#

thank you so much for this, that was basically what i was asking for! very appreciated

#

and i suppose i should also mention, all i want to do basically is create black/spec ops colors for the russian 6B armor sets.

#

in case that has already been made by someone lol

light terrace
#

I dno it's still transparent

#

Is there something special I have to do in photoshop when I export?

valid quarry
#

i got a curious question

#

is it possible to edit weapon textures, as simple as it is to change car textures

#

let's say i want a purple mx. without modding

full quarry
#

no

#

we cannot access vests, helmets or weapons with the setObjectTextures commands

valid quarry
#

so only way is modding ?

light terrace
#

Found a fix to my issue. The .png has to be sized to the power of 2

#

ImageToPaa shows errors

#

texview doesn't

full quarry
#

@valid quarry yes, @light terrace πŸ‘

split zodiac
#

@frigid escarp Thank you

velvet fractal
#

on a side note, has anybody made a black version of the russian 6B series armor sets?

frosty fossil
#

Hi so im fairly new to the texture side of arma 3 and am having a bit of an issue on quality wise. Now the image i have attached is just a test and i was wondering on why the texture quality is so low, when i load the skin.
This is the RHSUSAF AH-64
I am currently using the ah in game and using script "this setobjecttexture [0,"test4.JPG"]" on a jpg file i have in the server folder.
https://imgur.com/a/vi2ANCE

frozen blade
#

@frosty fossil what is the resolution of the said texture

full quarry
#

could be .jpg does not also load very well into the game

#

or the .jpg itself is saved with bad quality

frozen blade
#

i missed the jpg part....

honest jolt
#

Can anyone help me out with this please??

I've been trying to put the det cord decl on my glass texture for a canopy but I can't seem to keep the transparency of the glass.

Can some one explain how to keep the transparancy and add the decal?

I use photoshop and I'm not all that familiar with channels at the moment, so if I need to use that, you might have to explain a little more detail.

Thanks folks.

full quarry
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transparency is defined by the Alpha layer transparency of your texture

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and that texture must be saved with _CA.paa suffix

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so that the alpha transparency works in game

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also you will need ot have correct .rvmat for the surface

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supershader is often used for glass stuff and since you want also non transparent part in it, supershader might be able to do that

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I am not sure though what you mean with the decal as Arma does not have such term for anything texture/material related

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perhaps you mean its a decal you add to the texture in photoshop?

honest jolt
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yeah the last bit. I want to create the det cord via texture on the glass. Saves me a headache with modeling a 6mm tube and bending it in all kinds of directions.

full quarry
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should be possible yes just dont make that part transparent in your texure, save it yourtexture_CA.tga and convert to .paa

honest jolt
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I've tried to merge the two together already in photoshop yet the colour of the canopy appears in ps. when I save it and put it back into 02 as glass_ca.tga and apply it to the model, it appears with a blue tint from the outside. you can't see inside. but when inside the model you can see out. bloody weird. I want to be able to remove the colouration. Its like photoshop applies the colour to it.

full quarry
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the blue tint is a common problem with non-sorted faces with alpha texture

honest jolt
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ya gunna say move it up the stack?

full quarry
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select the parts with _CA texture on them go to OB - surfaces - move top

honest jolt
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If thats the case I forgot about that.

full quarry
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at least what you describe sounds like that

honest jolt
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yeah ya probably right I didn't think about the stack order. I'll give it a shot. thanks

tardy condor
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I'd love to know how to make custom faces

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my only try didn't work at all

full quarry
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pretty much all you can do is draw over the existing textures

tardy condor
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i couldn't 😦

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i'm dumb

full quarry
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but with those there is the issue of the existing normalmaps that may not fit your new face textures

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face textures is one of the more difficult things to do